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Changelogs

From SF4Remix
Revision as of 03:43, 15 April 2025 by Miriam (talk | contribs) (Created page with "= Remix 2 = == December 26, 2024 - Beta 29 == Sakura * 623P - Can now cancel to 236K on hit or block Hugo * 5MK - 1st hit now only has 1 jp, preventing an infinite Chun-Li added backwards airdash (44, or 4PP), and airdash off air normal hit/block * j.MP - fixed oversight that meant she could jumpcancel forever * 623K - adjusted the hitboxes to hit farther and more consistently Blanka * 236MP - juggles slightly lower to avoid an infinite Guy * all ground normals n...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Remix 2

December 26, 2024 - Beta 29

Sakura

  • 623P - Can now cancel to 236K on hit or block

Hugo

  • 5MK - 1st hit now only has 1 jp, preventing an infinite

Chun-Li

added backwards airdash (44, or 4PP), and airdash off air normal hit/block

  • j.MP - fixed oversight that meant she could jumpcancel forever
  • 623K - adjusted the hitboxes to hit farther and more consistently

Blanka

  • 236MP - juggles slightly lower to avoid an infinite

Guy

  • all ground normals now have full jp. 5HK for example had very low jp, likely to avoid infinites but sure
  • 214PPP - now have to time the hits in sequence, in return every hit is unscaled, leading to much more damage. Can also cancel to a special izuna drop (LP+LK)

Juri

  • still had a glitch that lead to her floating into space. Her space passport has now been revoked

Cody

  • 214MK - increased recovery so it cannot be linked into LP on hit

Oni

  • Airdashes now also have command inputs! 4/6/2/8PP
  • j.236PP - Can now be airdash cancelled like every other EX move

Gen

  • 6HP - is no longer a low, massively reduced meter gain
  • 214KK - can now only cancel with CC, increased startup
  • 236KK - can now only cancel with CC
  • 236KKK - it's now the AA throw again, instead of another whirlwind. increased damage 230->300 to make it more reasonable as a combo ender
  • 236PPP - toned down some of the effects on hit, to make it flash less

Dan

  • 5HK - feint cancels execute later in the animation (to avoid infinites while still letting him link into faster normals)

Cammy

  • increased damage across the board
  • air normals now build meter as normal on whiff and hit/block
  • airdash normals now have regular momentum
  • dash 5HP - stays out a bit longer, travels farther
  • air throw - groundbounces
  • 236K - can cancel to EX specials other than itself on hit
  • 236KK - can cancel to specials other than itself
  • 214PP - didn't build red meter. It does now

Guile

  • 214P/PP - removed all armor

Seth

  • Ground normals - increased damage across the board
  • Air normals - made damage equal to ground normals

August 13, 2024 - Beta 28 Hotfix

Sakura

  • --------

236K

  • fixed move looping into itself

Evil Ryu

  • --------

Teleports

  • Fixed move looping into itself

Yun

  • ----

214MP/HP

  • Lowered juggle height slightly

Poison

  • ------

6MP

  • juggles slightly lower

236P

  • Projectile juggles slightly lower

Dan

  • ------

646PP

  • built 4 bars on hit, has now been fixed

August 13, 2024 - Beta 28

Ryu


214PPP

  • Fixed Revenge meterbuild, built 1/2 meter instead of 1/4

Elena

  • --------------------------------------------------

Forward Throw

  • can cancel earlier on hit

6MK

  • can be cancelled into from all normals

214PP Dancing Evade

  • Added 214KK input, for convenience

214PP~236PP Dancing Evade, Dash

  • Changed input to 214~66
  • Removed the regular dash out of this
  • Animation startup slightly faster

214PPP

  • Fixed Revenge meterbuild, built 1/2 meter on 2EX healing, but 1/4 on 4EX. Is now swapped
  • removed hitbox
  • has super armor (1 hit)
  • only heals if her super armor is hit


Rolento

  • --------------------------------------------------

2HK

  • Now knocks down

Juri----------------------------

6HP

  • Juggles lower when out of juggle points

236LK

  • decreased opponent fb hit recovery to prevent infinites

214MK

  • decreased juggle height

Makoto

  • --------------------------------------------------

Jumpcancel

  • slightly lower jump height, more startup

HP

  • Changed damage from 75 to 80, CH is still 100
  • Now has close/far versions, close has faster startup, far moves forward

HK

  • Changed damage from 80 to 90, CH is still 125 + increased hitstun
  • Now has close/far versions, close has faster startup, far moves forward

8HP

  • changed to j.2HP input, 9HP replaces the previous input

+j.2HK FOOTDIVE (re-added)

  • is a mid-range divekick that hits mid
  • can be CC'd at any time before hit
  • Makoto bounces back on hit or block, can do any air move (except for another footdive)
  • Can only be done when pissed

2HP

  • can be followed up with 6HK like every standing normal

2HK

  • can be followed up with 6HK like every standing normal

j.214K

  • increased hitbox vertically so it can more reliably hit in aircombos
  • Now gets Hard Knockdown on all versions

236P

  • pissed versions come out faster and travel farther. HP version goes full screen

623P

  • All regular versions have reduced jugglepoints or increase JP
  • Juggle height decreases after JP is used up
  • now has pissed versions, max jugglepoints and have faster startup

623PPP

  • can no longer dashcancel on block, but can CC on block or whiff
  • can also CC after the last hit and try to catch the falling opponent

Deejay

  • --------------------------------------------------

j.214K

  • No longer gets forced forward

j.214KK

  • fixed move not consuming an EX bar

Oni

  • --------------------------------------------------

Removed all charge normals

88 - Airdash up

  • re-added

5MP

  • maximized JP

6HP

  • Now only wallbounces once

214P

  • Slides a bit after hitbox
  • hitbox is active for longer

214K

  • can now airdash cancel on hit
  • EX version can airdash anytime, if such is your wish

623P

  • Regular versions now have invincibility on startup, making them true reversals

air 236P

  • wider hitbox for regular and EX projectiles
  • EX version is now overhead like the regular one

Balrog

  • --------------------------------------------------

Removed random chunkypunch entries from 6HP etc

Ken

  • --------------------------------------------------

Far 5MP and 5MK

  • Removed. Instead of 5MK for AA, can now do 5MP
  • Instead of Far 5MP, you get less range :). Use 5MK instead!

5MP

  • Changed to old HP animation (SFA style)
  • Hitbox lasts slightly longer, for better AA

5MK

  • Changed to his old cl.HK animation (SFA style)
  • First hit forces standing
  • Second hit whiffs crouchers

2MP

  • Added more recovery (to prevent infs)

5HP

  • Changed to old far HP (SFA style)

5HK

  • Faster animation
  • Moves forward a bit more
  • Counterhit causes a lot of hitstun
  • Can be linked into lights on hit

4MK

  • Added some startup, and recovery
  • can now cancel into 4HK

4HK

  • Added some startup
  • Bounces on ground hit
  • HKD

HP+HK Alpha Counter

  • Changed back to old animation

chrg 2-8K ghost jump

  • can follow up with tatsu earlier, same cancel time for all versions

chrg 4-6 K

  • swapped startup on MK and HK versions
  • Can now cancel into Ghost Jump on hit or block

chrg 4-6 KK

  • Juggles more consistently

chrg 4-6 KKK

  • Reduced hitstop on first hit, sped up finisher

chrg 2-8 KKK

  • Reduced hitstop on first hit

360KKK The Masterlock

  • Juggles higher on last hit
  • Can cancel the last hit into Ghost Jump

Ibuki

  • --------------------------------------------------

236K Cmd. Dash

  • Removed jump from regular versions, can now only jump with EX version

Dudley

  • --------------------------------------------------

6HP

  • More recovery

Vega's nerfworld

  • --------------------------------------------------

All spins

  • slower landing animation that does not move backwards

2HP

  • slightly faster recovery
  • larger vertical hitbox that lasts longer

2HK

  • Removed 2nd hitbox

Ground PP

  • Slower startup, jumps higher
  • certain specials can cancel to a faster startup version

Air PP

  • No upwards movement

PP~P

  • No longer HKD
  • slower landing animation that does not move backwards

PP~2P

  • No longer HKD
  • slower landing animation that does not move backwards

PP~K

  • slower startup

236P

  • Only has 1 hitbox per version now, to avoid weird-looking behavior during pullback
  • Damage changed from 80 for all versions to LP: 60,80 MP: 70,90 HP: 80,100 EX: 100,120
  • Removed chip damage
  • HP version has slower startup, and does not let vega hit with normals afterwards. HKD
  • can only cancel to PPP on hit with the regular versions
  • EX version now juggles higher than HP ver on grounded hit, but restands on air hit. HKD
  • EX version can cancel at any time to a faster PP or dodges

236K

  • Can only cancel into PP on hit with all versions

214K

  • Removed all invincibility from all versions
  • Slower startups, except on EX
  • Can now only cancel to PP from the EX version

236K Rolling Crystal

  • Regular version is now 0 on hit instead of +5 (+2 at most for LK version)

Evil Ryu

  • ----------------------------------------------------

5HP/6HP

  • Animations swapped
  • 6HP now launches, can be jumpcancelled
  • can no longer be cancelled to from heavies

5MK

  • Slightly slower startup, I guess

6MP

  • Can whiff/chain cancel to 6HP and 6MK

6MK

  • faster startup, standing MK can cancel into it now

214HK Tatsu

  • Increased recovery

623LP/MP

  • Increased JP

5PPP etc Teleport

  • Can cancel to supers/CC

PPP Evil Activation

  • Input changed to [Hold MP+MK when revenge and EX meters are full]
  • Requires full EX meter AND full revenge but doesn't drain them upon activation
  • Drains 300 HP (be careful so you don't die)
  • Special Cancel to Cancel drains revenge instead of EX
  • Can only refill revenge bar by walking or standing still for 8 frames
  • Charge during evil mode refills EX, but not Revenge
  • Can now use shoryuken in Evil Cancels

Raging Demon

  • No longer gives Evil Mode on hit

Sakura

  • -----------------------------------------------------

Throw:

  • Juggles

KK~LK/MK/HK Sakura jump

  • Switches direction if the jump crosses up

5MP/5MK

  • Minor animation adjustment

2HK

  • added HKD

236P

  • fireballs hit 2 times for lvl2, 3 hits for max
  • EX fireballs hit 3 times for lv1, 4 times for lvl 2, 5 times for max, final hit wallbounces
  • max level fireballs no longer wallbounce
  • changed how fireballs juggle
  • reduced hitstop across the board

214K

  • Juggles a bit lower, when it hits JP limit, juggle height decreases
  • Increased LK dmg from 40,60 to 60,80, reduced chip dmg from 18 to 12
  • Decreased MK dmg from 60,80 to 40,60 (80 dmg after 2 hits)
  • Decreased HK dmg from 60,75 to 40,60 (120 dmg after 3 hits)
  • EX version no longer has an upkick followup, does 6 hits, and the final hit juggles

236K

  • LK version slightly tweaked. Slower startup
  • MK version does 1 low tatsu before upkick
  • HK version does 2 low tatsu before upkick
  • EX version does 3 low tatsu before upkick, and has a fast startup
  • Can release a doken from storage during all versions on whiff, hit or block

214KKK

  • changed to 236KKK input
  • final hit wallbounces

236KKK

  • Changed to 214KKK input

Yun

  • ------------------------------------------------------------------------

Far MK

  • Increased startup

236K~K

  • both hits give less blockstun, followup can be ducked
  • also more landing recovery
  • EX: Reduced damage from 30,50 per hit to 20,40 per hit. chip from 10 to 5 dmg per hit

623P

  • Increased recovery for all versions. On block: LP: -7, MP: -5, HP: -2 EX: 0

236P

  • EX version stops on the 2nd hit on hit, on the 1st hit on block

214P

  • Increased recovery overall, On block: MP: -8 HP: -4 EX: -1
  • reduced startup of the MP version

Geneijin

  • Removed air version
  • Can no longer cancel into the same move

Chun-Li

  • ------------------------------------------------------------------------

3LK

  • juggles lower after 2 JP

236P

  • sounds

C. Viper

  • ------------------------------------------------------------------------

Fixed charge refilling too much meter

Forward Throw

  • Can no longer combo into itself

5LK

  • changed animation to far LK version

5HP

  • Now has close and far versions (same anim)

5HK

  • Changed to vanilla 2-hit "close HK" animation
  • Has close and far versions

2HK

  • HKD
  • slightly tweaked animation

214HP

  • Can no longer cancel into other specials after hit (unless stored)
  • a bit safer on hit

236K

  • Slightly tweaked anims
  • LK version slightly slower startup
  • can be feint-cancelled before going airborne

Cody

  • ---------------------------------------------------------------------------

fixed sand followup infinite

Poison

  • ---------------------------------------------------------------------------

5HP

  • Reduced startup on both far and close versions

5HK

  • Reduced startup on both far and close versions

2HK

  • juggles on hit
  • can now be special cancelled
  • HKD still

236P fireball

  • Recovery works slightly differently
  • LP has fastest recovery, MP has medium recovery, HP is worst recovery/is unsafe on block
  • can now supercancel to 236PPP

623P DP

  • LP and EX have invincibility up to first hitbox

214P~P

  • reduced recovery frames, should now be safer than the initial hit

214K

  • Groundbounces on juggle hit

Hugo

  • ----------------------------------------------------------------------------

5LP

  • Less recovery

2LP

  • Less recovery

2MK

  • Less recovery

5MK

  • Moved 2nd hitbox upwards
  • has a new hitbox closer to startup
  • removed hitbox on downwards leg

5HP

  • Less startup
  • Less recovery
  • No longer wallbounces on air hit

5HK

  • faster startup
  • no longer overhead
  • wallbounces on air hit

2HK

  • slower startup
  • goes further, but no movement control during
  • hits twice, on 2nd hitbox can cancel into ground normals/command normals/ultra throw
  • Added projectile armor during hitboxes

6MK

  • Gone forever

4HP *New Move!*

  • Has a long hitbox, good for anti-airs
  • Has upper body projectile and strike invincibility up to the end of the hitbox
  • Can also be executed as a reversal

9HK

  • falls slightly faster
  • wallbounces on air hit

236P

  • Less startup
  • Lower juggle height on LP version

623K

  • Less recovery after grabbing
  • Lower juggle height
  • EX version juggles slightly higher
  • Can now be CC'd, both in the air and after hitting

41236KK

  • Can be comboed into from normals (still doesn't grab airborne)
  • all versions have faster animations after grab

236PPP

  • more consistently juggles after the 2nd hit

Blanka

  • ---------------------------------------------------------------------------------------

9MP/9MK

  • Should no longer lead into an infinite on juggle

236P

  • Can now input air normal followups earlier, rather than waiting for the late cancel window
  • MP/HP versions have diagonal movement
  • LP version now has full invulnerability up until it's fully ascended

236PP

  • The hunderbolt hits Blanka for 80 damage
  • now has full invulnerability until after hitbox

236P Air *New*

  • Blanka dives directly down (LP) or diagonally downforwards (MP/HP) or directly down with a lightning bolt at the end (PP)

214K

  • Can be air CC'd at any point

236PPP

  • goes to final part after 3 hits on block, way less chip dmg
  • Final thunderbolt hits Blanka for 100 damage

T. Hawk

  • ---------------------------------------------------------------------------------------
  • Normals no longer do chip damage
  • reduced normals damage across the board

6HP

  • Far less recovery

214P

  • All regular versions can no longer cancel to EX or super grabs

214PP

  • Can no longer grab jump start or jump in general (unless cancelled into)

214PPP

  • Reduced dmg by 50 dmg, is now 300 damage total

Dan

  • ----------------------------------------------------------------------------------------

Feint

  • Input changed to HP+MK

A bunch of normals

  • altered some animations. I guess.

623P *New Feature - Breaking*

  • Press LP+LK on first hit/block to BREAK the animation

214K

  • input changed to charge 1~6K
  • juggles much lower on hit
  • EX version groundbounces

236K

  • input changed to 214P
  • EX version Juggles forward instead of swapping sides
  • Removed Revenge meterbuild

646P *New*

  • ZANRETSUKEN
  • Each version gains more startup but stay out longer, except EX which is fast, but leads into the HP ender
  • HP and EX versions juggle after the final hit
  • Low JP, so you only get one ZANRETSUKEN per combo without RC

Fei Long

  • ---------------------------------------------------------------------------------------

5MP

  • Reduced recovery

2MP

  • Reduced recovery

2MK

  • slightly reduced recovery

236P

  • stops moving after hitboxes rather than before

236P~K

  • Can no longer cancel to the KK version
  • No longer has the second, overhead followup

236LK

  • Juggles lower after the first hit (to avoid infs while allowing 236MK followup to whiff)

236KK

  • Goes directly horizontally
  • Forward motion nerfed
  • Can now only follow up on hit, like the regular versions

air 236K

  • Increased vertical hitbox for all regular versions

214PPP - counter

  • is now 22PPP

236PPP - super punchies w the dust followup

  • is now 214PPP

236KKK - Super Rekka

  • is now 236PPP
  • can be cancelled with 214P at any point
  • can now be cancelled to CC and Super at any point as well

Rose

  • -----------------------------------------------------------------------------------------

236HK

  • juggles a bit lower (to prevent infs)

Guy

  • -----------------------------------------------------------------------------------------

5MK~MK

  • reduced recovery

2MK

  • now HKD

214P

  • MP and HP versions are slightly faster
  • added a large pushbox for all versions to prevent whiffs against airborne opponents

Rolento

  • -----------------------------------------------------------------------------------------

5HP (input changed to 4HP)

  • switched 5HP and 6HP moves
  • Much taller hitbox, better for AAs
  • can be cancelled into from regular normals

6MK

  • can be cancelled into from regular normals
  • can jumpcancel at any point

214K

  • can cancel to stinger jump with K

236K

  • can cancel to overhead special with P
  • can cancel to stinger jump with K

623K stinger jump

  • restocks knives on top of jump

236P

  • reduced recovery on regular versions
  • charged projectiles from 3rd rekka now properly hit crouching opponents

236PP

  • projectiles work differently

214KKK

  • taller explosions and hitboxes

also did some other stuff forgot what

I will do more stuff to him at a later date

  • ---------------------------------------------------------------------------------------

Fixed(?) Infs:

  • Juri

corner 6HP infinite

  • Ken

2MP > 4MK in the corner (character specific, works on poison)

  • Ibuki

236K~9 links

  • Dudley

Ducking loops

  • Gen

5MP > 5HP > 236LK~LK (whiff followup)

  • E.Ryu

5MK > 214HK in the corner

Evil Install 214LK > 63214MP

  • Sakura

214HK > airdash j.MK

  • Elena

2LP > 214MP > 214LP

  • Yun

5MK > 2HP

  • Chun-Li

3LK > 66 j.HP~HP

  • C. Viper

Throw loop

  • Cody

236K~LP loops

  • Poison

5MP/2HP/6MP > 236HP in the corner

  • Blanka

236MP > j.MK, 236MP > j.MP

  • Boxer

2MP > 2HP > 214HP > level 3-4 TAP

  • Fei Long

5HP > 236LK~HK (whiff followup)

  • Rose

236HK 2MP 6MK inf (char specific)

December 24, 2023 - Beta 27 (Christmas)

Akuma

  • Dash/Backdash - decreased startup frames
  • 63214 inputs changed to 214 inputs
  • A bunch of normals - extended hitbox downwards so they'll hit Elena
  • 5LP close/far, 2LP - can now chain to medium kicks
  • 5HP Far - added slightly more startup
  • 5HK-HK - changed dmg from 40/70 to 50/50
  • 2HP - changed from early 90/ late 70 to an even 90 for both
  • 9LP - changed dmg from 50 to 30
  • 9MP - changed dmg from 80 to 60
  • 9HP - changed dmg from 70 to 80
  • 9LK - changed dmg from 37 to 40
  • 9MK - changed dmg from 55 to 70
  • 9HK - changed dmg from 70 to 90
  • Demon Flip / Super Demon Flip - Changed inputs from 623K to 236K (you know, like alpha 3 except without the 9 at the end)
  • Air Demon Flip - added - has less gravity, but can be cancelled into from air normals/airdashes

Dudley

  • Changed motions again :)
  • 236P machinegun/super
  • 214P rose throw

Deejay

  • Shorthop - Improved, I think, I forgot :)
  • All command normals - removed
  • 5HP/5MP/2HK - have faster close versions
  • 236P - now more ~wavy~ keeping with his overall vibe
  • 214P - Will only launch opponent if button is held all the way
  • 623K - followup input changed to 6K (instead of just K)
  • 214K - can be done in the air
  • 236KKK - jumps forward and can cross up opponent before superfreeze

Ryu

  • 5LP close/far - Expanded hitboxes forward/down
  • 5MP - Reduced advantage on hit and block
  • 2MK - Moved hitbox slightly backwards, reducing range
  • 2HP - Expanded hitbox, made it last longer, reduced head and chest hurtboxes until end of hitbox
  • 2HK - Sped up after hit, moves forward a bit
  • 4HP - Moves forward a bit
  • Launches - Juggles lower after JP runs out
  • 214LK - Final followup has max JP, will always juggle
  • 236P fireballs - Changed dmg 60/75/5, to 60/80/10
  • 236K fireballs - Changed projectiles to fire
  • Damage is changed from 60/75/5 to 70/90/15
  • Hitbox update: Changed hitbox to be more horizontal rather than vertical, so it can more easily cross up
  • 214P - new special moves that replace the old fireball push - though, it works mostly the same but with a cooler animation…
  • ICHIGEKI HISSATSU (214PPP) - Reintroduced

Elena

  • 214PPP - Reduced amnt of healing. Is now 30 health for 50 meter version, 60 for 100 meter

Yun

  • All normals - all the JPs
  • cl.5MK - Now uses the 5HK animation, and works like far 5MK
  • 5HK - both versions use the old cl.5MK animation, close version is faster - Juggles, but loses height after 2nd juggle from ground, 1st juggle against airborne
  • Divekicks - Can now RC at any point during descent - RC inherits downwards trajectory
  • 623K - Changed input to 236K - Has to press 6K for 2nd kick
  • Physics/Trajectories changed - can now be done in the air
  • EX version gets infinite followups, can also divekick from it.
  • Geneijin - Works a bit differently - Specials are more consistent with the regular versions and it lasts longer! can still do a free super to cancel it
  • 623PPP (U1) - Adjusted hitboxes again so they'll hit more consistently - More beef
  • 236PPP (U2) - Moves faster across the screen, does more damage (340dmg) - Now completely projectile invincible
  • Other stuff - There's probably even more things, but I added the big stuff!

Juri

  • Fixed the face
  • Adjusted normal damage consistency to follow - LP: 30 LK: 40 MP: 60 MK: 70 HP: 80 HK: 90
  • Forward Dash - Change animation slightly
  • Forward Throw - wallbounces
  • 5HP - changed animation, hits twice - faster close version
  • 5HK - changed animation - is airborne and cancels to air specials - faster close version
  • 6HP - now hits twice - chains to 6HK as usual
  • 6HK - now hits twice - changed animation - groundbounces, still overhead
  • Divekicks - start descent 2f later
  • 214M and H - have an upwards arc and are airborne - air versions have a downwards arc - cleaned up recovery animation for air versions
  • 236P/K - cancels now happen after projectile is fired - removed DP versions of this move to avoid misinputs
  • 214PPP (Feng Shui Engine) (U1) - can act out of the activation animation earlier - can now dashcancel out of all grounded specials
  • 236PPP (Fuharenjin) - new forward-moving hit super - more of a combo super than a punish super, use U2 for that - can charge cancel at any point
  • 236KKK (U2) - can now combo after - slightly increased damage - fixed the face

Chun-Li

  • increased JP of all jump normals to max
  • 4MK~4MKK - Increased JP to max for both moves

Dhalsim

  • 4HP - travels slightly forward - slightly larger hitbox so it can hit properly after a chain
  • Teleports - can now be done out of drills, airdashes
  • j. 214PPP (Yoga Shangri-La) - hopefully fixed KO softlock

Cody

  • extended hitboxes downwards to hit crouching elena properly
  • 214K - LP followup: Advantage on block is slightly increased - MP followup: Advantage on hit/block is slightly reduced

Guy

  • 5MK-MK - more reliably hits crouchers

Hakan

  • lights can now be chained more than once like the other characters
  • 5HP - only hits once
  • Forward Throw - wallbounces

Rolento

  • Forward Throw - groundbounces
  • 214KK (backroll-refill) - fixed missing entry

Poison

  • 5HP, 5HP, 5MP - slowed down startup of the far, and dash versions of these normals. HP and HK have longer hitbox active time
  • 9HP, 9HK - slower startup, longer hitbox active time
  • 6HP - only cancels to air specials
  • 214K - can now be done in the air - removed followups except the automatic one with the EX version - can cancel into super/RC on landing
  • 214P - all parts now have max JP - reduced juggle height/gravity on some parts - K ender of the regular version only does the full launch once
  • 236PPP - now shoots out a slow projectile that then speeds across the screen
  • 214PPP - more consistently places the opponent after super finish

Guile

  • 6HP - Replaced with old version - slightly faster - hitbox more active
  • 214P - Removed armor on non-EX versions
  • LP version hits one more time for both charged and uncharged

Zangief

  • Can no longer cancel specials to EX cmd grabs, only to super grabs

Rufus

  • Divekicks - MK and HK versions have steeper angles - Expanded hitboxes horizontally :)
  • 214K/236K~8K - Launches higher

Fuerte

  • Normalized normals damage (heh)
  • j.2LP/MP/HP - Both LP/MP versions cancel to jump normals later
  • HP version has the hitbox pushed upwards slightly
  • 5HK - Can only juggle once - Added slower far version, quicker close version
  • 214K (Dropkick) - Did some stuff to the animations, more recovery
  • 214P - Is now a pure hitgrab. No longer hits crouching and can be blocked, but starts earlier
  • Hitbox begins earlier, instead of near the end. More punishable on block - Can be combo'd into, if that's your cup of tea
  • Jump animation after grab hit stays closer to the opponent
  • 236P (Quesadilla Bomb) - LP version has been changed to switch sides on hit. Animation can be steered to stay on the same side
  • Can also supercancel at any point during the sideswitch - MP and HP are the same as previous version
  • EX version's grab animation ends closer on hit
  • 236K (Guacamole) - Removed flash from animations on landing after hit, can still RC and supercancel.
  • 236PPP - Can no longer jumpcancel the final hit, have to RC to follow up (RC should be more available this version anyhow!)
  • 236KKK - Slide ends closer to the opponent on block

Vega

  • If mask is dropped - loses access to all supers and EX moves
  • Dash - Less forward movement
  • 5HP/5HK - Now has slower far versions
  • PPP-K - Different animation - Hits earlier than the P version, fast enough to combo from 236K - Juggles on standing hit - Not overheah
  • Can still cancel to P version on hit
  • 236P - Can be cancelled to PPP on hit
  • 236K - Fixed infinite by making it juggle lower
  • 214P - works like the EX version now, with button press followups - followups changed to P for mid, K for low, Up for teleport jump
  • still drops the claw, and regular 214P cannot be done if the claw is missing
  • 214PP still works the same, but does not remove claw or mask and will function even without the claw
  • 214P-K followup - Loses speed, and is more punishable on block

Adon

  • 236P-P/2P - More recovery on block

Rose

  • Throw - groundbounces
  • 236P - no longer travels forward - tweaked startups and recoveries - EX version is instant

Yang

  • Seieienbu - Changed inputs to LP+MK (light version) LK+MP (medium version) PPP (heavy version)

Hugo

  • 236PP - now juggles

August 22, 2023 - Beta 26

Guy

  • ---

Fixed: j.HK, LK Tatsu infinite

Blanka

  • -----

Far HK

  • Travels farther

Fixed: Upball followup infinites

Guile

  • ----

Fixed: a couple inconsistent hitboxes on cl.MK and far HK Reintroduced far HK and close HP as unique normals

cl.MP, cl.HP, cl.HK and cr.HP now force standing

Sonic Boom

  • Can no longer be charged or dashcancelled

Sonic Hurricane

  • Can now be charged and dashcancelled

Ibuki

  • -----

236K~MP Kunai Throw

  • Can no longer link into normals
  • can be followed up into LP/HP or into supers/RC

Yun

  • ---

Fixed: Oversight that meant Yun could not RC his normals. All normal attacks can now be properly RC'd

623PPP Youhou

  • Expanded hitboxes and decreased gaps between each hit to ensure it hits more often on juggle
  • Slightly increased recovery
  • Can now be fully RC'd

Dudley

  • ------

All halfcircle motions changed to quarter circle Adjusted 5LP, 5MP, 5HP, 6HP hitboxes so they properly hit Elena.

5MP

  • Increased recovery

machinegun punch

  • input changed to 214P
  • EX version redone to activate on proximity, travels a fair bit farther.

Rose Toss

  • input changed to 22P
  • Reduced startup on all versions

Cross Counter

  • input changed to 22K

Fuerte

  • ------

EX 236P

  • Hitbox less active, but does a forward feint afterwards. Fully projectile invulnerable

M. Bison

  • --------

Added: Faster close normals Can now cancel to M and H normals out of LP/LK in addition to 6HP

Devil's Reverse

  • Fixed an oversight with EX 214PP (air) where it could only be done out of cancels

Fei-Long

  • --------

236HP

  • Reduced travel speed

EX 236K

  • Reduced travel speed

Vega

  • ----

214PPP

  • Removed ability to do anything but RC on hit or block

EX 214P

  • Mask does not get removed

PPP-2P

  • Hopefully fixed some throw softlocks, also now is a downwards dive slash

Balrog

  • -----

Removed 214P specials Rushpunches reverted to button followups Converted medium 214MP to HK rushpunch followup

Ryu

  • --

Fixed corner infinite involving 4HP

T.Hawk

  • --

Fixed 6HP animation issues

Condor Spire input changed from 214P to 236K, 214PPP super changed to 236KKK Cmd throw input changed from 623K to 214P, 623KKK super changed to 214PPP

Condor Spire

  • Trajectories changed on all versions

Forward Throw

  • Crumples on neck break, allows for full combo afterwards

December 22, 2022 - Beta 25

Chun-Li

  • ------

6HP>HP

  • Jumpcancel now gets executed at a later frame to avoid an infinite on certain characters

3LK

  • removed a cancel that allowed chun-li to do 236K, teleporting her to the ground

623KK

  • Now travels more horizontally than the other 3 strengths
  • Can fast fall (214K) and airdash cancel any time
  • Increased damage

412atk (guard counters)

  • Slight changes to speed
  • more obvious visuals and sfx

j.HP>HP (after multiple hits on juggled opponent) / j.2MK final hit

  • now causes ground bounce

El Fuerte

  • --------

j.2LP

  • removed hit and projectile invincibility
  • normals come out at a later frame to avoid infinites

236PPP (on hit)

  • faster animations
  • can now RC during entire move

Vega

  • ----

5MP, 5HP

  • increased hitbox size, changed animations

6MK, 6HK

  • swapped animations, 6HK is now a slower overhead attack that bounces

2HK

  • now juggles

236P Madrid Claw

  • LP: Drags opponent towards Vega
  • MP: Drags opponent towards and behind
  • HP: Juggles and drags opponent towards
  • EX: Restands

236K Crystal Flash

  • All versions: Can cancel into PP (Barcelona Spin) at any point
  • LK: 1 hit
  • MK: 3 hits
  • HK: slow startup, goes farther, 4 hits
  • EX: 4 hits, less travel but faster startup

214P Claw/Mask Toss

  • LP/MP/HP can counter during startup. Will cancel the claw toss
  • LP counter: Fullscreen slide
  • MP counter: Fullscreen claw spear attack
  • HP counter: Barcelona Spin from above the opponent
  • EX: No counter, but can press LP/MP/HP during startup to perform other versions. Does not cancel mask toss

214K Scarlet Terror

  • Removed chip damage on all versions

214PPP Splendid Claw

  • No longer loses claw

236PPP Claw beam

  • Does more damage with claw, less damage without claw

Balrog

  • ------
  • Added EX versions of Dash Straight and Dash Low

236P Dash Straight - All followup inputs changed

  • P - Straight
  • K - Low Punch
  • 6P/K - Forward Punch
  • 8P/K - Uppercut
  • 2P/K - Ground Smash
  • LP+LK - Feint

236K Dash Fake changed to Low Punch with the same followups as Dash Straight

4KKK Trick Spin - input changed to 4KK, altered animation and travel distance slightly

  • Now has all the same followups as Dash Straight/Low

236P/K, 2P/K Ground Smash

  • Bounces on hitting grounded opponent, Hard Knockdown on juggled

Makoto

  • ------

6MP

  • increased recovery in order to prevent juggle infinite. Also changed travel distance

Guile

  • -----

6MP

  • changed back to hard knockdown to prevent infinites

5HK

  • reduced travel

236P, 66 (Sonic Boom dash cancel)

  • can no longer cancel into anything

214HP Anti-Air Hurricane

  • projectile comes out faster, can no longer hit standing opponent, stays out longer

214PP

  • projectile changed to a slow activation hurricane

214PPP

  • creates a hurricane that bounces the opponent upwards on hit, leading to aircombos etc.

Rufus

  • ------

236P Fragrance Palm

  • Can now cancel into 214K or 236K (Galactic Tornado) on hit only

August 6, 2022 - Beta 24

Chun-Li

  • ------

6HP>HP

  • Jumpcancel now gets executed at a later frame to avoid an infinite on certain characters

3LK

  • removed a cancel that allowed chun-li to do 236K, teleporting her to the ground

623KK

  • Now travels more horizontally than the other 3 strengths
  • Can fast fall (214K) and airdash cancel any time
  • Increased damage

412atk (guard counters)

  • Slight changes to speed
  • more obvious visuals and sfx

j.HP>HP (after multiple hits on juggled opponent) / j.2MK final hit

  • now causes ground bounce

El Fuerte

  • --------

j.2LP

  • removed hit and projectile invincibility
  • normals come out at a later frame to avoid infinites

236PPP (on hit)

  • faster animations
  • can now RC during entire move

Vega

  • ----

5MP, 5HP

  • increased hitbox size, changed animations

6MK, 6HK

  • swapped animations, 6HK is now a slower overhead attack that bounces

2HK

  • now juggles

236P Madrid Claw

  • LP: Drags opponent towards Vega
  • MP: Drags opponent towards and behind
  • HP: Juggles and drags opponent towards
  • EX: Restands

236K Crystal Flash

  • All versions: Can cancel into PP (Barcelona Spin) at any point
  • LK: 1 hit
  • MK: 3 hits
  • HK: slow startup, goes farther, 4 hits
  • EX: 4 hits, less travel but faster startup

214P Claw/Mask Toss

  • LP/MP/HP can counter during startup. Will cancel the claw toss
  • LP counter: Fullscreen slide
  • MP counter: Fullscreen claw spear attack
  • HP counter: Barcelona Spin from above the opponent
  • EX: No counter, but can press LP/MP/HP during startup to perform other versions. Does not cancel mask toss

214K Scarlet Terror

  • Removed chip damage on all versions

214PPP Splendid Claw

  • No longer loses claw

236PPP Claw beam

  • Does more damage with claw, less damage without claw

Balrog

  • ------
  • Added EX versions of Dash Straight and Dash Low

236P Dash Straight - All followup inputs changed

  • P - Straight
  • K - Low Punch
  • 6P/K - Forward Punch
  • 8P/K - Uppercut
  • 2P/K - Ground Smash
  • LP+LK - Feint

236K Dash Fake changed to Low Punch with the same followups as Dash Straight

4KKK Trick Spin - input changed to 4KK, altered animation and travel distance slightly

  • Now has all the same followups as Dash Straight/Low

236P/K, 2P/K Ground Smash

  • Bounces on hitting grounded opponent, Hard Knockdown on juggled

Makoto

  • ------

6MP

  • increased recovery in order to prevent juggle infinite. Also changed travel distance

Guile

  • -----

6MP

  • changed back to hard knockdown to prevent infinites

5HK

  • reduced travel

236P, 66 (Sonic Boom dash cancel)

  • can no longer cancel into anything

214HP Anti-Air Hurricane

  • projectile comes out faster, can no longer hit standing opponent, stays out longer

214PP

  • projectile changed to a slow activation hurricane

214PPP

  • creates a hurricane that bounces the opponent upwards on hit, leading to aircombos etc.

Rufus

  • ------

236P Fragrance Palm

  • Can now cancel into 214K or 236K (Galactic Tornado) on hit only

October 19, 2021 - Beta 23

El Fuerte

  • 5HK now launches on hit, can be jumpcancelled for air followups
  • Fake Tostada Press (air 2LP) falls slower, can be cancelled with air attacks (Except Fake Tostada/Tostada/Fajita Buster)
  • Tostada Press (air 2MP) now bounces on hit or block, can follow up with air attacks on hit
  • Propellar special move added (qcb+P), allows air attack followups on hit
  • Quesadilla Bomb (QCF+P)now transitions into a throw on hit (L, M versions) or on grab (H and EX versions)

H version can also be dashcancelled on startup

  • Quesadilla Bomb throw can be transitioned into a slightly more damaging hard knockdown by holding Down
  • air Guacamole (QCF+K) M and H versions added.
  • Dropkick (QCB+K) can now be done in the air. LK/MK/HK are all the same as ground LK version
  • Guacamole and Quesadilla throws can be cancelled into super moves and RC on landing
  • Ultra Spark (QCF+KKK) can now catch jumping opponents

Rufus

  • sped up dash/backdash
  • changed 2MK
  • 5MP now launches and can be jumpcancelled, just like 2MP
  • can cancel into spin on any normal whiff
  • Spin can now be executed with both qcf+P and qcf+K
  • added backwards spins (qcb+P/K)
  • spin>P is now quicker

Zangief

  • sped up backdash and made forward dash go farther
  • Removed 6HP/3HK and turned them into the regular versions
  • Sped up 5HP and 2HK
  • j.8HP now bounces on hit, can cancel into air special/super
  • 5HK now always wallbounces on counterhit
  • can no longer chain into 5HK
  • can chain SPD into EX SPD and supers
  • EX banishing flat now restands
  • can CC and AC SPD
  • ALL lariats now go through and destroy projectiles
  • sped up LP lariat
  • changed inputs:
  • Banishing Flat: DP+P -> QCB+P
  • Lariat: RDP+P > DP+P
  • Running Bear Grab/ Running Atomic Buster: HCF+K/KKK -> QCF+K/KKK

Blanka

  • half-circle specials are now quarter-circle
  • Added double jump (upback, up, upforward in the air)
  • Can cancel air normals into doublejump on hit
  • EX rolls final hits cause a higher juggle
  • Shout of Earth has a lightning bolt at the end that does 3 hits if the opponent is close enough.
  • sped up 5MP
  • 2HK can be cancelled into special moves, raised dmg from 90 to 100
  • slightly sped up 2HP so it feels less miserable
  • lightning cannonball now does not need to be held, eventually shoots forward if no directional input
  • can shoot out in most angles by inputting the direction (down/back on the ground or back in the air cancels the super)
  • can now also charge cancel it at any time, and jumpcancel on hit

Guile

  • removed 2HK xx sonic hurricane infinite
  • 2HP is now faster and has an earlier active hitbox
  • Triple Backbreaker super now has to be followed up 2x for max damage, but can be ended early for combo opportunities

(followup command is qcf+K)

  • 5HK changed
  • 8HP changed

Decapre

  • fixed QCF+K-MK infinites

December 25, 2020 - Beta 22 (Christmas)

Gen

  • fixed 236K-> whiff 6K infinite

Guile

  • 2HP juggles lower
  • 2HK causes hard KD on both hits
  • can cancel into 6HK from anything
  • 6HP on counterhit allows for easy followups
  • 4MK can be cancelled into 6HP and 3HK as well as 6MK
  • Tweaked flashkicks to hit a bit earlier, EX version is a lot faster, but has extra recovery on block
  • fixed sonic hurricane being cancellable too early
  • Low sonic hurricane (214LP) is faster, but disappears on the 3rd hit
  • Increased damage on 236PPP sonic boom super, and 236KKK super
  • Sonic Boom super now keeps going even if you don't press a button after the first shot

E. Honda

  • EX Sumo Smash now bounces, and causes honda to rejump

November 9, 2020 - Beta 21

Gen

  • fixed 5LK infinites
  • fixed softlock after winning with EX qcf+P
  • fixed 5MP,3HP juggle inf

E. Ryu

  • decreased 6HP juggle height
  • removed meter refill from standing/crouching between-animations
  • increased evil activation meter cost to full meter
  • in return, evil ryu regains more meter during charge (but less revenge meter)
  • also gets a bit more meter off his special moves on hit (except EX and super)

September 4, 2020 - Beta 20

Evil Ryu

  • fixed dash-> jump generating meter
  • fixed evil install qcf+lp xx qcb+lp mp, hp inf
  • fixed evil install EX air tatsu inf

Dhalsim

  • fixed 2nd EX fireball on air yoga fire not disappearing on hitting the ground

Gen

  • fixed ->5LK light infs

Honda

  • fixed EX air buttstomp softlock when RCing

Decapre

  • scramble dashes are now qcf+k = forward, qcb+lk/mk = upforward, qcb+hk = up
  • EX scramble dashes qcf+kk = forward, qcb+lk+mk = upforward, qcb+mk+hk = up
  • Ultra 2 DCM is qcf+kkk = forward, qcb+kkk = upforward, qcb+kkk, hold HK = up
  • qcb+mp and hp anti-air hitboxes stay out slightly longer
  • can now RC after EX qcb+p

Guile

  • sonic hurricane now on qcb+p
  • Air backbreaker super is now same as ground version, qcf+kkk
  • 5HP is now far version only

August 13, 2020 - Beta 19

Ryu

  • fixed 5MP->5HP juggle infinite

Zangief

  • removed tunguska reset, instead forward throw groundbounces so you can reset with LP/LK

Adon

  • fixed DP 1st hit infinite

Yang

  • fixed dp infinite hopefully

Gen SSJ2

  • way too much stuff so i'll just list what he has

Movelist: Chains: L-M-H, cancel into any cmd normal at any point Command Normals: 3LK, 6MP, 6HP, 6HK, 3HK Air Command Normals: Divekicks: 1K, 2K, 3K (Knock Down) Oga: KK, 6KK >On Wall: >2K: Divekick (Groundbounce on hit) >6K: Forward Kick (Wallbounce on hit) >P: Cancel wallcling >Up: Sky leap >> From Sky Leap >> Any air normal >> Divekicks: 1K, 2K, 3K

Special Moves: Zanei: QCF+P Super Zanei: 236PPP (U1) Hands: QCB+P More Hands: 214PPP (U2) Upkicks: QCF+K

  • > Followups: K
  • > Finish: 6K
  • > Divekicks: 1K, 2K, 3K

Old Man Tornado: QCF+KKK (U1) Divekick Super: Air QCF+3K (U2)

Evil Ryu SSJ Kaioken x500

  • Again, a lot of stuff, so i'll list the most important changes

Chains: on ground, MP->HP, LK->MK, and can chain into any command normal Chains: in air, L->M->H on hit 5HP: is just one normal now. Rushes forward. 6HP: Command normal, has armor before it hits, pushes ryu forward a bit for reach Divekick: added air RC Stomps (QCF+K): Faster LK stomp, MK, HK and EX stomps are now 2-part dashes->stomp sequences. HK stomp: hard knockdown EX stomp: bounce on ground hit, hard knockdown on juggle All ground tatsus: can now cross up Teleports: forward teleport can now be executed with neutral PPP/KKK as well as forward.

EVIL INSTALL: Is activated on pressing PPP when evil is not installed, or hitting with raging demon

  • Fills up all 4 bars on standing, crouch, and jump startup
  • Can cancel special->special (except into shoryuken) at the cost of 1 bar. EX costs 2 bars
  • Demon teleport cancels still cost 0 bars, but don't allow for followups
  • All supers are powered up, but drain the entire super bar, and UNINSTALL EVIL on execution

Evil Metsu Hadoken: Reaches max power much faster, recovers fast enough for followups Evil Messatsu Goshoryu: Goes into full super cinematic on hit, does even more damage Evil Raging Demon: Does more damage

June 26, 2020 - Beta 18

Adon

  • Increased recovery on DP

Zangief

  • Switched HP and EX lariat

Dhalsim

  • Has air yoga fire now
  • Added Neutral Airdash (PP)

Rufus

  • fixed infinite

Ken

  • added CC cancel to super tatsu

Rolento

  • fixed 5LK infinites
  • Can now Super, and CC cancel QCB+KKK
  • QCB+KKK also has knife reload moved to the beginning of the move

Yang

  • fixed character softlock on 6HK xx PPP/KKK

Juri

  • reduced backwards movement after doing air fireball

Cody

  • throw now groundbounces rather than wallbounces

Deejay

  • shorthop normals are now overhead

Seth

  • EX sonic boom now only hits 1 time going forward, and 1 time going back

Balrog

  • Dirty Bull activated turnpunch is now activated with PPP/KKK press, instead of release.

Is faster, and causes a longer hit animation

  • Changed some air normals around, added air 2LK and air 2MK as command normals

May 10, 2020 - Beta 17

Everyone:

  • Charge: Recovers more revenge meter, non-cancel charge has faster startup
  • Fixed a handful of infinites as well. You'll never know which ones that's a secret

Elena

  • fixed Dodge (QCB+P EX) not using meter

Decapre

  • fixed DP+LP not doing chip damage, is now 30, increased chip on EX version from 15 to 35
  • decreased startup on EX scramble

Deejay

  • removed reflect property on U1 to fix a reflect crash with guile's sonic booms

Adon

  • Increased recovery on st.HP

April 18, 2020 - Beta 16

Elena

  • Redone special moves
  • QCB+P/K all cancel into each other on recovery up to 2 times

Can also cancel into QCF+P/K on recovery, or super/rc at any time.

Ibuki

  • fixed b+MP-cr.HP infinite

Decapre

  • can now RC QCF+MK/HK -> D+P

Akuma

  • fixed raging demon not being doable out of teleport

Poison

  • fixed infinite after QCB+K
  • QCB+K is now overhead
  • can now air RC QCB+K

Cammy

  • removed jumpcancel off cl.LP

March 13, 2020 - Beta 15

Sagat

  • Can cancel into 6HK from 6LK

Dudley

  • DP+K now causes bounce on hit

Fei Long

  • far MK is now the same as 5MK, stretched hitbox downwards so it can better hit crouching
  • Replaced cl.HK with far HK
  • can now air CC RDP+K

Abel

  • 5LK 2LP is no longer an infinite

Seth

  • EX CRUSH (RDP+PP) is no longer hit invincible
  • Fixed EX Cmd Grab being unblockable off light hits and sonic boom blockstun
  • Slightly reduced blockstun on sonic booms

Oni

  • Regained L-M-H chains
  • Removed charge 5MP and charge 6MP
  • 6MP knocks down
  • Can no longer dash from charged HP normals
  • Can now jumpcancel charge 2HP
  • EX Stomp (DP+KK) causes groundbounce on hit, reduced recovery
  • EX Tatsumaki (QCB+KK) now travels straight upward and hits more consistently
  • Air EX Tatsu travels slightly downwards
  • Can now air CC ultra 1 air fireball (Air QCF+PPP)
  • Reduced air backdash backwards movement
  • Air backdash cancel is set later in the animation to avoid runaway with backdash xx QCF+P
  • Tweaked UC2 (QCB+PPP) slightly. More hits
  • UC1 fireballs are slower

T.Hawk

  • fixed blocked DP being cancellable to unblockable throw super

Rufus

  • fixed LK Messiah infinites

Hakan

  • Fixed blocked normal/special cancel to EX grab being unblockable

February 19, 2020 - Beta 14

Rufus

  • Fixed 236LK xx 236P-P infinite
  • Snake Strike now juggles on hit, more unsafe with more knockback on block

Oni

  • fixed 5LP xx 214LP-4LP infinite
  • added chargeable 2HP. Unblockable and launches on hit. Can jumpcancel on hit
  • Less hitstun after charge 5HP
  • Can now chain from charged 5MP to any heavy normal and 6MP
  • Can chain to 6MP, 6HP, 6HK from charged 5HP and 2HP

Elena

  • Lowered damage on rhino horn

Adon

  • Can no longer jumpcancel normals on block

Seth

  • Can now only teleport off air normals on hit
  • better walkspeed
  • better dash
  • QCB+PPP now does the final blast portion even if you release. Final blast does wallbounce
  • removed MP and HP strengths for QCB+PPP super

Ryu

  • 2HK now does hard KD, no juggle
  • MK and HK versions of QCB+K now have a slower startup, travel farther
  • LK version of QCB+K has more recovery
  • QCF+K much faster startup, fireballs shoot up higher
  • 5HK is now 4HK. Slower and 1 Hit but Overhead and causes bounce on hit
  • air QCB+PPP starts falling after the first fireball

Rose

  • QCB+KKK is now harder to juggle after. Can RC after hit
  • non-cancel DP+LP/MP/HP now hit later, are grab only. Also have more recovery on whiff
  • QCB+HP can no longer JC on hit
  • QCB+PP has far less recovery, removed hit

Hakan

  • removed 6HK, which is now 5HK
  • HP Shoulder (HCF+HP) juggles lower
  • Can now normal cancel into command throws, even without oil
  • Oil Shower (DP+P) juggle has more gravity
  • EX oil shower (DP+KK) is faster
  • EX cmd grab (HCB+PP) and dive (HCF+KK) now give oil on hit
  • EX Dive has faster startup
  • Can now cancel HCF+P into EX cmd grab and EX dive
  • Coaster super (HCB+PPP) is faster

Blanko

  • Reduced juggle height on HCB+PPP both ground and air
  • Reduced damage on HCB+PPP

January 23, 2020 - Beta 13

  • Some bugfixes, some rufus infinites removed, some UI work
  • No changelog

December 10, 2019 - Beta 12

Fixed infinites: Dan

  • Far MP juggle infinite

Ken

  • Far MP juggle inf

Dudley

  • 2HK xx sway cancel juggle inf

Akuma

  • DPxx teleport cancel inf

Blanka

  • 2MK hitting after air 214MP

Ryu

  • fixed 6HP infinite
  • 6HP now hits 2 times again

Ibuki

  • fixed two infinites by removing ability to cancel to crouching light normals from 6LK
  • can now supercancel 236+k -> HP cmd grab after final hit

Makoto

  • Heavy and EX chop now bounces opponent on hit

Seth

  • EX Sonic Boom now shoots 2 booms, one of them hits only on the way back!
  • Re-ordered dive commands

Gouken

  • 214P -> 4P bounces

Akuma

  • can now only teleport from 2nd hit of DP (except EX)

Chun-Li

  • Can cancel from 236+K -> 214+K
  • EX 214K bounces on hit, large hitbox

Abel

  • 214+PP tornado throw now bounces, and recovers quicker to allow for followups

Blanka

  • cancelled 4MP now does hard knockdown on juggle

Zangief

  • fixed SPD, cr.LK infinite

Rufus

  • Did some stuff forgot what

El Fuerte

  • Can now dashcancel 214P on hit except LP version
  • Dash builds up to full speed
  • 236K is now AA throw (Guacamole) and has air versions
  • 214K is now Dropkick

Fei Long

  • EX 236K groundbounces on 2nd hit

Adon

  • 2MP startup increased to prevent TK jaguar kick inf

Rose

  • Can cancel air normals into doublejump
  • Reflect goes forward slightly
  • Can jumpcancel off 214HP
  • changed towel super to 236KKK, shorter animation with less damage, juggles toward Rose
  • changed satellites to 214PPP

October 12, 2019 - Beta 11

New Character Select

Universal

  • Added bounce juggles

Ryu

  • fixed EX tatus not being doable off air normals
  • added bounce juggle from 6MP

Seth

  • Normal forward Throw bounce juggles
  • Fixed far 5LK infinite
  • Teleport forward can be done with just neutral PPP/KKK
  • Can teleport after rdp+p on hit or block

Cody

  • added bounce juggle on qcb+k > HP standing

Deejay

  • added bounce juggle on EX qcb+k

Zangief

  • fixed far 5MP -> Cmd Throw on block being unblockable

Blanka

  • he's Bao from king of fighters now
  • did some stuff forgot what
  • balls
  • ok now that I said balls I remember everything
  • upballs with hcf+P, only LP version is startup invincible
  • can cancel upballs into air balls on hit (hcb+P)
  • EX upball strikes blanka with lightning, and can be cancelled into side dodge (KKK/b+KKK)
  • 4HP is gone
  • Regular 4MP is an overhead and groundbounces, cancelled normal>4MP is mid, and does not groundbounce
  • 2MP recovery improved, damage on 5MP and 2MP decreased
  • 5HP is a different animation now
  • Forward/Backward dash has less startup and recovery
  • Shout of Earth (anti-air) is gone, and Shout of Earth (Ground) is a bit different (HCF+PPP)

Adon

  • added more recovery to qcf+p > d+p knockdown
  • lp dp juggles lower
  • all DPs can be cancelled into EX jaguar kick
  • 5HP travels farther
  • DP+KKK super bounces on final hit
  • less recovery after landing from DP+KKK hit
  • qcb+p now has a fastfall followup with P

September 24, 2019 - Beta 10

Universal

  • Increased Revenge Meter increase from charge
  • Changed throw tech window effect, it now glows white instead of flashing
  • Some characters now have followups to throws

Rufus

  • fixed 5MP 5HP 236MP juggle infinite

Cody

  • fixed EX knife throw not using meter

Juri

  • fixed 5MP 5HP 6HP juggle infinite

Adon

  • fixed 5MK 2HP tk j214MK infinite
  • fixed 5MK causing armorbreak

Rolento

  • j.MP and j.2MP now juggle! Partly to prevent an infinite, but also bc it's cool! Yeah!

Abel

  • fixed landing freeze on air EX ukemi
  • can combo into command throws

C.Viper

  • fixed 2MP 2HP 214P juggle infinite
  • Bionic Arm is back, works similarly to EX 214P

Vega

  • Added Claw drag special move, 235P. MP pulls in, HP pulls behind, EX juggles
  • Can RC cancel DP+PPP, can also do PPP/KKK moves out of both ground supers
  • DP+PPP fist version does less damage, cannot follow up juggle unless RC. DP+PPP claw version does more damage, and can follow up juggle
  • 236PPP super drops the claw earlier. Can no longer cancel the draw drop with RC.

Yang

  • fixed qcb+PPP not hitting when done out of seieienbu
  • now able to cancel into EX rekka/cmd dash from final hit of normal rekka
  • seieienbu is now PPP for regular version, KKK for longer trailing one
  • air seieienbu is back, and can be cancelled into from all air normals, including dives
  • now gets free EX moves during seieienbu
  • close MK is now 4HK
  • 6MK overhead is now 6HK and causes juggle
  • amnt of time you can hold the slashes and qcb+PPP super reduced slightly
  • Forward Throw throws opp straight up, and recovery after is reduced. For easier combos after.

Evil Ryu

  • fixed two infinites by slightly increasing air tatsumaki landing recovery, and increasing juggle height on air tatsu and hcb+LP
  • made divekick be executable with db/df direction as well as down.

Honda

  • can now combo into cmd throws

Juri

  • fixed air EX pinwheel not being doable out of forward jump
  • fixed other air pinwheel weirdness

Dhalsim

  • sped up yoga noogie super startup

Cammy

  • can do air chains off regular jump again
  • don't have to do dash > full magic series to get HP/HK enders anymore
  • can mash LK/LP after dash
  • CQC counter has a longer lasting hitbox

Zangief

  • changed running bear input from dp+k/dp+kkk to hcf+k/hcf+kkk
  • changed 360+k throw input to dp+k
  • can now do siberian blizzard from air normals and air banishing flat
  • can combo into all command grabs from normals, combo into super cmd grabs from banishing flat

Balrog

  • fixed MP/MK->HP/HK->fake headbutt infinite
  • swapped LK and MK fake dashing straight so LK is the shortest travelling one

Hugo

  • changed 360+PPP input to DP+PPP

August 1, 2019 - Beta 9

Everyone:

  • Charge Cancel can now be interrupted at the first frame
  • most light normals can be mashed on hit or block
  • Changed Alpha Counter effects and noise

Ibuki

  • I guess I fixed the ibuki MK>HK>LK>LP inf??

Makoto

  • Fixed Makoto wall kick super soft freezing if hitting an airborne opponent
  • Fixed input for makoto kick super still being 2k instead of 3k

Gouken

  • fixed 2HP> 6HP juggle infinite

Sakura

  • fixed 8HK> adc df > 9HP inf

C.Viper

  • fixed MK chaining back to MP

Poison

  • fixed 6MP corner juggle infinite

Gen

  • sped up whirlwind super

Dan

  • can now cancel any jump normal on whiff to air knee special

Bison

  • U2 Psycho Blast is now a counter! HCF+PPP

Evil Ryu

  • Can now cancel into tatsu from air normals

Zangief

  • Fixed Hugo not switching sides on back throw

Balrog

  • fixed Medium > 5HK juggle infinite

T. Hawk

  • Can cancel to any air special from air normals on whiff

September 1, 2018 - Beta 8

Cody

  • fixed 5MP juggle
  • fixed move priorities so bad spray followups dont override EX moves
  • qcf+PPP moves forward less
  • sand dash has slightly less recovery
  • sand zonk juggles

Oni

  • Fixed infinite
  • Slash - QCB+P followup is now manual instead of automatic
  • B+P - followup from slash. Added special cancel to MP HP and EX versions.

Dan

  • Far HP - stays out longer
  • QCF + KKK - goes further, faster

Gen

  • Ouga, directions are now QCB/QCF which makes more sense!!!

Ibuki

  • fixed 5MP corner juggle inf
  • fixed 2HK xx 5HK infinite
  • Increased recovery on normal air qcf+K (not EX)
  • non-EX RAIDA qcb+P - knocks back less, to allow for possible followups with EX qcf+KK
  • can now qcf+K dash from RAIDA (qcb+P) on hit
  • EX qcf+KK recovers slightly faster
  • 5HK launches higher
  • 5HK and air normals do less damage (down by 10-30 dmg depending)
  • replaced qcf+K > MP with ground kunai throw
  • qcf+K hyperhop is now UP input
  • qcf+K > HP - less recovery after hit. After landing.

Blanka

  • who's blanka
  • swapped his normals around. Far 5MP -> 5HP, no more distance specified normals
  • electric blanka - qcf+P - D,D+P. multihit special -> juggle move
  • air non-EX hcb+P trajectories changed

Adon

  • fixed 2HK, 2MP inf

Seth

  • made EX cmd grab invincible during hitbox, armor afterwards in order to avoid freezing

Juri

  • In feng shui mode, can now only cancel specials into other specials, not into the same ones.

Yun

  • Can now f+HP and f+MK off all normals on whiff
  • added slight startup to the morrigan dash, also added a woosh sfx
  • increased hitstun on all HP moves so palms can combo more easily
  • more gravity on juggle after MP and HP shoulders
  • divekicks now knock down
  • reduced startup after superfreeze on dp+PPP

C.Viper

  • readded airdash. bb,ff or pp, b+pp

Dudley

  • increased pusback on 6HP in order to avoid infinites or at least make them harder to do who knows
  • cross counter input is now HCB,F+P and can be done both in and out of ducking. Old input, b+K in ducking removed bc sf4 input buffer is a fuck.
  • cleaned up EX ducking a bit
  • re-added ducking straight d+P during ducking
  • change ducking upper input to d+K

May 27, 2018 - Beta 7

Fixes

  • Ryu infinites
  • Rufus infinites
  • Fei Long infinite

Ryu

  • Removed dash after QCB+HP hit to avoid infinites, but added wallbounce

Cody

  • Changed criminal upper to QCB+P
  • Changed sand toss to QCB+K
  • Sand toss: added followups. LP is a dash, MP is a mid punch that can lead into EX moves, HP is a quick hop overhead

Tony Hawk

  • DP+K non-EX can cancel into EX and super moves

Decapre

  • Put her reverse chains back in, HP->MP->LP etc

Makoto

  • EX rushpunch - juggles opponent forward instead of wallbounce

Claw

  • EX high claw - uses meter properly

March 29, 2018 - Beta 6

Ryu

  • can cancel into 6MP from LP/LK
  • can cancel into 6HP from LP/LK and MP/MK
  • 6MP now does a hard KD
  • QCB+P is now the push attack but with a fire effect. H and EX versions can be dashcancelled on hit
  • QCF+K is now hadokens w an arc (also works in air)
  • Removed air charge cancel
  • QCF+PPP - now doesn't knock down
  • QCB+PPP - is now straight and wallbounces

Dudley

  • Can now do cmd. normal chains from duck normals

Akuma

  • Fixed overlap between teleport and qcf+PP

Gen

  • Fixed weird hitbox bug on crane QCB+PP that made it pass through sakura

Sakura

  • Made max lvl hadoken wallbounce

Juri

  • fixed a bug that let juri be in feng shui mode forever if she activates without any ultra meter. She's now given full ultra meter when she activates.

Oni

  • gave him med>heavy>cmd.normal chains

Elena

  • fixed crouch animation

M. Bison

  • Changed psycho crusher hitboxes so MP and HP versions get both hits more consistently
  • boosted L/M/H/EX psycho crusher dmg

Cammy

  • the start of Ground and Air Dashes lead into special normals
  • Magic series LP/LK>MP>MK>HP/HK lead into special enders
  • Super Cannon Strike changed so it does more hits and stays in the air
  • Axel Spin QCB+P now does a hit
  • EX axel spin is a faster version of M version
  • Can air CC out of last hits of both drill supers
  • DP+KKK is faster and only hits twice
  • changed airthrow a bit so there's less of a chance of the physics messing up. Lands faster after whiffed throw.

Sagat

  • 5MK - damage adjustment, 120 total -> 100 total dmg
  • QCB+PP - Angry Scar makes his face angry

Deejay

  • 5HK - Made first hitbox happen 1 frame later
  • 5MP - Extended hitbox downwards, can hit crouchers now
  • Shorthop - Changed input to d,ub/u/uf. Can shorthop backwards and neutral now
  • DP + K, Jackknife - Adjusted all hitboxes to more closely follow the model and still hit crouching opponents EX version changed to have followups too.
  • Added air version of Jackknife
  • DP + P Machinegun - Changed behavior. Buttons have to be held to play the full animation. Only last hit affects juggle points.
  • QCB + K Overhead Kick - changed speed to make all versions a bit faster
  • QCF + KKK Carnival! - Added the final hit back in.
  • QCF + PPP Festival! - adjusted superflash animation, now wallbounces on hit
  • DP + PPP MAX BEAT! - Sped up the animation on hit

Cody

  • QCF + KKK - reverted to previous version
  • QCF + PPP - now has no superflash and start animation, slower startup, is overhead. Is also charge cancellable through entire animation and hit animation
  • 2MK - special cancel now no longer delayed
  • Can now cancel from special to EX, EX to EX and super to super
  • Knife Mode - can mash lights

Guy

  • Airdash animation fiddling
  • LP+LK airthrow - adjusted hitbox downwards
  • QCB + P - Hozanto - infinite juggle points
  • QCB + PPP - fixed infinite jp on MK followup
  • QCF + P Izuna - MP and HP versions tweaked trajectories, both go lower
  • QCF + P > j.2MP elbow drop - Re-added throw followup. Groundbounces.
  • QCB + K Senpukyaku - removed free airdashes, also infinite juggle points
  • QCF + HK - removed free airdashes and qcf + p
  • Air MP+MK, Airdash cancel - Can be done off QCB+K both air and ground, QCB+HK and any air normal
  • MP+MK cancel, ff - can dashcancel the charge cancel animation
  • QCF + PPP - faster attack animation
  • QCF + K - is now a command dash special. Passes through projectiles. LK: Slide, MK: Overhead HK: launcher Punch: izuna

Hakan

  • removed chains
  • HCB + P - both oiled and unoiled work the same way. Oiled can be jumpcancelled. Removed oil gain
  • can combo into HCB + P in oiled mode only
  • Air HCB + PP - EX version of the air grab. Groundbounces on landing
  • Reintroduced 6HP and 6HK
  • Turned shoulder tackle and dive into HCF motions
  • Can cancel into HCB + P on hit in oiled mode
  • DP + K - Shower has returned. L M and H versions have an AA hitbox. EX has armor but no hitbox.
  • DP + KKK - new oil combination hold input
  • D,D - new run dive cancel
  • Fixed freeze with ken's tatsu super and hakan's combination hold
  • Super Runny Grab > Duck now refills only one EX bar

Rolento

  • removed 2MP from PPP back jump
  • on jump normal hit - can cancel into 2MP and 2MK
  • increased dmg on patriot knives from 10 to 20dmg each. charged patriot x3 is 60+60+60=180dmg chip increased from 3dmg to 5dmg
  • increased juggle height on knives
  • fixed chains from 5LP
  • added jumpcancels to heavy normals, on hit only

Poison

  • can now jumpcancel from whip kick ender
  • can now mash the end of the super shoryuken

Evil Ryu

  • Denjin mode activate - No recovery after superfreeze
  • Denjin mode - added more effects to make it clear you're in denjin
  • Denjin 6PPP teleport - Goes fullscreen and stops in front of opponent
  • Denjin DP+MP and HP - tweaked fireballs to juggle a bit higher, also come out earlier from DP
  • Denin DP+PPP - does animation at the end
  • Air Tatsumaki - changed it so eryu is spinnin but he still kick. Spinnin

Zangief

  • RDP + P, Lariat - Swapped the HP version with the EX one. HP version now shoots forward, and is still 100% projectile invincible. Made every lariat juggle
  • DP + P , Booger hand - maximum juggle points. It knocks down anyway so there's no reason to not do it.

Rufus

  • QCB + K and KKK - is now QCF + K/KKK
  • Removed dedicated upkick command (DP+K)
  • QCF + LK - is now rufus upkick
  • QCF + MK - double lows
  • QCF + HK - overhead
  • QCB + LP - is invincible until the 3rd hit. Works as an anti-air now. Multi-hit.
  • QCB + MP/HP - both do the complete spinning animation + hits on hit
  • All QCB + P except EX - can cancel to any QCF special except snake strike
  • Changed charge animation

El Fuerte

  • Dashes now alter the trajectory of jumps
  • Cmd Grabs slightly faster and longer reaching

Balrog

  • Removed command jump from all dashpunch followups to prevent infinitez
  • HCB + PPP, Headbutt - Knocks Down rather than crumples
  • Fixed U2 turnpunch with KKK doing "5" rather than "DIE" It will make sense in time.

FeiLong

  • j.MP - now only hits once, down from 2 times
  • QCF + K, chicken wing - Now hits crouching, second hit is overhead. Different angles. EX ver has earlier hitbox that stays out for longer
  • QCB + P, backfist - EX version wallbounces on grounded, knocks far away on juggle.
  • RDP + K(air) - Put fire on those legs, hitbox pushed back to ground version frames
  • can cancel into RDP from all jump normals
  • can cancel into RDP from first hit of QCF+K on hit only
  • Added cmd grab back, can now be combod into from rekkas only
  • backfist, chicken wing, cmd grab can only be done from within a rekka (not the final hit) . EX rekka can only followup with EX specials.
  • QCB + PPP - sped up, doesn't stop when blocked/whiffed but more recovery as a result
  • QCF + PPP - more difference between strengths

Hawk

  • non-EX condor dive now does hard KD
  • all DPs except LP can now cancel into condor dive on HIT
  • 6HP is headbutt now
  • alpha counter is the double chop
  • DP + K - regular cmd throw now knocks down rather than bounces. EX is like before but with less recovery so you can go in.
  • Also restored different strength cmd throws

Adon

  • Gave chains back L > M > H
  • Everything except launcher after 100 jaguars launcher followups has full JP
  • adjusted gravity on a bunch of moves
  • QCF + P - less dmg, from 40dmg to 30dmg total, can now cancel into QCF+PPP
  • QCB + KKK - has full animation on hit again
  • DP + KKK - final hit now knocks straight down bc thats how I roll (I NEVER roll)
  • reduced startup on 5HP slightly

Rose

  • fixed medium and special cancels for repeated lights
  • sped up 6MK and 6HP startup
  • Can now EX soul throw from H and EX reflect on hit
  • QCB + HP, Reflect - Now moves forward slightly

Hugo

  • fixed charge animations
  • added full juggle points to all grounded and jumping normals
  • Adjusted juggle gravity on 5MP, 2MP and 2MK
  • 5MK - extended the 3rd hitbox from frame 34 to frame 40 so now you can meaty with it, if you want. it's still not overhead but thems the breaks
  • HCF + K runny grab - can now follow up with proper timing
  • DP + K AA grab - changed juggle gravity to be more heavy
  • QCB + P clap - increased juggle points
  • QCB + PP ex clap - made startup faster, reduced recovery slightly, juggles higher

December 2, 2017 - Beta 5

Decapre

  • changed Charge animation
  • can now cancel air normals into air scramble
  • DP now cancels into ground scramble
  • Ground hit LK scramble- HK juggles higher

Ryu

  • Ryu 5MKF now chains to heavy normals
  • air CC changed to match ground CC. Jumps up slightly
  • 5HP is faster, hits earlier
  • All air moves can now only be CC'd on hit (except hadoken)
  • Can no longer cancel air normals on block

Seth

  • Has Invisibility qcf+KKK
  • same input again to deactivate w attack

Gouken

  • Shin shoryu more dmg
  • Palm shoryuken less dmg
  • Fixed palm shoryuken not activating HP version

Akuma

  • Can now cancel into specials from teleport
  • Can cancel DP into teleport on hit

Gen

  • Restored original Oga but input is now qcb/qcf+k in crane
  • EX oga has hitbox
  • Rolly poke is crane qcb+P
  • made mantis U2 faster
  • cr.LK can be shorthopped on hit by inputting UP
  • supers are locked to stances again
  • changed DP and AA throw to qcf+p/k
  • crane MP is faster and has larger and earlier hitboxes and 2nd hit pulls back
  • crane HP is faster
  • Can now finish DP sequence with 2K
  • Replaced air palm super with air zanei

Sakura

  • Made hadoken max charges only charge 1 fb instead of one big and one small
  • can now airdash after tatsu hit
  • fixed j.HK airdash j.HK juggle inf
  • hopefully fixed a crash when holding upforward at round start

Oni

  • Removed chains
  • Can charge up MP, f+MP, HP, f+HP for stronger attacks
  • Increased damage on qcb+PPP super
  • Fixed super combo and RC cancels on MP and HP DP
  • Reverted slash attack to previous version. qcb+p
  • Removed button airdashes
  • Fixed EX air tatsu not being activated during regular jump

Elena

  • QCB+K chains are shorter
  • QCB+LK,LK now pulls opponent towards you, removed jumpcancel
  • QCB+MK,MK animation improved slightly
  • scratch wheel and rhino horn changed back to dp+K and hcf+K
  • DP+KKK is now spinning beat, no animation on hit
  • QCB+PPP is a mallet smash that leads into U2
  • QCF+PPP Healing, heals more on hit

Yun

  • Fixed QCF+PPP / DP+PPP conflict

Juri

  • Changed 5HK <-> 6HK
  • Divekick now only bounces up on hit
  • fireball split up into high/low/AA (qcf+P/qcf+K/DP+P)
  • Removed Kim kaphwan super
  • Juri has Feng Shui Engine back (QCB + PPP)

Yang

  • fixed cr.MK, qcf+HP juggle inf
  • fixed LP>MP>HP 2x slashy inf as well as LK>MK>HP slashy inf
  • changed RAISINS poke super input to QCB+PPP
  • made TENSHIN SENKYUTAIIIII upkick super animation faster
  • now possible to do cmd dash hcf+k out of regular moves oops

Suck my nose till my head caves in

May 1, 2017 - Beta 4

  • Cody MP- HP- Zonk juggle infinite
  • Dan cl.MP HPGadouken juggle infinite
  • Dan cr.MK juggle infinite
  • Chun* li and Zangief lights not chaining properly
  • Rose 5MP juggle infinite as well as other possible mediums infinites
  • Ibuki infs
  • Juri MK Pinwheel inf
  • Potentially other stuff intended or unintended
  • EX moves reinstated
  • Super inputs are now PPP/KKK (I didn't want to do it this way but it's better than the alternative)
  • EX moves give superflash on KO (there's no specific reason for this, tbh)
  • DP-style EX reversal moves cause extra hitstop/dmg on counterhit to make it clear that your life is forfeit
  • Other changes listed below

Adon

  • DP+KK launches lower, does not allow for another EX DP followup. Does dmg up from 80 to 120
  • QCF+P's knockdown move returns. down+P

C.Viper

  • QCB+PP has full invincibility to the end of hitbox
  • all QCF+K moves including EX now have only projectile invincibility
  • QCF+KK jumps twice and hits 3 times up from 2
  • QCB+KK does less dmg

Blanka

  • Reverted balls to non-charges
  • Removed charges
  • Reverted all thunder specials
  • HCB+PP is still slower than original EX ball
  • DP+KK is more shallow going up
  • Thunder doesn't knock forward really far anymore, why the heck would it do that

Seth

  • EX fb can be fired twice in a row for no extra cost
  • Can also fire regular fbs after first EX fb
  • EX CRUSH rdp+PP only wallbounces on juggle if counterhit
  • QCB+PPP - hold b for light ver, neutral for med, f for heavy

Balrog

  • Removed turn punch powerup from super rushpunches
  • Changed albatross and fake headbutt inputs to 3 buttons instead of 2

Cody

  • In regular mode, has no chains, except to cmd normals. Still has all the same chains in knife mode
  • Changed criminal upper input to DP+P
  • Bad Spray is QCB+P, is pretty + on hit and can link into lights. Unsafe on block. Also replaces the get up sprays (inputs still up+P)
  • EX Ruffian Kick QCF+KK is a different animation and wallbounces
  • Last Dread Durst QCF+KKK is now a single kick which leads into a wallbounce on hit

Rufus

  • EX Upkick dmg is 100 up from 90
  • EX QCB+KK aka EX Messiah now does 105 dmg up from like, whatever the hell it was (it wasn't much) (the extra 5 is bc why not)

Chun-Li

  • Added different distance upkicks
  • Made Hazanshu hitbox taller so it can hit juggles better and maybe somehow AA sometimes idk
  • Last hit of j.d+MK has less hitstop

Deejay

  • Changed all JP on the cool kicks to max, so they'll always hit
  • EX Machinegun upper will only juggle once after full hits
  • Sobat QCF+KKK is light by default, hold MK for med, HK for heavy
  • Reminder that he can hold EX fireball again

Dhalsim

  • Yoga Super Fireball, QCF+PPP light is default, hold MP for medium, HP for heavy

Elena

  • Changed the hit sfx on her EX qcb+KK

Fei Long

  • Made EX Backhand qcb+KK start up much faster, less recovery
  • Re* added chicken wing. Only 2 hits, with the 2nd one knocking down for all versions
  • EX Chicken Wing projectile invuln as usual, goes straight forward
  • Removed air slice (air qcb+K)
  • Rekka Shinken QCF+PPP defaults to short hold MP for mid* length, hold HP for long

Gen

  • Stabby fingers super QCB+PPP does more guard dmg
  • EX ouga is fully invul including all followups

Akuma

  • Reduced 5HKF recovery slightly

Gouken

  • Uhhhhh, yea. Yep

Oni

  • Air QCF+P fireball regular is only 1 hit now
  • Air EX QCF+P fireball does the regular 2 hits but stops in the air

Hakan

  • Removed all but the medium super dives (charge b- f+KKK) because of input buggery

Honda

  • EX Stomp QCF+KK has startup invinc but only has the LK version hitbox

Hugo

  • Slowed down EX palm QCB+PP but gave him hyper armor on startup

T. Hawk

  • Yea

Ibuki

  • Added EX Fake Kunai
  • Made regular Fake Kunais worse
  • You know how it is

Juri

  • Made f+HP hitbox start later
  • Atemi or whatever QCB+PP is called lets you just cancel into backdash/forward dash/jump by pressing f,f, b,b or u,u
  • Atemi is still armored but not invinc

Ken

  • Added EX ghost jump that can go into air tatsu quicker and is also invincible for longer
  • EX Shoryu has followup again but it's slightly different

Makoto

  • Her shotgun is back on EX and it smarts
  • changed how kick dive super works slightly, default is LK version, hold MK for medium distance, HK for long

Fuerte

  • Changed cooking with fire slightly so it's not quite as easy to combo off
  • more recovery on dropkicks except EX which is fast like sonic the hedgehog

Yang

  • Seieienbu inputs are d,d + PP to preserve the diff strengths
  • EX Cmd Dash is proj invul and can be done from slashes

Yun

  • H palms is back as EX palms but a lil faster

Zangief

  • Air EX palm hits 2x and stays still in the air
  • EX lariat is quick and also proj invul for the entire duration

Vega

  • Claw mode has slower f+HK
  • Fist mode has slower f+HP
  • Can now only chain into the command normals from a weaker normal
  • Can now only juggle EX upkick initial hit once

Cammy

  • Yea

Dan

  • Yep

Decapre

  • Uh-huh

Dudley

  • Sway and Ducking EX only lead into the 3 punches ending

Guile

  • Yep

Abel

  • Changed DP+PP the AA throw to not do crumple
  • EX roll cancels into cmd throws
  • EX flip your shit combos from normals and is invinc until hit

Poison

  • Yeap

Rolento

  • Lazy addition of EX knives where they don't need charge

Ryu

  • Yep

M. Bison

  • Yeah

Suck my nose till my head caves in

April 2, 2017 - Beta 3

  • Cody MP* HP* Zonk juggle infinite
  • Dan cl.MP HPGadouken juggle infinite
  • Dan cr.MK juggle infinite
  • Chun* li and Zangief lights not chaining properly
  • Rose 5MP juggle infinite as well as other possible mediums infinites

March 27, 2017 - Beta 2

  • Includes remixlauncher and readmes
  • Fixed Dhalsim Yoga Noogie only being 1 button
  • Nerfed Evil Ryu qcf+MK so you can't easily link a medium normal after
  • Nerfed Akuma st.HK slightly by increasing recovery

Decapre still randomly desyncs when playing online.

It's not 100% clear which move is the problem, so it's gonna be a work in progress to find out why she does this.

USF4 Got a bunch of weird new bugs related to speed modifiers that SSF4/AE didn't have, so it's likely she always had this in some form.

March 25, 2017 - Beta 1

  • System* wide:

Reintroduced the revenge meter.

  • MP+MK (hold) in neutral now charges both super and revenge meter
  • MP+MK (as cancel) uses half the ultra bar
  • HP+HK is now the alpha counter, and can be done at any time, even from specials
  • Alpha Counter uses half the ultra bar
  • Restores half a block of the supermeter on hit
  • Does 100 grey damage and restores whole block of the supermeter on counterhit
  • Light normals always reset, Medium and Heavy normals always juggle.
  • EX special moves are gone.
  • Supers are now done with a single motion + PP/KK

Remix 1

January 8, 2016 - USFIV Remix 1.2

general

  • USF4 KORYU EDITION ADDED (PICK KORYU IN EDITION SELECT)
  • Remix mode is serious fun, koryu mode is rainbow* edition style fun!
  • fixed several input bugs
  • many unlisted bugfixes

akuma

  • fixed counterhit 9hp not doing damage on standing opponents (thanks BEEF_SUPREEEEEME)

decapre

  • fixed game* freezing bug on trade with DCM

ken

  • fixed bug with shinryuken

abel

  • corrected ex falling sky projectile invinc duration during on* hit animation
  • corrected brainless dimension invinc duration during on* hit animation

balrog

  • tweaks to rushpunch feint recovery to prevent infinites
  • rushpunch feint no longer is counterhit status

blanka

  • fixed close mk hitstop inconsistencies

chunli

  • fixed fierces not breaking armor
  • active frames increased on first hit of housenka to prevent odd juggle drops

dhalsim

  • fixed 4hp not breaking armor

evil ryu

  • fixed audio issues
  • fixed close lp whiffing on standing opponents sometimes
  • 5mpf cancel issue

guile

  • fixed some heavies not breaking armor

ibuki

  • fixed weird cancel off hien * > kunai situation
  • fixed some other cancel issues, teleporting to the ground (thanks Kyubi)
  • fixed hien * > fake kunai * > jumpin infinites by requiring higher height for fake kunai off hien
  • fixed bug where ibuki floats off into space if you did hien * > fake kunai * > airthrow at a very specific timing (really sorry about this one, Charred)
  • fixed first hit of 5hp not breaking armor

makoto

  • fixed occasional bug with godanzuki juggles
  • tosanami slight damage nerf, juggle less weird
  • makoto can have meter during red mode

October 22, 2015 - USFIV Remix 1.1

  • Added ingame movelists

akuma

  • changes to cancels off 9hk/9hp/9mk to prevent certain loops

evil ryu

  • minor bugfix

fei long

  • minor bugfix

guile

  • added visual effect to EX followup to 236236P super to indicate meter usage

(it's not an infinite unless you have infinite meter in training, stop reporting it as such, please.)

ken

  • yeah!

makoto

  • fixed pushbox during dash (thanks Eternal)

yang

  • yang default stance infinite: 5LP x[N] 5HP xx heavy elbow > light command dash fixed ( HP elbow was not supposed to combo from 5HPF)
  • c.hp > heavy elbow inf gone

hakan

  • throw tech isn't physics. Fixed (meant hakan went into neutral after throw tech further away)

poison

  • cr.HP (20jp) xx HP FB (127jp) loop Fixed (jp on cr.HP limited to 2 jp, same with 5HK)

juri

  • HK now hits a crouching chun properly

cody

  • can't EX cancel Zonk or EX Criminal upper on 2nd hit Fixed
  • Knife cr.MP gains no meter Fixed

guy

  • LK Overhead gains no meter Fixed
  • LK airtatsu gravity Fixed
  • dash is now finite, also can cancel into bacdash, and cancel out of the run stop

deejay

  • j. 214 LK is now gone (It wasn't supposed to be in still)

cammy

  • fixed a VFX bug with TK Air Spiral Arrow
  • TK Spiral Arrow in the corner wasn't an infinite but juggled 6 times, should now only juggle up to 3 times

honda

  • still had a hit/projectile absorb entry on his st.HK Fixed

ryu

  • removed an old move remnant from first and second tatsu rekka

October 11, 2015 - USFIV Remix 1.0

It's finally here! Expect there to be a 1.1 or something way down the line with some extras but this is more or less it for us with this mod.

It's been like 5 years of work and frustration and fun and sudden new versions of SF4 itself.

People have been taking this to events and played it and recommended it, and I hope this will keep happening!

No changelog this time, idk where it went.

July 28, 2015 - RC4

akuma

  • fixed gameplay freeze with super demon flip throw (thanks error1 & uberchair)

fei long

  • backhands force stand on hit (thanks onesanitarium)

ibuki

  • 6lk no longer chains to itself
  • 9mk hitbox fiddling
  • lk spinkick does 1 less frame of hitstun (thanks error1)

sagat

  • high 2nd fb recovers slower
  • 1 less frame of hitstun on fireballs (thanks error1)

juri

  • fixed some infs did something

yang

  • fixed hp elbow inf
  • f+mk in other stance

vega

  • ppp~qcf+pp didnt use meter. it does now

July 20, 2015 - RC3

dan

  • fixed a fireball dash infinite
  • did some stuff to qcb+p, ex qcb+k and ex fb

(thanks error1 for the next infs) fuerte

  • fixed walkjab infinite caused by a gross oversight

gouken

  • fixed dash cl.mp infinite

vega

  • removed repeatable air normals from heavies only to prevent an inf~ (thanks error1)

gen -spaced out repeatable air normals

viper

  • gave hammer and thunder knuckle cancels more recovery after HP thunderknuckle only

elena

  • did some stuff, qcb+hk now forces crouching on hit, does not let you cancel back into qcb+lk

sagat

  • stand fireball recovers a few frames slower
  • light fireballs move faster
  • fireball pushback fiddling
  • standing fireball hitbox fiddling
  • bugfixes

chun li

  • headstomp forces crouch on standing hit to prevent infinite on standing hugo

July 13, 2015 - RC2

c.viper (this is all to prevent infinites on big chars)

  • removed sjc off normals
  • j.hp does hard KD, j.hk does soft KD
  • limited air chains

(this is to prevent an airchain loop)

  • reduced JP on air normals

July 8, 2015 - RC1

guile

  • general tweaks, damage, etc
  • new super: sonic bomb, 214214p

ibuki

  • bugfixes
  • damage adjustments

makoto

  • 5mp pushback increased

rose

  • bugfixes

rolento

  • damage adjustments

seth

  • fixes
  • unfucked many anims
  • air teleport now looks like it teleports from the air instead of warping to the ground first

yun

  • palm reflects fireballs
  • other stuff
  • fixed dash animation and some weirdness with the shadows

juri

  • can no langer cancel specials into ex
  • got her old 2mk back
  • slowed down ex pinwheel, does 120dmg in total up from 65

ryu

  • removed shinkuu hadoken
  • ex shoryu increased gravity
  • mets hadoken is back, qcfx2+k
  • changed mets shoryu to hcb-f+p
  • mets tatsu is gone
  • ex hadoken has fast shinkuu hadoken projectile

deejay

  • removed a thing so im adding this so i remember to include his file

elena

  • gave elena invincible flashkicks

hugo

  • fixed forward throw on big characters

cammy

  • Removed spiral arrow cancels

yang

  • air chains juggle potential lowered

viper

  • fixed viper's qcbx2+lp super not using meter. (thanks DECLIMAX)

guy

  • removed the bad throw off ninja flip

el fuerte

  • Changed the Guacamole and Airthrow landing cancels to Super Combo

hawk

  • changed overhead from f+mp to f+hp, has close hp normal anim
  • gave far hp faster startup, is both close and far
  • air 2mp now actually hits grounded opponent wtf
  • normalized some dmg on normals

akuma

  • no longer armor break on ex red fireball

guile

  • 10string: THE BILL OF RIGHTS 6mp -> lp -> lk -> mk -> hk -> hp -> mp -> lp -> lk -> mk
  • 6lk/6hp fiddling
  • sonic boom is 236p input
  • flash kick is 214k input
  • fixed super
  • sonic boom fiddling
  • removed non-ex air boom
  • walk faster
  • minor details

rose

  • bugfixes (thanks to Rossuizan)

rolento

  • bugfixes

zangief

  • bugfixes

June 22, 2015

bison

  • lights reset
  • scissor kicks hitbox slightly later in the anim
  • eased up on hcb input req

ryu

  • less metergain from hitting with tatsus
  • tatsus look more consistent w his air tatsu
  • fooled around with his qcbx2+p super

deejay

  • moved cl.mp to 4mp
  • less startup on 6hp
  • less gravity on dash hop, normals out of dashhop are not overhead anymore
  • changed dp+p
  • super and U2 are now hcb,f+p/k
  • U1 is a quick startup reflect super, qcbx2+p
  • readjusted cool kick qcb+k, diff hitbox, slightly slower

poison

  • turned down 6MP damage from 110 total to 50
  • improved hitboxes for 5MP, 2HP, 5HK
  • Now can hit properly after poison kiss super

adon

  • reduced u1 damage from 360 total to 280

viper

  • bigger burnkick hitboxes
  • got qcbx2+p super back

cammy

  • removed cancels out of backdash due to inf (thanks Climax)

elena

  • scratch wheel and rhino horn are now charge moves
  • crouch for 1 cycle to start healing
  • ex saving/rc heals
  • nerfed dmg on mallet smash and scratch wheel
  • decreased startup on both scratch wheel and rhino horn
  • brave dance gone, spinning beat leads into U1 anim on hit

hakan

  • fixed airthrow special freeze

akuma

  • no longer armor break on ex red fireball

guile

  • 10string: THE BILL OF RIGHTS 6mp -> lp -> lk -> mk -> hk -> hp -> mp -> lp -> lk -> mk
  • 6lk/6hp fiddling
  • sonic boom is 236p input
  • flash kick is 214k input
  • fixed super
  • sonic boom fiddling
  • removed non-ex air boom
  • walk faster
  • minor details

rose

  • bugfixes (thanks to Rossuizan)

rolento

  • bugfixes

zangief

  • bugfixes

May 31, 2015

adon

  • super upkicks changed to hcb-f
  • 2nd hit of 6mp no longer hits overhead, no longer cancels to specials but still to SAVING, hitbox bigger
  • tk ex air jaguar still hits at lowest height
  • ex air jaguar invincibility removed
  • ex air jaguar now overhead
  • big hitbox/hurtbox changes to air jaguars
  • l/m jaguars have less juggle potential
  • ex ground jaguar kick no longer overhead, no longer projectile invincible, hit properties changed greatly
  • ground jaguar kicks knock down
  • divekick hitbox moved, hurtbox extended, arc changed, can crossup but easier to air 2 air or antiair them
  • heavies properly break armor
  • jumping normals are counterhit status through active frames
  • rising jaguar no longer cancels to ex rising jaguar on hit
  • ex thousand jaguars cancels to dashes
  • double jump inputs corrected
  • meter gain slightly nerfed
  • jabs pushback fiddling
  • minor stuff with upkick and sleepover supers
  • other stuff i forgot
  • bugfixes

akuma

  • minor tweaks

decapre

  • damage nerfs

dhalsim

  • 4lp input changed to any two punches, cancels to specials on startup
  • mk slide pushback/reset velocity changed, middle part throw invinc
  • fixed issues with far normals not breaking armor
  • can chain into 1mk
  • 4hp fiddling

el fuerte

  • fixed aa throw input
  • tweaked invinc on qcf k

fei long

  • damage adjust
  • some frame advantage changes on normals
  • ex backhand 4 hits of armor instead of 5

guile

  • can't chain into lights
  • can't chain into fwd direction command normals
  • lots of properties changed for fwd command normals
  • guile is so american that he decided to be like an american fighting game and let you crouch his fireballs.
  • non-ex sonic boom changed a lot, can be crouched, but big hitstun, other stuff
  • ex boom duration decreased
  • sonic boom dash cancel changed to be the same as his actual dash
  • dash goes farther

rolento

  • minor tweaks

sagat

  • minor tweaks

sakura

  • tweaked counterhit flags on jumpins
  • aa tengyo hadouken super bigger hitbox
  • replaced all neutral jump normals except hk with diagonal versions
  • minor tweaks

seth

  • bugfixes

zangief

  • minor tweaks
  • bugfixes

bison

  • lights can only be repeated once in a chain
  • increased 2mk recovery for no god damned reason
  • increased recovery on lp crusher
  • removed armor from hp and ex crusher
  • hp crusher works like mp version
  • removed far hp and buffed close hp
  • scissor kicks hitbox starts earlier for all versions
  • removed stomp
  • air scissor kicks retooled a bit
  • all super motions changed to hcbx2 or hcfx2, keeping with his theme of having slightly more demanding specials
  • hcbx2 kick, kneepress nightmare doesn't end with slide, instead 4x scissor kicks
  • hcbx2 punch goes into nightmare booster finisher
  • the ground pound super is now hcfx2 punch or kick

deejay

  • lights can only be repeated once in a chain
  • delayed cancels from shorthop a bit
  • hop mk is the 8mk version, hop mp changed to 9mp

c.viper

  • air throughout flame upkicks

rufus

  • removed jc from all normals except 2mp
  • changed 2mp to launcher, increased hitbox horiz
  • 2hp speeds changed, press 4hp on hit to pull opponent
  • 2hk changed to 3mk anim, hard kd on hit
  • removed messiah kick both on ground and airborne
  • removed dp+k move
  • qcb+k does diff specials, ex is ex messiah with soft kd at the end
  • prettified the qcf+p special
  • gave qcb+p more recovery on all versions, more startup on hp version
  • push super input changed to qcb,hcf+p, shortened animation
  • the sexy super changed to qcf,hcb+p
  • symphony super changed to qcf,hcb+k, shortened animation
  • decreased divekicks startup

gen

  • increased recovery on lp roll

May 10, 2015

akuma

  • lowered meter gain on jumping normals

el fuerte

  • bugfixes

makoto

  • fiddled with pushback / blockstun on a few things to prevent blockstun infinite

t hawk

  • 236236 supers are now both 632146

sakura

  • pushback on divekick fiddling

Oni

  • Chains
  • Meterburn (press PP during certain points in specials and supers)
  • Dash normals don't slide
  • QCB+P is stomp thing, old slashy thing is gone since too much time to hitconfirm into super
  • Shungokusatsu is faster
  • U2 has a gap between activation and hit
  • PP/KK normals are back to cmd normals at f+MP/f+MK/f+HP/f+HK old LPMP is new MP
  • has upward and downward airdashes with d,d/u,u

Bison

  • Removed JC from all normals
  • U2 superflash deactivates before jump now

Viper

  • lowered dmg on qcfx2+k super
  • gave her dash normals back
  • lowered gravity on air hits

Hugo

  • Removed chains because of claps and throws
  • dash slightly faster
  • DP+K AA throw now bounces

Dudley

  • Put him back on the ground

April 24, 2015

General

  • updated RemixLauncher / directory structure for USF4 1.5 compatibility

akuma

  • fixed a bug with a leftover move

decapre

  • bugfixes

makoto

  • bugfixes
  • chains into 2hk removed

rose

  • bugfixes

Ryu

  • Changed his fierce/roundhouse normals to be slightly slower
  • QCB+K is SFEX tatsus
  • QCF+K sets out trap fireballs

Hakan

  • made lie down super cmd d,d,d+K so you can't do it as easily on reaction
  • made HP spd normal armor
  • removed armor from some moves

April 12, 2015

blanka

  • bugfixes
  • far 5mk more hitstun

el fuerte

  • 236k hitstun changes
  • 236p range/startup fiddling, versions more different
  • you can control how fast he forward/backdashes with the stick

fei

  • bugfixes

ken

  • bugfixes

ibuki

  • bugfixes

makoto

  • bugfixes
  • 2hk pushback fiddling, jump cancellable now
  • some chains into 2hk removed
  • 6mk jump cancellable again
  • 9mp knocks down on first air 2 air hit, can cancel to axe kick on hit/block

rose

  • moved some jumping normals around
  • some bugfixes

ryu

  • small bugfixes with air cancel

sagat

  • l tiger shot moves slightly faster
  • c.mk changes
  • meter gain fiddling

seth

  • minor tweaks, c.hp 2nd hit should whiff less

yun

  • bugfixes
  • some fiddling with geneijin cancels

Gouken

  • removed backwards airtatsu
  • added more recovery on dashpalm followups
  • shin shoryu is now instant, still does a lot of dmg
  • 6HP pulls in less, can now be comboed into from 5MP
  • can now cancel on frame 20 of the dash properly

Gen

  • infinite involving gen crane stance 5HP 1st hit fixed
  • a bunch of shit with his normals mostly made them juggle instead of reset (although lights still reset)
  • can mash QCB+PPPPPPPPPPPPPPPPPpppppPPpPpppPppPPpppPPPPPPPPPPPPPPPPPPPPPPPPPP
  • QCBx2+P super is less cinematic, more damaging
  • Ouga goes higher, less startup

Oni

  • dash START earlier
  • fixed some inf involving MKHK

Poison

  • gave qcb+LK more recovery to avoid infs
  • normal/special after poison kiss still does no damage, now opponent also gets juggled instead of ground hit

Hakan

  • U1 now does dmg on the last hit, oops. 400 dmg
  • super dive, ch. b-f-bf now does 300 dmg oiled, 250 regular
  • fixed some cancel inconsistencies

Cody

  • Knife 2HP now launches
  • All P's in knife mode are now JCable ON HIT, not on block
  • Knife QCB+P hitbox was expanded horiz slightly

March 19, 2015 - Final Round XVIII

general

  • general reminder to run the game set to "fixed" framerate under graphics settings, otherwise errors may occur
  • minor ui update

blanka

  • fixed several bugs
  • aa super is now also a counter super against grounded hits, hitbox fiddling
  • air ball no longer breaks armor

chun li

  • legs knocks back less on hit
  • upkicks final hit different juggle, upkicks landing recovery cancellable on hit
  • 8/9mp are always what used to be only jump 4mp
  • can no longer charge kikoken

decapre

  • small damage tweaks
  • air spiral arrow removed

dan

  • hitbox improvements on many attacks
  • ex dan kicks start up faster
  • decreased jump startup by 6 frames (whoops)

fei long

  • fixed some attacks not having correct armor break properties
  • fixed counter super animation

honda

  • can't jump out of 214214p post flash anymore
  • fixed a bug where it was possible to do certain removed moves still
  • fixed input bugs with dash
  • fixed dash pushbox
  • fixed ochio throw animation not going over zangief
  • ochio on hit recovery shorter

rolento

  • audio fixes

sagat

  • 2hp nerfs
  • air tiger knee starts up faster

sakura

  • some input freeze bugs should be fixed

March 1, 2015

general

  • included a remixlauncher.txt for use for other modders. if you use remixlauncher for your own mod, please read that file, otherwise ignore it.

abel

  • 5mp hitbox a lot bigger (should hit more crouchers now)
  • 5mk active frames fiddling
  • breathless anim changed (again)

akuma

  • bugfixes

blanka

  • minor tweaks
  • 5hp active increased

decapre

  • some bugfixes
  • minor tweaks
  • 5mp more active
  • ground teleport hk followup less safe, bigger hitbox, different hit properties

chun li

  • 4mk to 3hk chain
  • minor tweaks to hitboxes

dhalsim

  • 2mk / 2hk can hit airborne now
  • fixed several bugs

evil ryu

  • fixed several bugs
  • removed air fireball
  • can chain far hk and far hp into 6mk (on whiff too as per char mechanic)
  • 6mk hit/hurt box fiddling, should be a bit stronger

fei long

  • 214p cancels to 236k followup on hit/block
  • several bugfixes
  • cant whiff cancel rekka to throw anymore
  • specifically 214hp cancels to 6mk
  • reduced 5mp hitstun by 1f to prevent an infinite
  • ground 623K moves forward more, increased active frames
  • backdash cancels to specials or jump
  • backdash has 1 hit armor on later part
  • messed w air slash kick
  • 6hk hitstun messing
  • 214p backhand hitbox bigger
  • ex 214p added, has 5 hits of armor

guile

  • 6mk is better at hopping over low tiger shot
  • the later part of charged sonic boom has 1 hit of armor
  • fixed some issues w dashjump
  • sonic booms +5 grey damage
  • ex sonic boom lasts waayyy longer
  • fixed issues w feet hurtbox of air sonic boom

makoto

  • 9hp fiddling
  • instant air axe kick should be less finnicky

sagat

  • cancel 6lk on startup to 2hp & 2hk
  • 5hk / 5hp no longer cancels to 6lk
  • you can throw a second fireball after fireball by pressing fwd + button
  • extended 2mp, 5hp active frames
  • 2hp recovers slower
  • 5hp recovers faster
  • finally fixed throw?

rose

  • minor tweaks

seth

  • removed head hurtbox on fwd dash
  • 2hp hitbox fiddling
  • l divekick foot is proj invinc correctly
  • command grab motion changed from 360 to hcf or hcb
  • 8mp is now always 9mp
  • "behold the glory of the" cancel w mp+mk, requires 4 meter total

yun

  • 9lp -> 9hp chain removed, lead to many infinites, didn't add much
  • 5lk always close version
  • minor tweaks

zangief

  • hp green hand bigger hitbox / smaller hurtbox

Ryu

  • cl.HK has armorbreak on both hits

Viper

  • QCB+HP is the crossup knuckle, lets you cancel into any special except itself
  • QCB+PP is the AA knuckle
  • removed airdash
  • removed sliding normals
  • Super inputs are now QCFx2
  • Can now flash cancel burn kick, with KK.
  • EX flashcancels don't refill meter anymore
  • U1 is now QCFx2+K and does upward flaming kick thingy (this does a lot of dmg right now let's see if it proves problematic)
  • U2 is now QCFx2+K in the air and it's cool because no airdash to interfere with the inputs.
  • did some other stuff but it's been a while since i did them so welp forgot thems the breaks!!!!!!

Guy

  • Switched QCF+HK and QCF+KK
  • QCF+KK does more hits, airdashable etc
  • QCBx2 needs additional inputs to finish. QCBx2+P * P * P * K * K * K (you could also mash LP+LK or something if thats how you roll)
  • The last hit of the super does more damage.

December 23, 2014 * Omega update broke stuff

system

  • hold f/b + two buttons to hop left or right on wakeup instead of pressing (thanks Legendary "Dustin" Zandwich!)
  • roll distance increased
  • roll invincibility +2 frames

abel

  • fixed some stuff
  • removed air wheel kick
  • 5mp, 5lp, 5lk always do far version
  • slidehead recovers faster
  • rekka move distance increase
  • rekka 2nd low sped up (mk)
  • rekka shoulder (lk) sped up
  • rekka shoulder (lk) followup cancels to 3rd high now (punch)
  • 5hp xx ex wheel loops are back for now (maybe gone again soon)
  • removed armor on 5hp, improved startup
  • 6mk, 5lkf and close 5hk cancel to lk/mk/hk rekka followups now

akuma

  • fixed bug with dash backjump

blanka

  • fixed issue where could only getup roll 1 direction

decapre

  • fixed some input lock bugs
  • decreased damage on jumpins
  • 236236hk hitbox improved

evil ryu

  • fixed potential input lock bugs

ibuki

  • 4mk is no longer possible in neutral, 5mkmk use 4mk properties
  • some minor fiddling w input leniency
  • 5hk hitbox fiddling
  • 5hpf removed, always close version

ken

  • fixed dash crouch cancel bug

rolento -you can cancel his taunt into itself now

sagat

  • tiger cannon shoots 2 fireballs now
  • 5hp different

Juri

  • fixed f+HP inf
  • hujinified 6HP/6HK
  • can do 6HP->6HK if press HK when leg is in the air
  • can jumpcancel from 6HP

Cody

  • jump lp knife thing

elena

  • fixed 2HK 236HK inf

honda

  • Dash is now morrigan dash, removed airdashes
  • headbutt is gone!!!!
  • stomps w qcf+k works like viper seismos except slower for further away attacks

vega

  • make ppp and moves out of it not onrelease
  • cr.HK armorbreak
  • nerf dmg

poison

  • nerfd some dmg

gouken

  • gave palm f+P follow more recovery

fuerte

  • 5HKF do the reset now

November 18, 2014

abel

  • experiment: normal throw into juggle
  • breathless input now 236236k to prevent input overlap w skyfall
  • backdash goes farther / less recovery

balrog

  • changes to 2hp, 5hp, 9hk, 9hp

dhalsim

  • winpose bugfix

fei long

  • mp elbow pushback increased, no more infinites please??
  • some other tweaks to pushback here and there, shouldn't affect feel too much in terms of feel

ken

  • minor tweaks

makoto

  • back throw damage fiddled
  • can't cancel regular rushpunches into non-ex overhead anymore

sakura

  • backdash goes farther/slightly less recovery

Adon

  • fixed air jaguar juggle infinite, please understand

Yang

  • fixed yang's b+HP* palms infinite, please understand

Gen

  • I think the hands infinites are gone. I hope so!!! please understand
  • Roll'n'poke nerf on block increased, please understand

Oni

  • QCB+MP inf is gone, please understand

Ryu

  • hopefully fixed 5MK inf, please understand

Juri

  • changed some normals around (cr.MK, cr.HP) please understand
  • QCB,HCF is different, please understand
  • QCBx2+P is a counter super that leads into the old U2, please understand
  • Can now cancel out of divekick at any point, please understand

fuck Honda

  • fixed 5MP inf, please understand
  • removed fly cancel from jump normals for now ill see what i can do to him next version, please understand

Vega

  • j.PPP does a spinny thing, acts as a modifier for air claw, please understand
  • f+PPP does a crossup roll, please understand
  • j.PPP

> P * air claw > QCF+P/PP, high claw > QCFx2+P, bloody high claw

  • can cancel EX high claw into itself for all the EX bars
  • can cancel DP into PPP on HIT only
  • removed clawless chains
  • QCFx2+P is anti-air slash, removes both claw and mask
  • QCBx2+P, the beam super, now removes claw
  • QCB+P is rolling crystal flash
  • QCB+K is flashkick

as always, please understand

November 2, 2014

abel

  • 5mk knocks down on 1st aa hit, still resets in later combo

akuma

  • 1 fireball on screen limit reintroduced (whoops)
  • fireball tweaks
  • fixed backwards air super from tatsu
  • removed ex overhead
  • reduced hitstun on 5hk
  • tensho correctly 2 meters
  • reduced demon travel distance/speed
  • can only cancel ex fireball into demon flip now

chun li

  • bye 5mk close, always 5mkf
  • 5mkf recovers faster
  • removed 6mk

decapre

  • ex slide animation fixing
  • 5mp is always 5mp close
  • 5lp is always 5lp far
  • did some stuff, forgot what

fei long

  • 6mk special cancellable
  • 5mkf slides fwd a little
  • only ex upkicks cancels to air kick

guile

ibuki

  • minor bugfixes

ken

  • certain cancels no longer possible on whiff
  • 5hk is always 5hkf now
  • 4hk hitstun changes
  • hadokens now pushback again
  • l hadoken moves faster
  • hadoken startup slower
  • meter gain reduced (again asdf)

sagat

  • did some stuff, forgot who
  • 5mp is always close 5mp
  • 9mk / 9mp knock down against airborne

sakura

  • air tatsu removed
  • fully charged ex fireball crumple
  • 5hk is always far 5hk
  • 2hp, 5hp, if hits as antiair, always knocks down, still resets in juggles.
  • all command jumps airborne frame 1
  • ex command jump punch followup active till landing
  • ex command jump invinc frame 1-5
  • removed counterhit status from ex command jump unless you press a followup

Cammy

  • air spiral arrow has more landing recovery to make up for no height restriction
  • spiral arrow cancel is just hold back now
  • decreased active hitbox on LK/MK/HK cannon spike, and increased startup slightly
  • decreased startup on 5HK,2HK, increased recov on 2HK to make linking into it less possible?

Gen

  • nerfed his turds
  • slightly more recov on rollnpoke MP and a bit more on rollnpoke HP
  • j.QCBx2+P is now not ultra, is knockdown doublepalm
  • QCBx2+K whirlwind has more startup and has to land before doing any further attacks
  • QCFx2+P does crumply

Yang

  • Yang stance has blur effect to differentiate it from the main stance on stand, crouch and walk backward/forward
  • his slashies are back to normal in alt stance, but can be followed up with just P. ex: qcf+P > P > P
  • air stance change has no air stop

Gouken

  • make parries parry all thingsm
  • removed followups on LP palm super and gave him startup invincibility

Ryu

  • counter punch counters
  • HK kicks fast

Dan

  • made st.HP/HK reset instead of KD

October 16, 2014

ken

  • removed shoryu followup from non ex shoryus
  • decreased shoryu range and chip
  • ex hadou blockstun/hitstun/damage changes
  • 2hk techable knockdown, less blockstun, but can juggle

rolento

  • fixed some potential input lock bugs (?)
  • stinger inputs easier
  • backhop roll no longer hits, but rolls through opponents and projectiles
  • backhop cancel to 82mk

Poison

  • lowered j.MK blow height by like 1 or 2

Oni

  • Fixed MPHP infinite

Cody

  • got new knives, also works in air
  • has old QCB+P back
  • fixed cr.LP/LK only accepting cancels after hit

M.Bison

  • removed all remaining stun values

Fuerte

  • reset U1 to old Giga Buster (QCFx2+P) and U2 to old Ultra Spark (QCFx2+K)
  • changed all 5MK to 5MKF, 5HK is now a slower 5MK
  • QCBx2+P super connects earlier after superflash, goes thru hits faster and also activates on block
  • HCF+P is a command grab that gives bounce, can be cancelled into on hit, not delayed cancel
  • HCF+K is a dropkick, completely projectile invulnerable from the hop
  • Can jumpcancel any normal on hit
  • Ground Tostada Press and Fajita Buster are gone, d+MP in the air is Tostada Press, d+HP in the air is Fajita Buster

Ryu

  • QCF+K is now red hadoken w upward/downward(air) angled 2-hit fireballs
  • QCFx2+HP shinkuu hadoken travels slightly faster
  • QCB+P is solar plexus strike, HP and EX versions wallbounce.
  • f+HP is now an overhead hop punch

Dan

  • did some stuff forgot what

Cammy

  • cr.HK and st.HK now armorbreak

Gen

  • less superfreeze on tornado super
  • 2HP armorcrushes

Gouken

  • parry has a lower priority now so it doesn't overlap EX hadou
  • 6HK is his focus attack kick it knocks away! It's good please use it
  • increased fb damage from like 40 or whatever the shit to 65. Baby steps
  • god doesnt exist

September 23, 2014

balrog

  • dirty bull motion should be slightly easier
  • dirty bull crumples now
  • headbutt is actually invinc now

chun li

  • fixed 2hk not breaking armor

fei long

  • removed command grab
  • damage adjustments, shouldn't be any more touch of death combos
  • should be easier to connect w/ air slashkick in combos

hugo

  • j.lk and j.mk more active frames
  • ex aa throw is cancellable to jumpins on the way down, and recovery cancellable to attacks
  • 2hp launches slightly higher, has a 2nd hit. slightly better hitbox/active for aa
  • 5hp bigger hitbox
  • 9lp faster
  • can move sooner after successful spd

ken

  • removed mk overhead
  • first hit of shinryu no longer juggles
  • anim changes
  • fiddled w/ shoryu recovery
  • meter gain stuff fiddled
  • shoryu followup a lil easier to juggle w
  • ex fireball the two fireballs are closer together, should be easier to avoid now

rolento

  • if you input patriot without having it reloaded now he does a fwd roll. projectile invincible and passes through characters but otherwise hittable
  • did some stuff to 9hp and 9lk
  • rolento knives count as hits against fireballs / opposing attacks (you can still hit them) but count as projectiles vs characters (mainly for projectile invinc / armor)
  • removed jump cancels from fierces. this might be a little extreme but let's see how it goes

sakura

  • srk is airborne frame 1, some changes to pushback on hit to prevent some weirdnesses

seth

  • 236236 supers are now 632146

zangief

  • ex hand always knocks down, regular hands dont have special properties on counterhit anymore
  • can always combo off ex spd. damage decreased

Hawk

  • all DPs have startup invinc
  • sped up DP+K throw recovery slightly
  • j.d+MP/HP now works from all jumps

Dudley

  • all DPs have startup invinc

Gen

  • reduced chargetimes from 34~38 to 24 frames
  • can now chain from lights (can no longer chain back into lights)
  • walljump special OUGA now does a shorthop and leads into the same followups. Uses buttons for followups.

Adon

  • last hit of U1 cinematic now does damage and can KO
  • removed repeatable air normals, can still do specials off whiffed air normals

Akuma

  • Did some stuff forgot what
  • Air FB super changed to QCFx2+P
  • all kicks chain
  • he got the fireballs back ok

Gouken

  • he now has parries again, f+PP for high/mid, df+PP for low. f+PP in the air.
  • all charges are gone bye charges cya charges maybe next life
  • Denjin (QCFx2+P) is back to the normal joystick mashable one, with some changes.
  • QCB+P now has an overhead KD followup (b+P) and a launcher followup (f+P) on hit or block
  • EX QCB+P no longer has the 2nd hit but does 100 dmg on its own, same as the heavy version

Cammy

  • airthrow now just bounds GUESS WHAT THE INF DISAPPEARED
  • QCBx2+K super last hit has a more centralized and bigger hitbox so it should hit always

Poison

  • All BAKE LIKE A DOG specials now have startup invinc in return for more recovery on stronger versions.
  • BAKE LIKE A DOG can now cancel into specials other than BAKE LIKE A DOG
  • Poison Kiss now does damage
  • Increased cancel window from fireballs

Ryu

  • fixed QCF+KK doing the EX overhead punch instead

September 12, 2014

Deejay

  • decreased shorthop startup
  • decreased shorthop HK startup

Cammy

  • fixed airthrow infinite
  • QCBx2+K super fixed

Elena

  • fixed 2HK juggle points from 127 to 1 JP bye inf!!! bye inf

Poison

  • fixed poison kiss opponent invisibility
  • all dash normals are now faster sliding versions of the regular stand normals
  • love storm hits 6 times with no cinematic, less startup faster recovery
  • qcbx2+k, new super. Goes half screen, passes through projectiles
  • qcf+k, new move, the upkick from the 4th EX whip hit. Launches opponent, travels different lengths. EX version lets you jumpcancel. Replaces old AA special
  • EX whip rekka is much faster, has no 4th hit.
  • Whip normals all crush projectiles, have improved hitboxes and longer active time. 2HP and 5MP especially are improved for better AA
  • f+MP is now the double slap normal, f+HP is a heavier version of the elbow overhead, now with the ability to cancel into air normals and air fireballs
  • qcfx2+k doesn't move forward, but is invincible throughout the hitting parts of the move
  • poison kiss has longer throw range, faster superfreeze, and opponent is ground hittable after the nut kick
  • all normals now juggle. lights always reset, mediums and heavies can hit twice each. Don't get AA'd
  • all jump normals have a reset or juggle

Hakan

  • hopefully fixed oiled mash LK/LP infinite

T. Hawk

  • slowed down unchained f+MP
  • chained f+MP is not overhead
  • QCBx2+P super has proper superfreeze invincibility, goes across the screen a bit slower

September 8, 2014

balrog

  • throw damage up
  • proper lmh chains now
  • headbutt super / rc cancellable
  • some changes to cancellable normals
  • juggle changes
  • 9mp is different
  • 5mp fiddling

chun li

  • fastfall off walljump fixed
  • removed leftover ex sbk cancels

fei long

  • rekkas are now just 6p for 2nd and 3rd
  • new jump arc
  • did some stuff forgot what

decapre

  • some fiddling with scramble mode jumpins
  • divekick hits overhead
  • fireball super better startup
  • scrmbl feint recovery
  • whiff cancel air normals to spiral arrow
  • changed some stuff regarding hitstun / recoveries of various moves, 5hp xx whiff jab infinites should be gone, based on the variations i've tried.
  • did some stuff forgot what

rolento

  • 9mp hitbox fiddling
  • 2mp no longer hits low
  • fierces no longer break counters for no reason (whoops)
  • damage fiddling
  • did some stuff forgot what

honda

  • fixed light mashing freezes

cammy

  • improved dash animation, and airdash recovery
  • airdashes can now be done absurdly low to the ground
  • airdashes can now be done out of hooligan
  • can no longer SJC off standing normals
  • can no longer do air normal chains or delayed air normals
  • 2HK now uses 5HKF animation
  • 5HK now uses 5MKF animation
  • reduced times you can juggle with grounded MP/MK
  • airthrow is hooligan airthrow which leads into followups
  • sped up forward throw animation
  • can airdash out of hooligan
  • EX spin (QCB+PP) recovers much earlier
  • sped up U2 startup and made it cancellable from normals/specials, decreased damage from ~400 to ~250
  • U1 replaced with latter part of gyrodrive smasher, input is (QCBx2+K)

hugo

  • SPD is now DP+P
  • sped up SPD anim
  • 5MK is no longer overhead

poison

  • U1 projectile is slower, disappears close
  • all ground and air normals should now hit at any point in a combo (reset)
  • can cancel whip rekka into DP at any time
  • all QCB+K specials are faster

elena

  • fixed QCB+HK infinite
  • fixed 5MP juggle infinite
  • Reduced damage off supers
  • 6MK is now cancellable

did some stuff forgot what

  • did some stuff forgot what

August 25, 2014

chun li

  • fireball hitbox slightly smaller
  • fireball less blockstun
  • kikosho pushes back less far, worse recovery
  • upkicks are counterhit status on the way down

decapre

  • fixed 2hp not breaking armor
  • throw fiddling
  • sting damage fiddling
  • 2hk knockdown different
  • fixed bugged cancelling scrambles into ex scrambles, now works properly
  • 5hp 2nd hit less hitstun, less recovery (infinites should be gone?)
  • 2hp less hitstun, less recovery (infinites should be gone?)

rolento

  • fixed m and h supers hitting fullscreen for no reason, and audio tweaks
  • fixed throw tech related bugs

sagat

  • 6hk active frames slightly longer

cammy

  • removed sjIAD infinite that works on hugo

poison

  • fixed 2LK/2LP freezing inputs

elena

  • fixed 2LK/2LP freezing inputs
  • fixed alpha counter input
  • fixed alpha counter not being invincible for the entire hitbox duration
  • fixed roll_b/f jump height and animation

cody

  • removed knife mode cr.MK st.HK QCF+LP infinite

hugo

  • fixed AA throw doing no damage off juggle combos

honda

  • removed all his armor
  • made U1 super much faster, has no superfreeze
  • hamburger
  • slowed down light cancels
  • slowed down flight

August 23, 2014 - USF4 Remix

blanka

  • minor hop tweak
  • sa1 doesnt stop on wall

decapre

  • too many to list. motion char now try stuff

rolento

  • too many to list

rose

  • soul throw is airborne f1

sagat

  • removed tiger genocide
  • fixed some bugs with lp uppercut introduced by steamworks
  • tiger destruction is 214214k

zangief

  • fixed a visual bug with normal throws

Yang

  • fixed slash stance close MK jugglepoints

Rufus

  • cleaned up float (hold up during jump)
  • changed dp kick to DP motion, made DPs less weirdo looking
  • air messiah exists now
  • changed U2 input to qcfx2+K
  • changed 2LP anim to 2HP
  • 2LP now uses original anim
  • 3HP is old 2HP anim
  • both messiahs now stay active until landing

Gen

  • LP and EX hands now hit properly
  • removed all trigger stuff, all supers now do 200 dmg
  • mantis stance also has Medium * Heavy chains now, removed 5MK target combo
  • 9HP doesn't stop in the air

Hugo

  • Dash is a run
  • Walkspeed is faster
  • Has chains
  • all normals and specials can combo into HCB+K walltoss or DP+K AA grab
  • most normals are faster
  • 6HP is now 5HP, 5HP is overhead 6HP
  • Palms are slightly worse to not make the chains lead into infinites. Can combo into HCB+K
  • Lariat is now QCF+P, can cancel into DP+K
  • Squasher input is now HCF+K
  • 5HP on juggle causes wallbounce, 9HP causes air spin
  • J.2HP bodysplash is active the entire way down
  • Changed hit sounds from focus hitsounds (what the fuck) to more reasonable ones.
  • HAMMER MOUNTAIN is QCFx2+P, hold to feint
  • U1 is 720+P and U2 is QCFx2+K

Elena

  • HOOBOY
  • Removed all the cardboard sliding sounds that are TOO LOUD for SF4 (they're the right volume in SFXT)

and replaced them with more fitting normal woosh sounds (like in 3s) (Seriously they're louder than hitsounds wtf)

  • Replaced certain JAB SOUNDS with more appropriate hitsounds. (Likely because of the SFXT conversion process)
  • has chains
  • DP is now QCF+P
  • MALLET SMASH is now QCB+P instead of HCB+P
  • RHINO HORN is now QCF+K
  • QCB+K is a bunch of different special moves repurposed as rekka moves. They can all chain into each other.

do one rekka twice in a row for a launcher (LK,MK) or a knockdown (HK). Can also chain into QCB+P or QCF+P

  • QCB+P can chain into QCF+P and QCF+K
  • QCB+P now crosses over less on standing opponents due to hitreel changes
  • Jumps are a bit lower
  • SPINNINGU BEAT is QCFx2+P
  • BRAVE DANCE is QCFx2+K
  • HEALING is D+PPP and it swallows whatever meter it wants. This is the price you pay

Poison

  • No chains
  • Much improved walkspeed
  • All standing attacks are the far versions, albeit faster in most cases
  • Dashing leads into sliding versions of her close standing normals
  • Backdash is a hop, can be cancelled with air move
  • D,UB/UF inputs are hyperhops, D,U is a neutral superjump. All of these can be stick controlled
  • Has air fireballs with j.QCF+P. Different angles
  • Whip Rekka followups can be done by holding Back and pressing P
  • Thunder Whip is QCFx2+K
  • Love Storm is QCFx2+P
  • Poison Kiss is QCBx2+P

August 5, 2014

abel

  • 9/8mp crumples
  • 8mp juggles
  • lights chain late to mp
  • ex aa throw changes
  • 9hp and air wheel kick hitboxes bigger

akuma

  • possibly fixed a very hard to replicate bug with demon flip throw super
  • all normals chain to 2hk
  • throw range fiddling

chun

  • removed charge super
  • sa1 fiddling
  • sa2 fiddling
  • sa2 cancels to sa2 (4 meters!)
  • 8hp juggle changes
  • 2/5lp/lpf moves chain to 5hk
  • slight damage nerfs
  • 5mk/5mkf cancel to 3hk
  • 3hk uncrossup hitbox extended
  • 6mk startup sped up and active frames increased
  • tensyokyaku hitbox bigger

guile

  • builds less meter on air sonic boom

fei long

  • mediums no longer chain to fierces
  • air upkick
  • all upkicks more invinc

hakan

  • fixed bug where char freezes from 2hp
  • removed throw counter from HP cmd grab
  • more recovery, less armor on shoulderdashes

ibuki

  • removed some dubious super cancels where she teleported to the ground
  • can cancel ex upkick into ex fake kunai properly now
  • air super damage decrease

juri

  • fixed corner juggle loop

ryu

  • qcb+p overhead punch
  • first hit of qcb+k tatsu hits crouching
  • fixed 5MP * 6HP infinite

sagat

  • fixed dashjump (again)
  • 2mk hits twice
  • 2lk hits twice
  • far mk recover 1f faster
  • small buffer for 6lk links
  • air tiger knee (yes you can tiger knee it)

yun

  • fix alpha counter because steamworks broke it

yang

  • has a different QCFx2+P super from alt. stance
  • decheapened normal stance QCFx2+P super
  • removed jumpcancel from slashes

honda

  • did some stuff forgot what

August 2, 2014 - Missing miriam's files, fixed in next version

abel

  • 9/8mp crumples
  • 8mp juggles
  • lights chain late to mp
  • ex aa throw changes
  • 9hp and air wheel kick hitboxes bigger

akuma

  • possibly fixed a very hard to replicate bug with demon flip throw super
  • all normals chain to 2hk
  • throw range fiddling

chun

  • removed charge super
  • sa1 fiddling
  • sa2 fiddling
  • sa2 cancels to sa2 (4 meters!)
  • 8hp juggle changes
  • 2/5lp/lpf moves chain to 5hk
  • slight damage nerfs
  • 5mk/5mkf cancel to 3hk
  • 3hk uncrossup hitbox extended
  • 6mk startup sped up and active frames increased
  • tensyokyaku hitbox bigger

guile

  • builds less meter on air sonic boom

fei long

  • mediums no longer chain to fierces
  • air upkick
  • all upkicks more invinc

hakan

  • fixed bug where char freezes from 2hp

ibuki

  • removed some dubious super cancels where she teleported to the ground
  • can cancel ex upkick into ex fake kunai properly now
  • air super damage decrease

juri

  • fixed corner juggle loop

ryu

  • reduced hitstun off 6hp to prevent loops

sagat

  • fixed dashjump (again)
  • 2mk hits twice
  • 2lk hits twice
  • far mk recover 1f faster
  • small buffer for 6lk links
  • air tiger knee (yes you can tiger knee it)

yun

  • fix alpha counter because steamworks broke it

June 22, 2014 - Pre-Ultra preperation

system

  • many supers are changing inputs because usf4 soon

abel

  • fixed issues with brainless dimension
  • removed 236236p
  • breathless is now 236236p

balrog

  • fixed more issues w/ headbutt input
  • fixed freeze with 236lp
  • sa2 damage up

blanka

  • counterhit frames on several moves extended
  • 3hp replaces 2hk, no more 3hp input.
  • ball recovery on hit/block no longer cancellable to other non-ex air balls
  • sa2 supers are 214214 inputs
  • super armor nerfs

chun li

  • sa1 is 214214k
  • 4mk can be rc
  • 4mk4mk doesnt hit crouchers. maybe extreme change, but we'll see how she plays and then readjust as needed
  • 5hk, close 5mk force stand

evil ryu

  • fixed raging demon bugs for sure this time
  • shoryu super fiddling
  • hado super is 214214p now

fei long

  • counter super is 214214k
  • can no longer hold counter super indefinitely

guile

  • dash not cancellable until very end, but goes farther and goes through characters
  • 2 hit booms are gone again hm

ibuki

  • did something, forgot what

ken

  • sa2 is 214214k

makoto

  • gutpunch super is 214214k
  • rushpunch charging / feint removed

rufus

  • 6mk and 3mk are now super and rc cancellable
  • end of space opera symphony can rc on hit
  • 9mp fiddling
  • ex messiah hitstop reduced
  • 8lp = 9lp
  • hold up at peak of the jump to float a little
  • 2hp sucks in
  • 2hp xx 3mk or 2hp xx 6mk chain
  • back throw hitting anim recovers faster

rose

  • illusion spark is 214214k
  • illusion spark animation fiddling, damage increase

sakura

  • fireball supers are 632146P/K

seth

  • sa2 is 236236p

yun

  • youhou is 214214p now
  • youhou fiddling, anim changes, juggle potential changes. 2nd hit is unblockable if you're not already blocking

T.Hawk

  • LP condor spire is faster, MP condor spire knocks down and travels a bit farther
  • HP condor spire goes almost fullscreen and bounces back on hit or guard, is cancellable into condor dive on hit. This version also connects off far HK. EX version goes MP distance but also bounces on hit
  • dp+K cmd throw can be cancelled right on groundbounce, can also be cancelled into jump now
  • Four different kinds of condor dive. LP version works as a crossup from right above
  • jumping d+HP stays out until landing
  • naked f+MP is a bit faster. No change to cancelled f+MP
  • U1 QCBx2+K animation is twice as fast, slightly less damage

Adon

  • QCF+P launcher followup is just P again
  • overhead is back on f+MP, cancels into special
  • DP first hit only hits on standing, entire DP does -20 damage.
  • U1 qcbx2+K gives full animation on any hit
  • can only cancel off other specials into EX specials
  • Jaguar kick jumps are more sensible
  • EX jaguar kick attack makes more sense!!!

Dudley

  • Chains are now LP-MK-HK or LP-6MK-6HK etc
  • HCB and HCF now only leads into punch or kick
  • rose barf is HCB+P
  • thunderbolt is now air only, HCB+P
  • U1 is QCF,HCB+P

Honda

  • U1 is now QCBx2+P

Gouken

  • U2 is now QCFx2+P
  • Denjin Charge is now QCFx2+PPP

Dan

  • U1 changed to QCFx2+K
  • U2 changed to QCFx2+P

Oni

  • U2 changed to QCFx2+K

Juri

  • U1 changed to Kim's hououkyaku with a QCB, HCF+K motion

C.Viper

  • Can now airdash with ff, bb as well as with PP
  • Changed Bionic Arm to QCB+PPP
  • U1 changed to DP+PPP
  • U2 changed to to D+KKK

M.Bison

  • U2 changed to HCF+KKK

Deejay

  • Counter super not ultra-specific, input changed to QCBx2+P
  • U1 is overhead into Sobat Festival, QCBx2+K
  • QCB+K kicks are all overhead again
  • shortjump startup is twice as fast

Cody

  • Knife QCF+P is just a straight toss again. LP version is slower than it was.
  • knife QCB+P changed to saving attack anim, LP and MP hit mid, HP and EX versions have lots of startup, hit overhead, have startup invincibility, do lots of hitstun
  • U1 changed to QCFx2+P

Guy

  • U2 is now QCFx2+K

Hakan

  • Sliding is now cr.HP
  • Unoiled also has chains and dash attacks
  • HCB+P throw doesn't slide forward unoiled anymore
  • HCB+P launched opponent comes down faster
  • U1 changed to HCBx2+P

Yang

  • U1 is now QCBx2+P
  • QCFx2+P has more startup, can now cancel into it as other supers
  • PPP changes to an alternate stance with different normals, walkspeed, dash and backdash, and some specials

Alt. Stance changes:

  • backdash hits and launches
  • QCF+P does slashes

Fuerte

  • Has different strengths of habanero hop (QCB/QCF+K)
  • U2 is now DP+KKK

June 8, 2014 - Steamworks compatibility update

system

  • directional wakeup (direction * any 2 buttons while waking up) is 15f hit/proj invinc instead of 8f

balrog

  • fixed special move input overlap

chun li

  • 5lkf always does 5lk now
  • 2lk hitbox reverted
  • hitstun / blockstun decreased on 4mk / 4mk4mk
  • random damage fiddling
  • 92mk juggle changes

evil ryu

  • fixed raging demon freeze

fei

  • all specials do him 25 grey damage on startup
  • counter super, 1inch punch super, and command throw heal back a little if they connect
  • h backhand cancels to dashes on startup

sagat

  • fixed dashjump
  • angry scar heals a little

seth

  • divekicks are now qcb to prevent overlap w/ walljump

yun

  • fixed bugs with h command grab, slowed it down

zangief

  • some normals air chain into 9hp and 8lp
  • 2hk sped up

ryu

  • gave him back shinkuu tatsumaki as a U1(qcbx2+k)
  • he got full chains back
  • can cancel into f+MP and f+HP from anything. f+MP from f+HP

May 23, 2014 - UFGTX

akuma

  • fixed far mk xx ex hadouken cancel
  • air fireball damage up
  • ex overhead slowed down
  • dash faster

abel

  • 5mp xx 5hp chain
  • always 5mkf instead of 5mk
  • 5mkf hitbox bigger
  • 5lk xx 5mk

balrog

  • rushpunch is 236p
  • rushpunch feint is [4]6k

blanka

  • [4]6 inputs are now 63214
  • [2]8 inputs are now 623
  • damage adjustment
  • air balls go downward, no longer stop on wall
  • fierces knock down
  • fixed counterhit frames on some moves
  • ground horizontal ball no longer counts as airborne
  • 5lk hitbox bigger
  • 3hp fiddling to match his other moves

chun li

  • legs is now qcf k, still mash k to extend
  • lp counter now does backthrow animation, and no longer grabs crouching opponents
  • mp counter no longer hits air, startup 18f, only absorbs physical hits
  • hp counter shoots an mp fireball now
  • 8lk replaced with 9lk
  • 5mp, and 4mkmk chain to 3lk
  • removed 5hpf xx sbk

evil ryu

  • meter gain decreased
  • fixed teleport bugs
  • air tatsu juggle fiddling
  • damage adjust
  • evil trigger startup has actual recovery
  • tatsus now properly super cancellable
  • removed 6mp jump cancel
  • fixed demon sometimes being unjumpable (thanks David Sirlin)

fei long

  • ex air kick is now hit and proj invincible
  • slight air kick height reduction
  • air kick hits overhead
  • 9lp, 9mp, 8hk, 8lp, 8lp more active
  • super cancellable moves now cancel into counter too
  • back hand is super cancellable
  • rekkas cancel into 1 inchpunch and counter on whiff
  • 5lkf, 2hp hits low
  • rekka super pushback decreased, shouldn't become unsafe on hit sometimes anymore
  • fixed input bug w/ shoryu motion, prevents further overlaps. inputs like 4541 should no longer count as his reverse dp motion for no reason (what the actual fuck capcom)
  • upkicks uses shoryuken motion, should no longer overlap with command grab
  • reduced meter gain for whiffing dp
  • no height restriction on dp xx air kick cancel
  • backdash invinc extended by 4f
  • fwd dash recovery sped up
  • 5lk hitbox bigger
  • hk command grab isnt a grab, hits low

guile

  • visual fixes w/ air super
  • 5mp -> 6hp whiff cancel
  • no longer a family man
  • (air) ex sonic boom armors through projectiles, recovers faster
  • (air) ex sonic boom moves forward a little bit
  • flash kick a frame or two more invincible
  • 8lk active the whole time
  • 8mk -> 8lk chain
  • fixed cancel windows on sonic boom
  • 2hk 2nd hit reaches farther, shouldn't whiff when 1st hit hits

makoto

  • tosanami animation fiddling, gravity fiddling too

rose

  • extend ex soul spiral invinc
  • 5hkf, 8hp better hitbox
  • 5mpf always does 5mp, better hitbox, -1f recovery, +1f active
  • 2mp no longer crumples on counterhit
  • can chain into 2hk from lights
  • 2hp better antiair
  • mp and hp fireball startup sped up a little

sagat

  • removed counterhit wallbounce on 2hp

sakura

  • shoryu builds less meter on whiff
  • counterhit hadoukens same type of hitstun as reg
  • 2hk more recovery
  • lk tatsu knocks lower, -2 blockstun, slightly more chip damage
  • 5mk/5mkf knocks down on juggle
  • 5mkf special cancellable
  • srks juggle a little lower and farther, combos should still be the same but kd setups are worse

seth

  • 2hp faster startup, bigger hitbox
  • fireballs recover faster
  • fiddling w/ divekick animations

zangief

  • all jumpins better hitboxes
  • 2mk, 5mkf cancellable
  • 2lk, 5mkf hitbox bigger
  • green hands are different
  • makes same sound for punch and kick lariat
  • forward dash ends sooner
  • 5lp -> 5mp chain
  • 720p startup visual fix

yun

  • genei jin time reduced
  • fixed super cancels
  • meter gain greatly reduced on most stuff
  • command grab can't be combo'd out of, but gives a lot of meter
  • lp shoulder knocks down

gouken

  • made dash go slightly further
  • high jump is more like a hyperjump
  • mash lights
  • MK is now far version MK instead of close MK
  • close and far HP are now both close HP
  • can cancel on whiff any normal into f+MP/HP/MK/HK and f+MP/MK into f+HP/HK
  • f+HP is far HP with more startup, but pulls opponent towards
  • f+MK is old close MK
  • f+HK is old close HK and is now a 1-hit KD overhead
  • charging hadoken all the way stores a doken for that motion
  • qcfx2+p super stores a denjin fireball on qcf+p
  • can cancel anything including stored fireball anim into a stored fireball
  • palms are now qcb+p
  • palm->shoryuken super qcbx2+p
  • qcfx2+k U1 shin shoryuken has longer but invincible startup
  • qcfx2+k U2 denjin hadoken works more like shinkuu hadoken
  • both ultras are now 750 meter because of d m g
  • lost all ground parries of any kind sorry
  • lost harddrive super
  • lost backdash cancel

gen

  • made crane cr.MK faster
  • made crane st.HK faster
  • can supercancel out of roll attack roll
  • upkicks roll before the actual attack like yang's upkicks
  • upkick followups can be done with any kick strength
  • can chain into HP or HK from any crane normal
  • crane HK 2nd hit can be cancelled into shortjump, also on whiff
  • crane cr.HP works like a focus attack. fully charged does 150 armor dmg and is ~*UnBlOckAbLe*~
  • mashable lights into eachother except for standing LK in both stances and cr.LK in crane.
  • Stance switch from a normal slows down time like in the matrix except gen is old
  • can cancel into air supers or bomb trigger from any upkicks followup
  • new supers for U1. QCBx2+K on the ground for a OLD FUCKER TORNADO. QCBx2+P in the air for DIVE POKE
  • qcfx2+P, qcbx2+P air U1 and qcbx2+P U2 does no damage in the attack, but activates a "bomb"
  • to trigger a bomb, press QCF+HP+HK for QCFx2+P activated bomb and QCB+HP+HK for the other kind.
  • removed crane cancels to lights for now, since his lights got upgraded
  • removed gen's third stance for now
  • gen's old

cody

  • woops his far LK is gone for now bc of inf woops
  • woops reduced U1 dmg woops

vega

  • mash lights!!!! YEEAAAAHHH
  • scarlet upkick thing has lenient up motion instead of strict up.
  • QCB/QCF+K does the walljump
  • press up for normal walljump followup
  • Press P at the wall for cross screen claw thing
  • Press down from wallstick to get off wall.
  • Vega can now do BLOODY HIGH CLAW in the air with qcfx2+p in U1
  • Vega U2 SPLENDID CLAW motion is now charge b-f-b-f+K to prevent overlap
  • df+HK now works off normals i guess

April 19, 2014

  • Cody knife fix

April 18, 2014

system

  • fixed sf4 hitstun hitboxes. no more whiffing due to weird leaning and other dumb stuff hopefully. please test all your combos again that used to whiff
  • removed all stun
  • fixed several char freezing bugs you probably never noticed

akuma

  • m and h shoryus suck in on hit to prevent whiffing 2nd hit
  • ex shoryu juggle/damage/chip changes
  • new ex overhead * mk+hp
  • removed projectile restrictions on ground hadoukens
  • walk faster
  • far lk 2f faster
  • close lk 1f faster
  • 5mpf 1f faster, more active frames
  • 2hk juggle changes
  • 2hk weirdness

balrog

  • turnpunch chargetimes decreased

blanka

  • ball no longer breaks armor
  • electricity now does break

chun

  • she doesn't know what to do with her life anymore
  • non ex legs are back
  • only 4 inputs needed for legs
  • can whiff cancel all kick normals into legs
  • legs knocks down, different physics and hitboxes change
  • ex legs hitbox bigger
  • 5hkf now does 5hk always
  • 5hp and 2hk moves forward
  • 5hp always does spinning bird on hit unless u cancel
  • kikoken now qcf p, works different
  • fiddled w/ airdash some
  • kikosho hitbox fiddling
  • upkicks are actually invincible now (whoops)
  • ex upkicks exists now

evil ryu

  • juggle points on ex fire hadou +2
  • juggle points on ex hadou +2
  • ex hadou moves faster
  • damage adjust
  • demon 2 bars, less damage
  • air tatsu is diff

gen

  • ex hands sucks in on hit

gouken

  • parry no longer uses grey life, can block sooner on whiff. (if you hold neutral it still persists for 9f)
  • 5lp / 5lpf now 3f
  • walk speed up
  • 5lk/2lk/2hk -> 5hk chain
  • some fireball arc changes

guile

  • flack kick xx air backbreaker possible
  • throw damage up, stun down
  • fixed air sonic boom hitstate
  • fixed bug where guile airthrow can trade and break the game

ibuki

  • 6hk hitbox bugs fixed (thanks slitherware)

makoto

  • can now whiff cancel normals into fwd dash
  • extended ex overhead invinc
  • walk changed

ken

  • 5mkf different, chains to 6mk/4mk/4hk and special cancels
  • close mk hitbox bigger
  • fixed shoryu bug

rose

  • fireball super qcfx2 kick
  • jump arc changed
  • reflect reflectbox bigger, should be able reflect deejay fireballs now

sakura

  • 5mp more hitstun
  • 5hpf always does 5hp instead
  • tatsu knocks down
  • ex shoryuken fully invinc through active
  • airdash minimum height fiddled w/
  • some airdash physics stuff
  • she has air control like claw used to

seth

  • ex spd hitbox active+invinc from frames 1-9 instead of 3-5
  • spd input fiddling
  • light chains inputs should be smoother
  • close 5lp hitbox extended to weird whiffs during chains
  • decreased ex 214p startup
  • 5mk/5mkf cancellable to specials
  • fwd teleports decreased recovery (have fun)
  • removed projectile restriction on ex boom
  • qcf kick for new divekick w/ funky whiff cancels (ex one hits overhead)

yun

  • dash is stronger
  • hitstun on jumpins changed some
  • removed ex shoulder dash cancel, made jump cancel less sensitive
  • jump cancel on all shoulders
  • cancel non-ex shoulders into 6mk before they hit
  • can cancel shoulders l -> m -> h -> ex on whiff
  • ex shoulder 1st hit more hitstun
  • m, h, ex shoulder hitboxes bigger
  • cancel all normals into 6mk. 5hkf, 5hpf, 2hk do it on whiff
  • 2hk 5hk chain possible on whiff
  • stuff that chains to 2mp now chains to 5mp too
  • 5hk and 2hk are faster
  • meter gain decreased
  • h command grab now also hits overhead in addition to air, can be combo'd into but still not out of
  • cancel rushpunches to ex shoulder or ex upkicks on whiff

zangief

  • headbutt juggle changes bc stun removed
  • counterhit headbutt gives a whole ex bar because it cant stun anymore

guy

  • fixed his dash jumps, they now work
  • Made tatsu cancellable into qcf+P/Airthrow/super. Not another tatsu though
  • made ground normals juggles
  • 2nd hit of nj.HK and airdash HK now causes juggle to prevent some infs
  • can now cancel specials into EX again
  • slide special can't follow up if blocked
  • overhead has slower startup
  • cancel from slide is at the end of the hitbox frames

cammy

  • changed counter to spin jump that is invincible to hits/projectiles

cody

  • made nj.HP knockdown properly

? did something forgot what

bison

  • U2 hit forces standing * has an increased hitbox on followup, increased dmg
  • U1 doesn't go into camera unless it hits, can be cancelled into from any normal
  • SC Psychocrusher does a bit less damage
  • cl.HP has a bigger hitbox so it hits properly from standing punch chain

honda

  • fixed EX headbutt smoketrail on whiff
  • fixed EX Oicho glowing
  • added hitstun
  • honda has aircombos
  • honda can fly upward
  • honda can cancel into special/chain/airdash from air normals
  • limited chains. LP/LK->MP/MK
  • honda lost the ability to airdash out of air headbutt
  • honda gained a recovery animation after hitting with air headbutt
  • fixed up his air headbutt recovery a bit
  • fixed nj.HP and airdash j.HP having way too high juggle potential
  • gave fatty fly (DP+P) a recovery. Can't cancel into airdash/air super until recovery

fuerte

  • hopefully fixed fuerte's U2

deejay

  • fixed U2 not hitting for all of it from certain combos
  • dashforward/shorthop goes further, bit more startup

March 29, 2014

fuerte

  • fixed 5HK infinite off command throw
  • cmd throw off shortdash has faster startup

adon

  • can now input K from the start of jaguartooth jump, instead of having to press exactly when it should come out
  • 100 jaguar punch QCB+P now sucks in slightly

juri

  • fixed a thing with cr.MP
  • made proximity trigger larger on U2
  • made close HK not overhead when done as a chain

cammy

  • removed infinite and also easy whiff airdash meterbuilding ha ha
  • made air RC/airdash 2bars from special moves. From normals it's still 1 bar
  • increased recovery on 2HK slide
  • added a spiral arrow cancel. backdash during spiral arrow

cviper

  • reduced quick hammer juggle points by half

guy

  • reduced dmg on air normals
  • made U2 throw start up faster

cody

  • rock throw is now qcf+P, hold P to hold rocks, release to throw, K to cancel
  • rock throw cancel recovery absorbs 1 hit or projectile (but is throw vulnerable)
  • qcf+K kick goes farther to account for knife uppercut being removed
  • KNIFE MODE CHANGES
  • Knife Toss can't be held. There are Reasons.
  • qcf+P now tosses out a knife that stays in the air for a bit, then shoots forward
  • qcb+P tosses out knives in an arc
  • none of the knife moves lose the knife
  • d+PPP now drops the knife, can be dropped during normals/specials

bison

  • gave some startup pause to air scissor kicks and air stomp (d+K)
  • devil's reverse is now faster and travels less backward depending on button pressed
  • air teleport to ground now has recovery
  • U2 does a stomp that hits fullscreen, but does not hit airborne or jump start
  • added some cameras to U1 to make it not look as awful

hakan

  • changed shoulder to raiden's ready go
  • changed rocket throw input to HCB+P

yang

  • i still want his seieienbu to be long without making dmg go to and over 500-600 easily

vega

  • Did some stuff to Beam Super
  • Declawed vega can chain normals
  • PPP/KKK dodge can cancel into specials at the end by executing during animation

balrog

  • 5lk hitbox bigger
  • h rushpunches move a little faster

blanka

  • added startup till attacks get armor
  • fierces more recovery
  • damage/stun adjustment
  • fixed combos whiffing on blanka
  • removed charge super

evil ryu

  • damage/stun adjustments
  • h tatsu should more universally hit, knocks back far on hit
  • fixed 92mk counterhit antiair bug
  • fixed weird teleporting glitch
  • fixed light chain input weirdness

guile

  • sonic booms hit twice
  • command normals can now be super cancel or ex saving
  • 9lk 9lp active whole jump
  • 8lp is now same as 9lp
  • 9mk can crossup
  • 6hp cancels to itself delayed
  • 6mp better hitbox
  • 6hk is back, hits overhead
  • removed height restriction on airthrow
  • airthrow physics change
  • can act after airthrow whiff
  • normal throw range increased
  • backbreaker u1 possible in air, can act afterward. worse hit/hurtbox than the ground one
  • air sonic boom
  • far lk hits low
  • can get close mk from slightly farther
  • flashkick proj invinc through active
  • flashkick charge time is 38f now instead of 40f
  • l flashkick has a closer hitbox on start
  • m and h flashkicks move forward farther

ibuki

  • spinkick forces stand

makoto

  • ex hayate cancel window moved later (no more accidental cancels)
  • 5lp, 2mp, 2hp recovers 1f faster
  • 5mp, 5mk, 5lk, 2lk, 6lp, 6lk, 2hk recovers 2f faster
  • 5hp recovers 3f faster
  • chainable 2lk
  • 2lp chain inputs fixed

yun

  • dash starts up 1 frame faster
  • whoops newest file wasnt included
  • superjump added

March 17, 2014 - Final Round 17

guile

  • fixed triple backbreaker meter oversight aaa

cammy

  • fixed airdash airthrow

dan

  • fixed EX throw afterglow

fuerte

  • fixed airthrow freeze by making airgrab not a hit
  • far 5HK is now a 2-hit move. also replaced close 5HK with it
  • QCF+K/QCB+K invincible backward/forward dash
  • Followups with LK/MK/HK or Punches

deejay

  • fixed jackknife kick teleporting to ground when hit during startup

bison

  • has downward stomp in the air. d+K. Can be done from headpress jump/hit also
  • made air warps faster
  • hitting with headpress on airborne knocks them straight down
  • HCB for both psycho crusher and scissors, HCF for headpress and skulldive
  • has air scissors

akuma

  • dash is slightly farther / higher velocity

balrog

  • damage/stun changes. non-counterhit damage nerf, counterhit damage boost
  • many moves more hitstun on counterhit
  • headbutt juggle potential -1
  • 8lp crumple
  • rushpunch followup input buffer increased
  • dashjump
  • can chain off mediums on whiff
  • 5hk/5hf/2hk/2hp chain to 6hp, possible on whiff
  • 2hk special cancels (plz dont make me regret this)
  • super cancel possible off far hk (whoops)

blanka

  • damage adjustments

chun

  • removed headstomp invincibility, thanks Kremath! (whoops holy shit why did nobody notice or report this until now)
  • buffed headstomp hitbox
  • delay before air 214k after a jump cancel to prevent infinite
  • far normals jumpcancellable
  • air 4mp possible off all jump directions for now
  • 5hp better at hitting close

claw

  • airthrow is throw invinc
  • dashjump

dhalsim

  • ground far limbs are counterhit state during active frames
  • stun nerf to bring him in line w/ other chars
  • ex upflame can hit standing opponents now and juggles higher
  • 82hp always turns to face the opponent
  • removed armor from first 3f of 63214mk
  • dashjump

gen

  • after punch u1 you can combo
  • after kick u1 you can do oga sky followups

ibuki

  • throw super is 214214 input now

makoto

  • cancel rushpunch charge anim into dashes
  • 9/8lp active whole jump
  • 9/8lk and 9hp can cross up
  • 8hp gravity change, can cancel into air kicks after whiff, slight air control

ken

  • removed overhead delayed karacancel into 720 to prevent standing 720
  • 2mp recovers 3f faster
  • stun/dmg nerfs
  • 720k anim should look better
  • cancel the very end of 6hk feint into jump
  • tatsu super anim faster. dont wait around, ken

yun

  • superjump added

February 8, 2014

  • I left in a stupid oversight with cammy's cr.HP.

February 7, 2014

ryu

  • fixed unresponsiveness that happens when hitting crouching block with U1 super
  • made all tatsu air saving cancellable
  • air saving jumps backwards or forward instead of neutral
  • MP+MK for backward, f+MP+MK for forward
  • added fake fireball both on ground and in air. pushes away on hit
  • ex versions can be cancelled into normal fireballs and dash on ground

guy

  • airdash j.HK counterhit through entire anim

dan

  • made his EX throw damage more human. 150 down from 250. special throw is 100 up from 80

c.viper

  • sliding dash normals
  • changed flaming upkicks to be QCF+K, can be followed up with QCB+K or U2. does 2 hits, with 1st hit RC-able.
  • U1 now hits fullscreen (think blanka ground lightning) but only hits for more than 120dmg when upclose
  • U2 goes upback a little before superflash to position viper better for combos
  • QCBx2+P super now does a bit less damage and wallbounces instead of crumples

cody

  • fixed a stupid cody blockstun infinite that was just QCB+P over and over that has been there since the earliest version (THANKS ZERP)

fuerte

  • widened his horiz hitbox a bit on his U1. Hopefully will make the freeze bug not as common while i find a better solution (thanks error1)
  • gave him chains back since i feel he needs to be the kinda guy who does chains

cammy

  • unfucked some chains stuff, removed launcher
  • prettified air spowow owow
  • normalized spowow owow hits+damage for ground and air versions
  • new counter move. if hit during active frames, does invinc forward cancellable dash
  • QCB+P for high, QCB+K for low
  • Air normals are vsav style instead of MVC style. All normals do more dmg as a result
  • cr.HK is a slide. Enjoy

abel

  • fixed breathless bugs

blanka

  • fixed nj.hp bug (thanks error1)
  • fixed counterhit air rolling bug (thanks error1)
  • fwd throw special cancellable on hit
  • arc roll startup faster
  • fixed bug w/ super 1 (thanks error1)
  • super 1 faster recovery on whiff
  • reduced super 1 damage
  • slight damage nerfs to prevent certain combo from doing a bajillion damage

dhalsim

  • walk speed up
  • cancel backdash to yoga tower
  • yoga tower throw invinc only for the first 15 frames

gen

  • ex upkick followups possible on whiff
  • ex upkick active frames for 1st hit greatly increased
  • ex hundred hands throw invinc on startup
  • kick stance 5mk -> 2hp chain
  • ability to delay ouga sky followups
  • mk+hp stance directional followups possible sooner
  • mk+hp 6 followup possible to cancel sooner especially to jump
  • 5hp punch stance whiff cancel to mk+hp stance and frc
  • punch stance 2mp -> 2lp chain (on whiff too)

gouken

  • fixed cancel bugs

ibuki

  • cancel ex kunai to regular kunai and ex fake kunai
  • fix upkick cancel glitchy looking thing

makoto

  • normal throw range increased

sakura

  • air fireball motion reverted to hadoken to try to fix input overlap problems
  • non ex air tatsus hit overhead
  • added landing recovery to air fireball
  • decreased blockstun on all non-ex projectiles, and changed meter gain
  • last hit of ex tatsu can turn around

zangief

  • 2mp is now 5f and has smaller hurtbox during startup, better antiair hitbox, juggles on antiair hits
  • 5hkf antiair hitbox bigger
  • 5hkf has dont_hit_crouch now so it cant even hit tall crouchers
  • 5hkf at all ranges
  • 3hk hitbox bigger
  • throw invinc on non-ex running bear grab
  • removed extra hitbox on run bear grab
  • whiff cancel 3hk and 2hk to normal throw
  • 5mp -> 5hkf and 2mk -> 5hkf target combo
  • 8/9lp -> 92lk / 8lk / 8mk whiff cancel
  • 9/8hk retract feet faster, falls faster
  • 5mpf special cancellable
  • moved armor frames on fierces to have more startup to prevent karaing them to specials off the absorb

December 11, 2013

SYSTEM

  • removed proximity block, no more crossup unblockables, no more statechange OS abuse

abel

  • walk speed up
  • air wheel kick block/hit recovery adjusted, hopefully its less awful now

akuma

  • close hp hitbox adjust
  • close mp +0 on block
  • c.mp and c.mk recover 1f faster
  • ex fireball recover faster
  • fixed airdash ex red fireball bugs
  • throw damage/ stun adjust. combo off fwd throw possible without ex cancel
  • general stun adjust
  • fixed ex tatsu fall out issue
  • animation fixes
  • far mp range increase

blanka

  • dashjump
  • air normals slower on startup, more active frames, j.hp and j.hk have 1 hit of armor, does not absorb projectiles
  • neutral jump does fwd / back jump normals
  • upball no longer bounces back on hit/block, cancel window earlier, startup 1f slower. airborne frame 1. hit/blockstun +5f. active frames lengthened
  • ex rainbow roll cancels to air normals
  • 4/6 mp now only 4mp
  • 4mp chains from most normals
  • cancel 4mp startup to hop
  • 4mp hitbox increase
  • 4mp held breaks armor
  • hop cancels to supers
  • throw range increased
  • 5hp replaced by 5hpf
  • 5hpf hitstun/blockstun increased, startup decreased
  • 5hpf can be charged for armor and overhead
  • 5hk replaced by 5hkf
  • 5hkf startup increased
  • 5hkf, 5hpf, 2hp, 2hk armor
  • 5mk startup airborne
  • grounded mediums/heavies slowed startup/recovery, increased active frames and hit/blockstun
  • All versions of Backstep Roll cause 3F more block stun
  • horiz ball causes kd, ex one causes crumple
  • j.lk active whole jump
  • cancel normals on startup or whiff to duck

balrog

  • minor hitstop change
  • made rushpunch non-feint easier to input by allowing any non-back input rather than requiring forward
  • 6hp range increased
  • 5hp forces stand, can only combo off 5hp on crouching opponents
  • therefore fixed infinite (thanks error1)

chun li

  • new qcb+lk air move, teleports to ground
  • light chains improved / lengthened
  • 5lk hits low
  • 5lkf special cancel added
  • nerfed stun overall

claw

  • changed beam super active f & hitbox
  • airthrow gravity change

ibuki

  • jump/superjump out of dash
  • fixed jump cancel input priority issue
  • sj cancel normals
  • fixed close 5hp not breaking armor
  • improved 5hp hitbox
  • removed dp+p
  • ex hien hitbox improved, active frames changed, and projectile invinc during later frames

ken

  • whiff cancel 5lk to 4mk/4hk
  • dashjump
  • stun adjust

rose

  • dash into jump

sakura

  • 214214 motion for u2
  • sped up u2 startup animation

seth

  • dashjump
  • damage / stun tweaks
  • lights -> hp chains
  • 5hkf special cancel
  • added new move "crush" 421+kick
  • cancel fireball to crush.
  • chain lights off 5lk / 5lkf
  • if you are doing tandy storm, hold the kick you pressed to do full sequence, release at any part to end it early
  • mk moves +1f block/hitstun

zangief

  • did something forgot what

Cody

  • Gave rock hold recovery the same animation as the knife hold, to avoid infs
  • Unfucked rocks dmg

Honda

  • did some stuff forgot what

Yang

  • Removed the slashes again
  • Created an elbow dash special move to replace it. Only one hit, but the dashup dodges projectiles, and can be cancelled into any EX move as usual. On hit leaves you at advantage, according to strength.
  • Air normals did too much damage for too little effort in seieienbu mode, so I created some proper aircombos for Yang that are limited to A B C. Works both inside and outside of seieienbu mode. Light attacks can be chained on hit, at the end of the animation.
  • The QCFx2 super was a bit fisher price, so I did some stuff to it to make it more useful and not crappy looking. It goes fullscreen, will hit as soon as you get into the opponent's personal space, and does decent damage. Do it in Seieienbu mode for more hits. Instant startup, but you can't cancel into it from anything, so you have to link it.
  • Can cancel into f+MK from anything, leading to some extended juggles.
  • cl.MK launches a bit lower. He's already got a proper launcher in cr.HP 2nd hit.

Guile

  • Sonic Boom has less advantage on block and does armor damage
  • light hits do not juggle
  • heavy hits only juggle once
  • gave cr.HK more startup and more recovery, and made it juggle lower.
  • flashkick has less recovery
  • the anti-air super (QCFx2+K) has L,M,H versions, and is now Ultra 2 (2 bars). Nerfed it a bit and made it faster to account for lower requirements. Can also be done from cancels.
  • the flashkick super (QCBx2+K) has 3 versions, one fast startup close super, and the rest going further and starting slower. The LK version is the one you want in combos since MK and HK versions usually only hit 3 times.
  • I removed the MP-MK-MP-MK xN chain because its an infinite that will happen and i hate my life

Guy

  • I changed the qcf+k things
  • qcf+k things chain into each other
  • he got airdashes and shit
  • qcf+hk and qcf+LK can be airdashed out of
  • Shoulder super is gone replaced w his old punchy super (qcbx2+p)
  • can do punchy super in the air
  • Forward throw now launches a bit
  • U2 does less dmg but has longer crumple.
  • New/Old move. qcf+2K forward kick thing.
  • I really like hamburgers

Dudley

  • Normals can only cancel to cmd.normals and specials
  • forward duck is back, hcf+k
  • rose barf is now ch.b-f+p
  • improved walkspeed
  • reduced the dmg on his U1 and U2
  • nerfed the parry a bit to increase risk of using it. PPP still

Adon

  • Changed divekicks to a 2-part move. QCB+P does a backwards jump, K does a divekick. Can be done in the air, and on the ground off chains etc.
  • DP doesn't let you jumpcancel
  • QCF+P is thousand jaguars. Followup is HCF+P for launcher, HCB+P for KD
  • Gave him crouch out of dash

Juri

  • made more ground normals delay-cancellable
  • Air Pinwheels
  • Air Super Pinwheels that can cancel into each other/into U2
  • U1 is now the old fireball super with different FB arcs. QCFx2+K
  • U2 does a fast dash forward and does the regular U2 with 0 frame startup when in range
  • air U2 dashes down to the ground before the dash forward.
  • Adjusted hitbox on cl.HP
  • Divekick gives a cannon spike-like backflip on hit
  • can whiffcancel into air pinwheels and air fireballs from divekick
  • the backflip can cancel into air pinwheels and air fireballs

Oni

  • Removed all non-dashing normal chains. He can cancel into f+MP into LP+MP/LK+MK anyway to make a chain.
  • cr.HP no longer knocks upward on standing
  • Gave him the good dash back and instead adjusted the cancel delay
  • Changed his dashy slashy thing, (dantouzan). It now hits only in front, and hits 2 times, 2nd hit is always a low. L and M version 2nd hit hits normally with no fall, H 2nd hit causes knockdown, EX version hits once in front, then goes behind.
  • LP+MP attack is almost LP fast, but has a bit of recovery.
  • Nerfed U2 damage a bit, since he can get a lot of damage after it as well
  • Same with U1 (You can cancel into 2button normals from grounded U1)
  • decreased startup a bit for both MP+HP and MK+HK attacks. MPHP no longer blows to wall on standing (Since you can use sweep to pick up and blow to wall that way)
  • Decreased JP for MPHP attack
  • cr.KK works as a parry for both projectiles and attacks (even ones that would normally armorbreak)

Ryu

  • Gave him back regular tatsus. SFEX tatsus are qcf+K now.
  • Ichigeki Hissatsu qcbx2+P is a bit faster, and does double dmg on counterhit
  • shinkuu hadoken does 6 hits per fb

M.Bison

  • gave him dash that goes farther, gave him jump out of dash and crouch from dash
  • scissor kicks have less hitstun, only let you jumpcancel from the 2nd hit
  • nerfed dmg of psycho crusher super
  • charge is hold forward, back. Again
  • let him go straight to st.HK/cr.HK from lights, like with HP normals.

Dan

  • changed his qcb+LK into the up knee thing
  • removed grab super and punchies super. Made regular grab same as EX grab, EX grab same as super grab
  • punchies don't travel forward
  • harder punchies have more startup
  • made U2 his SC buraiken, only faster and with more juggle power

October 4, 2013 - Povertfest 2013

balrog

  • fake headbutt (thanks Choco) input is mp+hk

claw

  • u2 anim fix
  • no mask j.lk is taco
  • adjusted air control

evil ryu

  • fixed seth-specific infinite
  • fixed neutral jump cancel input error
  • fixed pseudo superjump glitch
  • adjusted stun
  • ex stomp crumples

gouken

  • adjusted stun
  • ex tatsu connects properly after divekick

ibuki

  • adjusted stun
  • u1 animation fix
  • fixed spin kick cancel bug

ken

  • fixed 2 hit close fierce bug

makoto

  • cancel forward dash to supers

sagat

  • fixed sagat vs sagat infinite
  • adjusted u1 juggle properties, hitboxes, animation
  • stun issue
  • whiff cancel jabs to tiger shot

zangief

  • adjusted 88mp headbutt hitbox
  • 8mk movement
  • 8lk movement

yun

  • added palm feint -> dash cancel
  • minor input bugs cleaned up

ryu

  • made ichigeki hissatsu faster, use 2 bars, does a bit less dmg and chip
  • reduced far HP knockback, and made it recover fast enough to link MP/MK after.
  • cl.MK is back to normal, cl.HK is back to normal.
  • all hadokens have longer cancel windows during fb
  • removed target combo in favor of cancelling all normals into 6MP
  • 6MP raw is not cancellable. 6MP from a normal is cancellable.
  • Shinkuu Hadoken only hits once
  • EX hadokens only hit once but have a bit longer hitstun.
  • the return of stun on all of ryu's normals and specials. Might need adjustment eventually but let's see
  • Normals do slightly more dmg
  • U1 is now a ranbu super ending in an invisible hadoken wallbounce. It does less dmg on airborne. U2 is better for AA use. U1 goes about 1/3rds of the screen.
  • ground tatsus are now SFEX style again for both ultras.
  • 2HP and cl.HK 1st hit are jumpcancellable

hakan

  • oiled and unoiled cmd grab sends opponent into the air
  • airthrow is now an air cmd throw. ex version knocks opponent back up
  • HP cmd throw is slower but activates on getting hit during startup
  • j.HK causes wallbounce on AA
  • fixed an inf involving cr.MP xx QCB+HP

hawk

  • cl.HP wasn't cancellable. now it is
  • removed the RESPECT THE LAND counter
  • added jump and crouch out of dash like on the others
  • dp+K cmd grab now connects off normal cancel KOF-style.
  • 6LP is now 6MP, and works off normal cancel KOF-style
  • 6MP naked is a slow overhead, linkable into LP/LK. cancel into it and it is cancellable
  • old cmd grab ultra is now part of a spire super. QCBx2+P.
  • can cancel into EX Dive from normal tomahawk
  • nerfed dmg on all supers to account for being able to cancel into them from normals
  • cancel into super combo/RC from first hit of tomahawk
  • EX cmd grab also bounces the opponent. Normal cmd grabs bounce less, and has more recovery

fuerte

  • here we go!
  • 5MKF is now using 5MK's animation.
  • 5MPF is now using 5HPF's animation. Long punch
  • stole 5MKF animation for a new 5HKF
  • added cancels to 5LPF, 5LKF and 5MPF. Mostly for quesadilla bomb.
  • habanero dash is gone. Dash is now the run, with no specific specials. Cancels into ground attacks, jump and crouch.
  • Can "link" air normals on animation end. VSAV style sort of.
  • Removed all chains. (He doesn't need it with his new normals.)
  • Dropkick is a chargeable unblockable attack that can be cancelled early into different attacks depending on buttons held, or into a special forward dash with slightly slower startup (to avoid dash infinites).
  • Quesadilla Bomb is now QCB+P. Beats projectiles and is projectile invincible on startup. (he needs anti-fb shit)
  • Can do tostada press and fajita buster in the air instead of only off the wall. no you can't TK it.
  • finetuned U2 animation.
  • U1 is now an off-the-wall jump into fajita buster style grab. Think makoto divekick super. QCBx2+K for backwards, QCFx2+K for forward.

feilong

  • added backhand smash as QCB+P Works the same as the old move, except no crumple.
  • can jumpcancel U1 on hit

oni -dash has more startup again bc of dashjab inf -dash goes farther and moves faster after startup

yang

  • gave him back the slashes
  • 1st hit of dp HK causes standing hit
  • shortened seieienbu a bit
  • special-into-special cancels in seieienbu have fun

rufus

  • messiah is now qcb+k on the ground
  • air qcb+k is overhead kick
  • dp+k got slightly reworked
  • can cancel into EX overheadkick or EX snakestrike from

> snake strike > DP+K

  • snake strike is more horizontal than vertical now. EX snake strike is stationary but has no pushback.

deejay

  • nerfed airslasher hitstun by 2 frames to avoid an infinite
  • made upkicks a bit more natural looking idk
  • turned far HP into f+HP
  • cl.HP goes forward a bit and hits crouching, to make it easier to combo into from chain

June 26, 2013

abel

  • f.mk forces stand (thanks juicebox)

blanka

  • fixed input bug w/ air super
  • lengthened time super can be held

chun

  • removed non-ex lightning legs
  • altered hazanshu arc, slight hitbox change on hk

claw

  • fixed bug w/ super cost
  • animations adjusted

evil ryu

  • close mp range moved in line w/ other close normals
  • messed with ex tatsu active frames, hopefully the randomly unsafe-on-hitness is finally finally fixed

gouken

  • cancel issue fixed

sagat

  • 9hp and 9hk knock down
  • 8lp active frames increased
  • 9mp active whole jump
  • 8mp replaced by 9mp
  • 2hp recovery/startup increased
  • 2hk range increased, pushback increased
  • all tiger knees counterhit state during active frame
  • 1st hit of tiger knee changed
  • ex tiger knee armor only absorbs projectile now
  • hk tiger knee damage down
  • hk tiger knee airborne frame 1
  • hk tiger knee hitbox down
  • hk tiger knee feet projectile invinc
  • hk tiger knee recovery greatly reduced and blockstun decreased
  • nonangryscar and nonexuppercuts hit invinc removed, but startup set to 2f/3f/3f/5f
  • fireball damage up

sakura

  • dash faster
  • airdash faster
  • cancel dash to jump
  • improved light chains

yun

  • stun fixes
  • lights chain to 2mp

zangief

  • fixed minor issues w/ chains, slight buff
  • slight stun changes to prevent a certain meterless 600 stun combo

ryu

  • added in SFEX style tatsu for U2 only
  • reduced U2 metsu shoryu hitbox vertically
  • U2 metsu shoryu is now about 2 frames startup vs 0 frame startup

adon

  • Full chains with mashable lights, also in air
  • Rising Jaguar is doublejump cancellable
  • Aircombo is easier to get full hits with
  • Air Jaguar Tooth goes straight forward, like Joe's slash kick
  • U1 is now back to 3 hits, 300 dmg, overhead. Changed input to QCFx2+K
  • I slapped dashjump into the special moves list so now you can jump while you punch

cody -fixed cody 9LP infinite -EX versions of kicks got their juggle potential bumped up -made U1 a bit stronger -Knife mode criminal upper MP and HP versions go a bit further

fei -fixed air qcb+k airborne state -made chains better and added mashable lights

bison -8LK -can now airwarp forward/back, with air normals possible -can now frc ground warp recovery -changed ground warp to just b,f+PPP/KKK

guile

  • fixed forward walkspeed
  • gave him full chains
  • can cancel into forward cmd normals from chains
  • can dash out of held sonic boom
  • qcfx2+k in any ultra is AA super * full bar

rufus

  • did some stuff forgot what

fuerte

  • back run has kick attacks now
  • backrun jump is his HK backjump
  • backrun HK now does his dropkick
  • dp+K is back to regular throw anim, BUT
  • dp+K can be cancelled on landing into run
  • buffed running dropkick by 1 jugglepoint

dudley

  • changed chains to be "links" All chains are cancellable at the end of the hitbox into each other (except HP/HK for obvious reasons) at all times, not just on hit
  • EX thunderbolt now tracks in the air (not fullscreen)
  • qcb+K now leads into rose throw with P for forward or K for upwards
  • Dashes are back to normal

c.viper

  • half reverted the bionic arm to the old super, but with bionic arm startup
  • added electricity and more dmg and stun to 2HP (100 dmg 100 stun)
  • added the same amount of damage to st.HP
  • Hammers can cancel into themselves.
  • EX Hammer now only hits once
  • Bionic Arm (QCBx2+P) works differently. If it hits, gives you a free crumple or slow float.
  • More cancel time on air chains
  • EX Thunder Knuckle now just knocks away and wallbounces, and doesn't go as far.
  • nerfed juggle potential of st.HP so you can't get really high damage st.HP * Thunder Knuckle loop in corner.
  • Flame Upkicks (dp+k) now work a bit more like DPs. You can still cancel into burnkick from the regular ones, but with the EX version, you can cancel into an airdash.

yang

  • 2HP 2nd hit launches
  • Rekkas are gone, replaced by this:
  • QCF+K -> P is a new GG Jam-like thing idk. Have fun.
  • QCF+K -> K roll that dodges projectiles and goes through opponent
  • QCFx2+P is more like gen's mantis super
  • divekicks have rufus-like delay on them to make overheads harder to land since yang is a monster anyway. Can be done closer to the ground.
  • U1 input is QCFx2+K
  • Seieienbu changes:

-* Full meter version now has blue shadows -* Air normals cancel into themselves indefinitely -* Palms push opponent up less (makes cornerloops SLIGHTLY harder -* inputs are back to QCBx2+P

April 1, 2013

abel

  • slight damage/stun adjustments

akuma

  • 2lp hitbox changes
  • cancel qcfp to demon flip
  • airdash purple fireball turns to face enemy
  • 5hp close forces stand
  • added 2hk 2hk 6mp chain

balrog

  • jump arc improved
  • fixed bugs relating to getting hit out of air rushpunch
  • 4kk changes
  • crossup property on turnpunch

chun li

  • neutral jump lights and mediums cancel to 8hk
  • fixed 2hk cancel
  • can turn during walljump

dhalsim

  • yoga flame changes

evil ryu

  • air hadoken charge time increased by 5f

gen

  • punch u1 travels farther, more invincible
  • ex hundred hands more juggle potential
  • ex hundred hands cancels to mk+hp stance even on whiff

ibuki

  • 5hpf 6hp no longer chains to itself (thanks Coren)
  • 5hpf 6hp chains to 3mk

ken

  • fixed audio bug with hadoken

makoto

  • j.mk crossup property improved

sakura

  • 5hp -> 6mk chains slowed down

seth

  • big changes, too many to list

yun

  • feet less vulnerable to projectiles during dash
  • j.mk crossup improved slightly, however crossup hitbox doesn't hit

overhead

  • fixed weirdness of mk upkicks
  • fixed 6hp cancel window
  • walk fwd speed increase
  • 2hp pushback decreasef

yang

  • fixed U1 poke freeze by removing the holdable part of it

cammy

  • fixed cammy sjc cannon strike infinites

deejay

  • replaced all upkicks with a single upkick that cancels into double upkick in the air (dp+k -> k)
  • replaced dashfwd HK with 9HK, dashfwd HP KDs standing
  • reduced recovery on cl.MP to allow for st.LK link etc
  • made chains able to go L -> H
  • slidekick juggles against airborne (JP 3)
  • new U1 * a counter super that works as a regular super as cancel. QCFx2+P

dan* fixed throwtech physics ryu

  • fixed disgusting U2 miss hit damage
  • mashable lights
  • tatsus are back to super pre-ae style
  • can air saving cancel from tatsus
  • can air fb again if saving cancelled

cody

  • fixed car bonus freeze
  • hailstorm is now in knife mode only
  • normals chain from Medium to Heavy. Can link into from Lights.
  • Knife MP and HP hit 3 times
  • QCB+P in knife mode is jumpcancellable

oni

  • chains don't cancel to special moves
  • press LPMP, MPHP, LKMK, MKHK, 2PP, 2KK for followups that do cancel from within chains, and are jumpcancellable
  • demon is back to LP LP -> LK HP
  • qcb+P is back to old version but with SC-cancellable back hit
  • U2 is faster
  • U1 super can only be cancelled out of with the new PP etc moves

honda

  • Now only has forward airdash (f/b+PP or b,b/f,f) and "down" airdash
  • down airdash is d+pp and is similar to morrigan's down airdash
  • buffed forward airdash slightly. It's faster
  • Nerfed dp+P vertical hitbox (it was nuts)
  • restored U2 super to the grabby one, instead of stomp

January 13, 2013

akuma:

  • 8way airdash
  • demon flip throw removed
  • demon flip palm no longer hits overhead
  • 92mk divekick no longer hits overhead
  • non ex fireballs changed to hadou palm
  • air fireball counterhit status whole time
  • 9mp is now always 8mp

boxer:

  • rushpunches now all start with [4]6 punch and then hold fwd and press any of the 6 buttons to followup or no buttons to feint. ex dash upper still works tho
  • 5lk crumples on counterhit
  • 5mp crumples on counterhit
  • 5hpf hitstun changed greatly, special cancellable
  • j.mk crumples on counterhit
  • b * 2kicks = spin. dodges and passes through opponent

claw:

  • fixed airthrow glitch
  • allowed 3hk and 3mk to cancel to beam super
  • roll startup decreased, stun dmg decreased
  • clawless 2hp crumples on counterhit
  • clawless 2mp extra hitsun on counterhit
  • 5mk recovery down

chun:

  • kikoken charge time 40f -> 45f

dhalsim:

  • removed cancel 8mp and 8hp to kick drill
  • removed cancel all air normals to 82hp (mummy)

evil ryu:

  • hcf kick move only possible in denjin mode
  • fixed game breaking bug with throw
  • damage nerfs

ken:

  • shoryu ex followup weirdness fixed

sakura:

  • hadou hitstop increased 4f
  • very slight damage nerfs

sagat:

  • 5hk no longer cancels to 6hk to prevent certain infinites

zangief:

  • 2mp is now 7f instead of 8f
  • 2mp active frames 5f -> 10f

cammy:

  • increased dashspeed, added jump and crouch from dash
  • added air saving airdash that you can do after dp, and in aircombos. 1bar
  • backdash is no longer invincible, but hits twice with 2 LKs that juggle
  • fixed spiral arrow damage

cody:

  • made hailstorm more "random" and made it cover more of the blind spots
  • hailstorm does not turn around
  • added crouchcancel and dashjump
  • can do u1 and u2 with knife
  • knife super removed
  • made all knife kicks the close versions, and unarmed kicks long versions
  • now has kicks included in knife mode chains
  • changed U1 super input back into QCFx2+K

guy:

  • restored supercancel from slide
  • added landing recovery from QCF+K
  • made naruto hands cancel even faster. Can combo from HP shoulder xx naruto hands
  • ultra 1 and 2 are sped up and slightly nerfed dmg-wise
  • replaced QCFx2+P super with shoulder super, QCBx2+P. Passes through projectiles
  • changed U1 and U2 inputs to QCFx2+P
  • naruto hands now teleports behind opponent on absorb. Not in the corner

dan:

  • reduced startup on U1 and U2
  • made MK the right speed
  • made QCB+P from chains startup faster
  • changed physics for the QCB+HP/EX followup hit
  • changed physics of R.E.D kicks

c.viper

  • decreased walkspeed
  • added dash crouch and dash jumps
  • can do burnkick out of flame upkicks, DP+K. airdash out of EX upkicks
  • fixed infinite off HK

fei-long

  • made chains normal again
  • can do backfist off rekka again
  • all normals that juggled now reset instead
  • U2 now does less damage but lets you ground combo, and input is changed to QCBx2+P to match U1

ryu

  • removed special to ex move cancels
  • made air saving cancel only use 1 bar
  • added dash crouch and dash jump
  • shinkuu hadoken can now only supercancel to U1,U2 or saving cancel

yang

  • changed backward walkspeed to be a bit slower
  • hopefully fixed the U1 animation freezing after KO, forever

dudley

  • backdash is now his backward sway
  • has dashjumps and crouch from dash
  • changed QCB+K to uppercut

rufus

  • made U1 and U2 faster
  • gave more recovery to QCB+K
  • DP+K hitbox is bigger, more active frames

oni

  • a bit faster dashes
  • lower airdash
  • U2 is now a bit faster and has no dark or white background
  • airdash is a bit faster
  • airdash backwards shoots doken, is slower
  • Raging Demon input both on ground and in the air is now QCBx2+P
  • U1 fireballs now don't increment the juggle potential
  • MUST_BE_HIGH 0.2 on air qcb+p
  • f+HP only knocks down vs air

juri

  • removed taunt when executing and hitting with qcfx2+k very low to the ground

January 5, 2013

Cammy

  • Removed spinning knuckle infinite
  • Removed cooler looking jump infinite
  • Fixed some teleport to ground bugs

Dan

  • Removed infinite

Guy

  • Removed infinite

Rufus

  • Is slightly different

January 3, 2013

akuma:

  • ex red fireball travels slow
  • air fireball cancels to air ex tatsu
  • kara demon works again (whoops)
  • far mk changed

blanka:

  • armor on hop removed

claw:

  • beam super startup and recovery slowed down
  • if you land after the active frames of the walldive attack you dont have landing recovery
  • ex roll hits low, can_turn, recovery decreased

dhalsim:

  • his normals that chip can no longer ko on chip
  • counterhit drills do more hitstun

evil ryu:

  • fixed armor break
  • changed 2hk jump cancel to only be on hit or block because of red fireball cancel
  • hcf kick move only possible in denjin mode
  • evil ryu air fireball startup increased, hurtbox increased, counterhit status applied until end, charge time increased.

gouken:

  • 5mk -2 frame advantage on hit, doesnt combo to fireball anymore to prevent corner infinite
  • qcb qcb punch air hard drive super, only for u1 gouken

ibuki:

  • cmd dash mp followup adjusted

ken:

  • damage fixes
  • hitstun changes on fireballs and 4hk
  • fixed issue with normals not breaking armor properly

makoto:

  • j2hk removed

rose:

  • double jump adjustments
  • ex reflects spawns satellite later
  • fiddled with soul satellite startup, there is now 4 frames before projectiles form, and 5 frames of recovery after.
  • soul satellite was missing counterhit status
  • soul satellite invincibility removed except for projectile invinc which lasts longer now
  • all her chipping normals can no longer ko on chip
  • 1f blockstun removed on drill

sakura:

  • 8f recovery added to hadou disruptor

yun:

  • 2hk startup decreased
  • far mk moves closer
  • removed cancel from upkicks during genei jin
  • u2 cosmetic changes
  • 2mk pushes back more in genei jin

zangief:

  • 360 kick range buffed

adon:

  • fixed infinite
  • new mp, hp, mk and hk further refined
  • air jaguar kick / second jaguar kick knocks down anywhere

cammy:

  • restored her u2 to normal state, as well as u1
  • made hooligan super better by adding a shoryuken
  • cannon strike out of hooligan works better

hawk:

  • made u2 animation faster
  • changed camera on double typhoon

guy:

  • fixed guy infinite

ryu:

  • restored older mets shoryu
  • improved light attacks, restored the links

yang:

  • reduced chip damage on slashes/palms
  • removed air activation of seieienbu because it caused some bugs
  • 2 bar seieienbu now lasts a bit longer, 4 bar runs out faster

juri:

  • fixed ex divekick cancel from jump forward MP, LK, MK, HK

December 24, 2012

abel:

  • reduced stun on jabs
  • increased meter gain on tornado throw
  • moved cancel window for fierces into ex wheel kick to prevent certain combos
  • damage/stun adjusted
  • moved cancel window on ex wheel kick to later
  • 2nd hit of air ex wheel kick no longer hits overhead to prevent some insanely messed up 50/50s
  • removed some of the projectile invinc on air ex wheel kick
  • qcfx2 super invinc and active frames extended. recovers 2f faster, damage increased by 50, stun increased by 300
  • air wheel kick recover decreased, especially on whiff. minimum height requirement added (aka MUST_BE_HIGH)

akuma:

  • added cancel window to end of lk tatsu to shoryu only on hit
  • 6mp hitbox buff
  • extended shoryu projectile invincibility
  • ex air tatsu lands faster
  • raging demon down to 2 bars
  • counterhit far s.mk damage buffed
  • ex red fireball does not increment juggle counter
  • tatsus throw invincible on startup

balrog:

  • very slight damage nerfs
  • dash faster

blanka:

  • ex air ball now works.
  • air normals cancel to air super
  • j.lp stun adjusted, strong counterhit
  • removed upball cancel to airball on block, still works on hit.
  • added ex cancel window to upball
  • fixed hop cancel on lightning
  • slight damage adjustment
  • added gimmicky cancel to cannon

claw:

  • chainable c.lk
  • clawless j.lp and j.mp cancel windows sooner
  • upkicks are hit invincible now

evil ryu:

  • reduced non*denjin walkspeed
  • hadoushoryu nerf
  • improved dash speed, cancels to itself at end
  • purple fireball *> red fireball frames changed
  • purple fireball chip and meter gain decreased
  • teleport only possible in denjin mode
  • fixed denjin hadoushoryus

gen:

  • lp roll back to normal ish
  • 3rd stance starts up faster
  • wall dive changes, can stay on the wall. press button to fake, can go to other wall
  • c.mp *> c.lk combo easier
  • jump normals can be repeated

gouken:

  • hitstun on close mp altered
  • far mk changed to 6mk, 5mk always does close version.
  • 5mk *> 6mk chain. 6mk whiffs crouchers
  • 5lk hits low
  • lvl 5 (max charged) denjin hadouken is unblockable
  • changed frame data on denjin
  • 92mk knocks down
  • light hadoken travels slower
  • charged fireball recovers 2f faster

ken:

  • damage adjustments
  • tatsu changes
  • throw super new anim
  • ken 4hk startup increased by 4f
  • close lp removed, always get far lp
  • close mp forces stand
  • you can get far mk from closer

makoto:

  • reduced backthrow damage
  • removed l*>m chains
  • removed armor on lvl 1*3 rushpunches.
  • ex rushpunch travels faster, starts up faster
  • lvl 5 rushpunch crumples on counterhit
  • fwd dash now has 1 hit of armor
  • slight walkspeed buff
  • specials do slight stun damage on block
  • increased 6mp forward movement
  • counterhit 6mp hitstun increased
  • ex oroshi cancels to 6hk
  • 2hp moves forward
  • 6hk fake recovers 2f faster
  • 6hk startup cancels to mode super
  • extended ex axe kick armor to active frames
  • ex karakusa 3 hits of armor
  • new attack j2hk
  • 6hp removed
  • hitbox changes, startup change

sakura:

  • 6f recovery added to hadoken
  • airdash speeds changed
  • air ex tatsu minimum height changed, momentum changed, hitbox changes
  • removed 2mk *> 2hk chain
  • removed stun on jabs
  • nerfed chains into 6mk
  • nerfed 2hk and 6mk blockstun
  • nerfed divekick startup
  • divekick counterhit status whole time
  • aa fireball super recovers faster
  • nerfed juggle into sweep

seth:

  • extended tanden stream invincibility
  • suck in move is super and saving cancellable
  • suck in move chips
  • removed chaining into medium kicks
  • lights no longer stun
  • damage changes

juri:

  • changed air ex fb to a trap
  • made traps visible, and made them stay out for like * 100 frames
  • changed qcfx2+k super to air only

deejay:

  • made all jackknife kicks pushback less for easier punishing
  • made cancel off slide (d+HK) doable later in the animation

adon:

  • did some stuff, i forget what

hawk:

  • all throws and cmd throws now hit crouching
  • normal throw now doesn't bounce (since cmd throw already does that)

hakan:

  • made shoulder charge go through fireballs
  • made u1 animation a lot shorter

dan:

  • can now combo into any cmd throw

guy:

  • made his dropkick look a bit better? i guess

c.viper:

  • made her thunder knuckle cause lower float
  • bionic arm no longer has 1f startup

December 7, 2012

Ryu:

  • Removed Tatsu supers, as i felt they didn't really add anything, and did too little damage. (Also nobody used them)
  • Shin Shoryu got a nerfed hitbox leading into full animation. Shoryu itself goes straight up if it misses.
  • Ryu's new U1 launches a stream of fireballs. Input changed to QCFx2+K

Dudley:

  • Made parry (PPP) the cross counter
  • Dodge (QCB+K) followup excludes normals in favor of the old forward punch/uppercut followups.

Dan:

  • is a completely new character. Check out his wiki for details.

Oni:

  • Slash input is now QCB+P
  • Tatsu is back, QCB+K
  • Both of these change when done out of a dash, which makes dashing around like a doof a somewhat valid strategy.
  • Dash is now a bit different. Goes farther, starts out slow and speeds up.
  • Forward+LP and Forward+LK have been converted to far normals. Back+MP is now a close normal.
  • 2HK now does a float knockdown
  • Dashjump

Juri:

  • Made any light attack reset.

M.Bison:

  • Changed psycho punisher to be faster. Overhead.

Cammy:

  • Fixed some air cannon stuff

Hakan:

  • U1 launches, gives oil.
  • Runny dive grab gives oil

Yang:

  • Fixed infinite meter oversight for good on U2
  • U1 is now vulnerable, as it should be

Guile:

  • Made flashkick startup faster

Rufus:

  • Divekick is now fully counterhittable
  • Reduced range on some of his pushes (QCF+P)

El. Fuerte:

  • Running dropkick (Forward+PPP *> HK) goes further, recovers faster.
  • Has running super with followups (QCFx2+P *> P/K)
  • Changed running*>jump specials to splashes/buster.

abel:

  • c.mk hits low
  • slight decrease in recovery on a lot of normals
  • j.lp and j.lk active until landing
  • fixed infinite
  • 6mk jump cancellable (try tiger kneeing an ex roll and cancelling it to a normal) and backdash cancellable
  • 6mk and standing light kick cancels into rekka 6lk and 6hk followups
  • removed negative edge on rekka followups to prevent input overlaps
  • changed kd on specials
  • damage on 6lk rekka followup buffed

chun li:

  • ex hazanshu can cross up
  • tenshokyaku aka upkicks is dp+kick. has invinc. spinning bird kicks are gone except for the EX version.

dhalsim:

  • yoga fire recover 1 frame faster
  • yoga flame eats a large number of fireball hits
  • slight fireball damage buff
  • slight meter gain buff on blocked/hit fireball

evil ryu:

  • raging demon does 300 stun (up from 0)
  • new super qcbx2 kick (denjin mode). changes move properties

gouken:

  • fixed denjin hadoken*related game crash

ibuki:

  • can command dash cancel hashinsho on hit
  • fixed minor throw tech bug

ken:

  • shoryu recovery changed, new followup added: forward * any punch
  • lowered stun on jabs

rose:

  • removed orb from normal throw, increased meter gain from normal throw greatly
  • nerf soul satellite slightly
  • buffed aura soul spark (super) slightly
  • removed stun on jabs

zangief:

  • fixed siberian blizzard hitbox issue
  • running atomic buster projectile invincibility lengthened
  • neutral jump mp active until landing
  • allow cancel fwd dash into back dash
  • backdash invincibility extended
  • allow jump from dash, some dash momentum continues into jump arc
  • decreased stun on jabs

November 29, 2012

This is mostly a bugfix release. There are some experimental nerfs to characters like Rufus, Honda, Rose, Ken and T.Hawk, and minor buffs to Dhalsim, Yun, Evil Ryu, Gouken, and Abel.

November 23, 2012 - Hurricane Sandython

tons of bugfixes, Everybody gets rolls - back or forward * 2 buttons on wakeup animation

Ryu -

  • Changed Ichigeki Hissatsu meter use to 1000 (full)
  • New SFEX-style tatsus do not hit crouching anymore
  • Added chain to HP from light and medium attacks. Forces standing.
  • METS hadoken does damage faster, but only goes half screen, slowly.

Honda -

  • No chains, more damage on normals
  • Lowered super dmg for super headbutt (300dmg - 200dmg)
  • Removed meter gain from air headbutt

Dudley -

  • Thunderbolt (QCB+P now) is a bit slower, also goes further for MP and HP versions.

Juri -

  • Gave her ranbu super. QCFx2 KICK
  • Changed divekicks and air fbs

- 2K in air, press K again before hit for fireball

  • FBs are reset to the short versions

C.Viper -

  • Gave her flaming upkicks from koryu. DP+K

- LK goes backward, MK goes straight up, HK goes forward

  • Removed extra superfreeze from U1, made segue from ground pound to standing more natural
  • Added flaming upkicks super. QCFx2+K

M.Bison -

  • Full Chains

Cammy -

  • More intuitive superjump, more like C.Viper's
  • Can SJ Cancel all ground normals
  • Decreased chain damage, and airthrow damage
  • Replaced Ultra 1 with Hooligan super -> quick high damage divekick

DeeJay -

  • Lowered damage overall
  • Made QCB+K kicks not hit overhead. Use shorthop for overhead shenanigans
  • Changed Sobat Festival to a short-range large fireball attack

Cody -

  • Changed zonk punch input to QCF+P, works in both modes
  • Changed rock hold animation to loop better, lowered damage on the rocks a bit
  • Made a knife hold, input the same as rocks hold. Throwing loses knife
  • Made U1 a single punch mostly to avoid the long ultra anim altogether

Guy -

  • Lowered damage a smidgen on his chains
  • Made dash stop a single back input
  • Fixed a couple infinites by making air HK give hard KD, and cr.HK  only have 2 juggle potential down from 127

Hakan -

  • changed cmd throw input from DP+K to OITYO aka HCB+K
  • changed shoulderdash input from QCB+P to QCB+K

Guile -

  • Fixed sunglasses appearing when he's hit. YEEEEEEEEAEAAAAAAA

Rufus -

  • Fixed 2HK - HP push infinite

Fuerte -

  • Changed his victory animation a bit

Hawk -

  • Fixed EX Respect

Adon -

  • Made supers the same, instead of different strength supers.
  • Fixed doublejump. It is now neutral~Upback / Up / Upforward

Yang -

  • Fixed air seieienbu activation. It is now 22 2P as it should be.
  • Fixed HP Slash infinite hopefully.

Oni -

  • Decreased Meter gain
  • Made U2 slower (Making it stay out and hit for longer)
  • Made LK slash faster
  • Made Raging Demon input QCFHCB P and made it use 1000 meter.
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