Abel
• Cr.HP is back to how it was in Super.
• TT Damage up +10: LP 160 MP 180 HP 200
• Breathless : from startup till active, hit invulnerable. (LOL. People will start trolling with U2, again.)
• Second Low Hit Stun improved, So when you do 2nd Low FADC, you’ll be at +9 at most. Meaning that, you can do 2nd Low FADC Cr.HP U1.
Adon
• Close St. MP is now -4 on block
• Close St. MK is +2 on hit, +3 on block
• Focus attack hitbox is tweaked to be able to hit crouching opponents too.
• Rising Jaguar (LK, MK, HK) – at the start, horizontal hitbox is increased a little, so that after a Rising Jaguar FADC, its harder to accidentally crossover the opponent. Also, one extra frame is given to FADC a HK Rising Jaguar (easier to fadc), thus making it easier to connect an Avalanche Jaguar.
• As for U1, even if you activated it at close range, it wont go over a standing opponent (will go over if crouching).
Akuma
• Demon-flip punch no longer an overhead (TL note: this was one of the few buffs in AE I think), so you can now block low for that.
• Forward throw now has 2 more recovery frames.
• As for buffs, when you cancel a teleport into U2, the damage has been increased to 421.
Balrog
• Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
• U2 damage 399.
• Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
• Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
Blanka
• Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
• For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
• Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.
Cammy
• They want to keep the status quo for Cammy. So the only change here was:
• Heavy Spiral Arrow’s hit properties are back to how they were in SSF4 console (TL note: in AE when you combo into heavy Spiral Arrow, sometimes Cammy will go under your opponent and switch… which is especially bad when you’ve successfully pushed him into the corner).
Chun
• Head stomps will come out on DF, not just D. They note that DB won’t work though.
• Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
• Sweep 150 stun.
• Kikoken startup 9F, easier to use as AA/use in combos.
• They are fixing the bug where characters fell out of the U1 juggle in AE.
Cody
• Faster forward, backward walk speed
• Hammer Hook (overhead) advantage revised; +3 on hit on standing, -1 on hit on crouching, -4 on guard for both; can be used when holding the knife
• If you hit a standing opponent, cr.LK → MK Ruffian Kick combos
• Bad Spray is now two hits, Super-cancellable; with an FADC thrown in, Bad Spray FADC Final Destruction (UC1) will connect
• MK Ruffian Kick has forwarded extended hitbox
• EX Zonk Knuckle: first hit does further horizontal knockback; EX Zonk FADC UC1 is now easier to connect
• Can now guard during Knife pick up
• (All while holding knife)
- st.LP +6 on hit
- st.MP is now 2 hits
- st.HP is +3 on hit
- cr.MP now has 4 active frames, smaller arm hurtbox, making it harder to stuff
- cr.HP is now 7F start-up, easier to use as anti-air
• Neutral/Forward jump LP active for 10F
Dan
• Dan got a ton of changes.
• Pushback from his close standing Standing Hard Kick has been shortened.
• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.
• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.
• The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.
• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), a.k.a., how high you needed to be before you could do it.
• Hard Kick Dankukyaku now deals 130 damage instead of 120.
• Dan’s Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.
• Dan’s Super Hissho Buraiken has been altered so that it’s harder for characters to have hits whiff against them. However, the blog notes this buff won’t work if you activate from too far away.
Dee Jay
• Far st.MP hitbox increased in front of him, so you can use it for cancels like Ryu does. The damage is 90, so it also does pretty well in a trade (could use tl check on last part, moving quickly)
• Reverted Air Slasher getting counterhit during recovery
• Sobat damage +10 on LK/MK/HK (now 90/110/130)
• Super can be canceled into U1 by inputting the command up to the second-to-last hit, between them it adds up to 570 damage
Dhalsim
• Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
• EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
• S.jab active for 4F. But other frame info unaltered.
• Hurtbox on Yoga Blast reduced.
• Can follow up Yoga Blast with additional moves for combo.
Dudley
• Standing Roundhouse counterhit is now +7
• Air Jab can now cross up
• Air Fierce is active for 7 frames (1 longer than in AE)
• Focus Attack level 1 is -3 on hit or block
• Medium and Heavy Short Swing Blow are less vulnerable to low attacks
• Thunderbolt will now always complete if it hits and causes untechable knockdown, and the EX version will not flash on the way up
• The Rose is focus and super cancelable
• Ultra 1 Rolling Thunder will connect fully on aerial opponents
E. Honda
• Jab headbutt gets its upper body invincibility back.
• Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.
El Fuerte
• They aimed to make him more fun to play without heavily affecting his overall balance. Tortilla has reverted to its Vanilla form, i.e., invincible straight after start-up)
• EX Quesadilla Bomb now only takes 210 frames of charge and wall-bounces, and both level 3 regular and EX Quesadilla Bombs only freeze Fuerte for 10 frames on hit.
• Elsewhere, cr.LP can be chain cancelled into other jab or short moves, while st.FP, Habanero Dash, Sliding now works on everyone.
Evil Ryu
• Health 900, Stun 900 (up from 850/850)
• Far standing roundhouse has a bigger hitbox
• Crouching roundhouse has 6 frame startup
• Far standing fierce on counterhit knocks the opponent down and deals more damage, can FADC into a combo
• Hop kick can cancel into air tatsu and EX air tatsu, or Shun Goku Satsu
• Medium dragon punch + 1f invicible
• Light Axe Kick is +1 on block
• Heavy Axe Kick damage is now 130 and stun is 150, but has faster startup (26 frames) and can be used in combos where the Medium version was before
• EX Axe kick is 21 frame startup now. If Axe kicks hit airborn opponents you get untechable knockdown
• Air Medium Tatsu when done while rising will stop you from moving
• Super is now 370 damage instead of 350
• U1 charge time is shortened, letting you do Lv2 focus attack into max charged Metsu Hadouken
Fei Long
• Rekka block stun adjusted, after second blocked rekka, most people delay the third one for counter hits. You can now punish delayed third rekka hits accordingly. After blocked 2nd hit of Rekka, Light version 8f, Medium version 10f, Heavy version 12f
• (loose translation of this) Flame kick: Light 120 down to 110, Medium 140 down to 120, Heavy 160 down to 150, EX 200 down to 190. Flame kick FADC on block is 1f less on advantage, making it.. ????
• F+MK buffed up from 60 to 70
• MK Chickenwing nerfed from 30+30+50 (110 total) down to 35+35+30 (100 total)
Gen
•(KKK stance) crouching HP’s damage on counter-hit has been corrected to 1.25x the regular amount. (TL note: previously it wasn’t? What was it in AE?)
•(KKK stance) crouching HK now has 5 active frames (up from 3).
•If the last hit of medium/heavy Gekirou (dragon kick) came out, Gen gets a bonus +10 to super meter.
•The final hit of heavy Gekirou will put your opponent in untechable knockdown state. So use it as an opportunity to okizeme/apply pressure on wake-up.
•EX Snake Strikes’ properties will now differ depending on which buttons you activate it with (light+medium, light+heavy, or medium+heavy). The distance Gen travels during this move, and the number of hits vary. Also, from 1st frame all the way till the end of active frames, EX Snake Strikes are now projectile-invincible.
•All versions of Snake Strikes will have 4 extra hit/blockstun as long as you don’t end with the final strike. So if you FADC Snake Strike before the final hit it’s +6 on hit, +2 on block.
•(PPP/Mantis style) U2′s start-up is now 7-frame on start-up, down from 9 frames.
Gouken
• One of the most altered characters, the devs say. The main changes are to his Denjin and Senku Goshoha.
• His Denjin can be sped up to up to twice its normal speed and powered up by over half damage by doing a 3S SA3 Ryu (spinning the stick like a loon from Ultra start-up until you let go of the attack buttons). There are three speed-ups and five damage levels, with the charge times as follows:
Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames
• Each fully-charged Denjin now does 45 more damage, while charge times are now the same regardless of the amount of your ultra gauge.
• As for the Senku Goshoha, LP hits further in front, MP is the same as his Super LP version and HP is the same as his Super MP version. Also, Kongoshin has a slighty larger hitbox and deals 200 stun, while cr.HP deals more hitstun and so locks the opponent in place for longer, allowing cl.MP, cr.HP, EX Senku Goshoha to hit everyone.
Guile
• Balance adjustments centered around the changes made to him from Super to AE.
• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
• Air throws 3F startup.
• Spinning backfist 100 damage.
• Can’t be thrown out of upside down kick from the 6th frame until the last active frame.
Guy
• Neutral Jump HP hitbox increased
• Jump MP and Jump HK hitbox AND hurtbox increased
• Hitbox tweaks are mainly to make it easier to hit downwards
• Normal throw range increased (similar to Ryu)
• Elbow can be performed not just by holding down, but df or db too
• Command Jump/Izuna drop (all versions) – less recovery on landing if no buttons are pressed, so you can get in and aim for throws etc
• EX senpukyaku is fixed so that itll hit easier (where it might whiff before), easier to use against opponent jumping in, easier to not whiff against small framed opponents
• The run overhead kick (kubigari) – tweaked so that it wont go over crouching opponents if performed at close range/point blank
• Finally walkback speed is increased
• Increased movement distance on Bushin Goraisenpujin
• Increased throw range on Bushin Muso Renge
Hakan
• Hakan gets oiled from the start of the match
• Neutral jumping short hitbox is bigger
• Neutral jumping jab is active 8 frames
• Neutral jumping strong is active 4 frames
• Jumping jab is active 8 frames
• Crouching Fierce now hits twice
• F+Strong has a smaller vulnerability area
• Coward Crouch can be cancelled into from a dash, making Hakan slide
• Oil Sliding into body press now deals 150 stun total, and is dealt after the body press, preventing people from getting up to mash out early if the slide stunned them
• Medium and Heavy oil dive, when wiffing a crouching opponent, will go past your opponent to make punishing him harder. The light version is faster to startup, and the Medium and Heavy versions can reach opponents much farther away
• Hakan’s super activates faster and, like oil dive, medium and heavy versions can pass over crouching opponents
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