Friday, August 26, 2011

Ryu's Option Selects

Hi Guys,
So recently I have been going back to my Ryu and trying to imrpove on what I already know, so good option selects against characters specific are listed below :)

Makoto.
Updated: Late option select sweep; Guile, Chun Li, Dudley, Guy, Gen, Fei Long.
Late option select tatsu: Ibuki.

Balrog:
sweep beats backdash and headbutt, gets hit by ex headbutt
cmk beats backdash (reset) and headbutt, and avoids ex headbutt

Chun Li:
mp dp beats backdash (range dependent), and EX SBK
late option sweep allows you to block EX SBK and catch backdash

C Viper:
mp dp beats backdash, HP thunder knuckle, and trades with EX Burn Kick

Dhalsim:
HK tatsu catches teleport and backdash. Can’t escape super though.

Dudley
sweep and mp dp catches his backdash, but I’m having difficulty avoiding the EX DP.
late option select sweep catches backdash, and can block EX DP.

E.Honda:
mp dp beats Headbutt, EX Headbutt, Buttslam and Ochio. Trades with EX Ochio.

Fei Long:
Late option select sweep catches backdash, and can block all flame kicks.

Gen:
Late option select sweep catches backdash, and can block flash kick.

Guile:
Late option select sweep catches backdash, and can block flash kick.

Guy:
Late option select sweep catches backdash, and can block EX Tatsu.

Juri:
mp dp beats backdash and EX Pinwheel

Ibuki:
mp dp catches backdash (one hit) but loses to Ex up kicks
HK tatsu catches backdash but loses to EX up kicks
Late option select HK tatsu catches backdash and can block EX up kicks.

Makoto:
Sweep catches backdash, and beats (counterhitting) the ex overhead punch.

M.Bison:
HK tatsu catches backdash, EX psycho crusher, and teleport. Loses to EX scissors, escapes ex devil’s
reverse and headstomp.
lp dp catches ex devil’s reverse, free ultra. Beats backdash, trades with EX scissors, excapes ex Psycho crusher.
mp dp beats ex scissors, backdash, escapes ex psycho crusher, beats ex devil’s reverse, escapes ex headstomp.
EX tatsu catches backdash, EX psycho crusher. (Very useful in corner against Bison’s who love psycho crushing out.) Escapes EX scissors, and the EX stomps.

Sakura
EX DP beats backdash and EX DP.
sweep/mp dp catches backdash but loses to EX DP.

Rufus
Ex DP beats backdash and EX messiah kick

Rose:
MP DP beats her backdash, EX Drill, and EX air grab.

Tuesday, August 23, 2011

SSF4 AE v2012 up coming changes~

Hi All,
Its been awhile :) yes I have been lazy + busy with work and moving to a new home. So I apologize for not updating as much, though not much has happened since xLan in regards to Street Figher.
Now with the upcoming SSF4 AE v2012, I will keep this updated with the latest changes.



Credit goes to SRK.


Translation of Super Street Fighter 4 AE v2012




Ryu
The biggest change is to his Metsu Shoryuken (Ultra 2), we made it much easier to use.

First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.

Also, if you manage to get a good read on your opponent and land a counter hit EX Fireball, you can combo into Ultra 2. You will only get the full ultra if the EX Fireball counter hit the opponent. For example, if you threw out a Crouching Medium Kick and it was focused you could then do EX Fireball ? FADC ? Dash ? U2. You could get upwards of 500 damage with this, giving you a chance to make a heavy comeback in one shot. If you are very close to your opponent, you could combo Ultra 2 off an EX Fireball without a focus cancel.

Other things

The effective frames for the "brake" on a rising Air Hurricane Kick has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your Hurricane Kick will change (larger window for a "normal" air Hurricane Kick).
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
You can combo into Crouching Hard Kick no matter what your opponent's character is from a Close Standing Hard Kick.
 



Chun-Li
• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.
• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.

• Her Sweep (Crouching Hard Kick) has 150 stun.
• Fireball startup is 9 frames, easier to use as anti air and in combos.

• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.
 



Ken
• Target combo hits easier on crouching opponents, can also delay the inputs.
• EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.
 




E. Honda
• Light Punch Headbutt gets its upper body invincibility back.
• Medium Punch Headbutt loses invincibility, so it works the same way as Light Punch Headbutt did in Arcade Edition.
 




Blanka
• Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.
• For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes a knock down. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.
• Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.
 



Zangief
• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
• Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn't.

• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.
 



Guile
• Balance adjustments centered around the changes made to him from Super to Arcade Edition.
• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure).
• Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.
• Toward + Hard Punch does 100 damage, up from 90 in SSF4 AE.
• Can't be thrown out of upside down kick from the 6th frame until the last active frame.
 




Dhalsim
• Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.
• EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Dhalsim only gets the first hit he gets the better damage.
• Standing Light Punch active for 4 frames. But other frame info unaltered.
• Hurtbox on Yoga Blast reduced.
• Can follow up Yoga Blast with additional moves for combo.





Balrog
• Headbutt damage fixed back to Super, Medium Punch 120, Hard Punch 140 and EX 150.
• Ultra 2 damage is 399, up from 300 in Arcade Edition.
• Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.
• Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.
 



Sagat
• Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.
 



C. Viper
• Medium Punch Thunder Knuckle's damage reduced by 10, down to 110 damage.
• EX Thunder Knuckle startup reduced to 25 frames, but +2 recovery.
• EX Seismo's (Ground Pound) damage reduced by 20, down to 100 damage.
• Ultra 1 reduced to 441 damage, down from 480.
• Ultra 1 hitbox improved so it's easier to hit fully after Air Burn Kick and Hard Punch Thunder Knuckle.
• Ultra 2 damage increased to 410, up from 380 in Arcade Edition.
 




Vega
We thought that Claw players would only want a few more improvements, so we changed a couple of small things.
• Crouching Hard Kick damage increased to 110, same as SSF4.
• +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.
• Sky High Claw causes a knockdown when it hits a grounded opponent.
• Ultra 1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss. When he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.
• Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.
 



M. Bison
• Scissor Kick stun changed to 100/50 (150 total) on all strengths. Previously the Light and Medium Scissor Kicks did 100 stun.
• First hit causes 1 frame of extra hitstun, so if you Focus Attack Dash Cancel the first hit you can have +5 advantage at best.





Gouken
• The blog states Gouken has received the largest adjustments so far.
• Gouken's Denjin Hadouken (Ultra 2) has received many changes. It takes less time for Gouken to charge the Denjin Hadouken to full power.
• Denjin Hadouken's travel speed doubled. Also, 45 more damage added to all the "levels" of Denjin Hadouken charges.
• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super.
• Gouken's counters have a larger counter-box, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.
• Active frames on cr.HP increased.
• The character-specific problem with cl.MP, cr.HP xx EX Running Palm not connecting has been fixed.
 




T. Hawk
• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots.
• The body press command normal (down + HP) can now be used during a neutral jump.
• Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit.
• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.
• Condor Spire's command got changed for simplicity, but the blog does not say what was changed about the motion.
 




Dan
• 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.
 




Gen
• Fixed an incorrect scaling with counterhit Crane crouching Light Punch.
• Increase the active frames of Crane crouching Hard Kick by 5.
• The final hit of MK Gekiro builds 10 more meter than before.
• Also the final hit of all Gekiros now perform untechable knockdowns.
• EX Jyasen now has three different versions. Activated with (LP + MP, LP + HP, MP + HP). The distance each travels and the damage each deals varies.
• EX Jyasen is completely projectile invincible from beginning to end.
• Iffy translation: Regular Jyasen now has 4 frames less recovery.
• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.
 




Sakura
• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.
• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.
 




Seth
• Tanden Stream damage reduced to 340.
• The damage from Seth's cr.HP into Ultra 1 has been altered in terms of overall damage distribution.
• Angled jumping HP now has four more active frames. Overall frame data in terms of startup and recovery were not changed.
• Neutral jump medium kick now has lower body invincibility.
• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.
 





Cammy
• Hard Kick Spiral Arrow's hit properties are back to how they were in SSF4 console (Note: In AE when you combo into Hard Kick Spiral Arrow, sometimes Cammy will go under your opponent and switch... which is especially bad when you've successfully pushed him into the corner).
 





Abel
• Crouching Hard Punch returned to Super status where you could use it as an anti-air.
• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200
• You can FADC the second low hit of Change of Direction now. And that dashing forward afterwards and doing a cr.HP into Ultra works just as fine as if you had FADCed from the first hit. That leaves you at +9 after dashing forward.
 



Rufus
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, 236.
• The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.
 





El Fuerte
• Invincibility returned on Tortilla.
• Reduced charge time on EX Quesadilla Bomb.
• EX Quesadilla Bomb on counter-hit does a wallbounce.
• Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.
 





Akuma
• Demon Flip Punch attack no longer an overhead (Note: This was one of the few buffs in AE I think), so you can now block low for that.
• Forward throw recovery has had two more frames added after an opponent has been thrown.
• When you cancel a teleport into U2, the damage has been increased to 421.
 





Fei Long
• Recovery frames for the second hit of Rekkas (Light, Medium and Hard) have been changed. On block:
 Light: -8
 Medium: -10
 Hard: -12

• Second hit Rekkas have less pushback now, so it's easier to punish on block.
• For light and medium Rekka Kens, the second hit does half as much chip damage.
• Flame Kick's damage has been revised.
 Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190
• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.
• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up (Translator's note: but still possible). Apparently previously you could perform "half a loop combo" against certain characters by doing close standing MP -> EX Chicken Wing. That won't be possible anymore.
• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.
• Crouching MP's damage has been reduced from 65 to 55.
• Damage for his overhead (Torward + MK) has been increased from 60 to 70.
 





Rose
• Soul Spark meter gain returned to 20 -> 30.
• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.
• Soul Piede (Toward + Hard Kick) changed to Vanilla properties.
• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch.
• Fixed some bug with Crouching Medium Kick counterhits.





Yang
• Target Combo 2 130 damage, -7 on second attack.

• Standing Light Kick's startup increased to 5 frames, but has the original startup time during Sei'ei Enbu (Yang's Super). This move had a 3 frame startup in AE.
• Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.
• cr.MP from 80 to 70 damage, 60 during Sei'ei Enbu
• (Far) st.MP hitbox pushed backwards, thus has shorter range
• diagonal j.MK hitbox changed, landing cross-ups is not as easier as before
• Raigekishu (dive kick): all versions have an addition hurtbox rectangle when activated, 2F extra landing recovery; stun from 100 to 50
• Senkyutai (roll kick): up until 5F, HK no longer has projectile-invincibility, MK has no projectile-invincibility at all
• All versions of Senkyutai (including EX) have about half size horizontal hitbox, all are 4F worse on guard
• EX Zenpou Tenshin has less reach, loses throw invincibility from the 8F onward
• Tourou Zan (mantis slashes): final hit of LP, MP, HP damage to 60; EX version now a true blockstring for all hits
• Byakko Soshoda (palm): MP, HP meter gain on whiff from 20 to 10, two extra frames to LP, MP, HP
• HP damage from 150 to 140, chip to 30, stun from 250 to 200; MP, HP have 4 less active frames
• Sei'ei Enbu is a second shorter, does less damage from chip
• Raishin Mahaken (UC1) from 480 to 450 at full UC meter
• Tenshin Senkyutai (UC2) is 3F slower, from 440 to 410 at full UC meter; the last hit of the non-cinematic version does 90 damage




Cody
• Walk speed both forwards and backwards has been increased.

• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets +1 frame advantage. If the move is guarded, Cody is at -4 frame disadvantage.
• This might be a typo in the blog, but they say: cr.LK xx MK Ruffian Kick is now possible. But that was already possible.
• Bad Spray is now Super cancelable — up to the first two hits. Because of this new property, you can now FADC Bad Spray.
• Bad Spray FADC into Final Destruction (Ultra 1) is now possible.
• Medium Ruffian Kick has had a hitbox size increase in the forward direction.
• EX Zonk Knuckle's range on the first hit was increased.
• The blog notes that EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) is a little easier now.
• Cody can now block during his Knife Pickup animation.
• Knife Standing Light Punch active time increased to 6 frames.
• Knife Standing Medium Punch is now a two-hit move.
• Knife Standing Hard Punch has had its active frames increased by 3, making it a total of 6 active frames.
• Iffy translation: Knife Crouching Medium Punch had a 4-frame property change to either its startup or recovery on block.




Yun
• Target Combo 2 120 damage

• Target Combo 3 120 damage
• Target Combo 4 130 damage, -6 on block for second hit
• Target Combo 5 70 damage
• cr.LK has an upward extended hurtbox
• cr.MP damage from 60 to 50
• Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)
• +2 extra frames of hit, block stun on Raigekishu
• Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin
• LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F
• No throw invincibility on EX Zenpou
• EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block
• MP, HP Kobokushi (palm) meter gain to +20
• LP Koboku is 25 frames total, MP, HP 45 frames total
• MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30
• Active frames for MP, HP Koboku to 10
• Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame
• More landing recovery on all versions (including EX)
• MK Nishou from 130 damage to 110
• Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded
• Gen'ei Jin is a second shorter, does less damage




Guy
• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.
• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.
• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.
• Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.
• If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.
• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.




Dee Jay
• His Far Standing Medium Punch is now special cancelable.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.
• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.




Hakan
• Hakan gets oiled from the start of the match.

• Neutral Jump Light Kick hitbox is bigger.
• Neutral Jump Light Punch is active 8 frames.
• Neutral Jump Medium Punch is active 4 frames.
• Jumping Light Punch is active 8 frames.
• Crouching Hard Punch now hits twice.
• Toward + Medium Punch has a smaller vulnerability area.
• Hakan now slides when you do Guard Position (Command Crouch) from a dash; applies to both forward and back dashes.
• Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.
• Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.
• Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder.
• Light Kick Oil Dive has a faster startup, Medium Kick has the old LK startup, Hard Kick has the old MK startup.
• Dive won't whiff against shorter characters if they're standing.
• Hakan's Super activates faster, has an improved grab hitbox and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK Oil Spin (Super) have a faster startup.


Adon
• Close Standing Medium Punch is now at -4 frame disadvantage on block. This was -6 in Arcade Edition.

• Close Standing Medium Kick is +2 on hit, and +3 on block. This was -1 on block and +4 on hit in AE, so it's a big change.
• Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.
• All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.
• Also, there is now one extra frame in Rising Jaguar where it can be FADCed.
• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range.


Evil Ryu
• Health and stun both increased to 900.

• Far Standing Hard Kick has a bigger hitbox.
• Sweep starts up in 6 frames now.
• Target Combo's standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.
• You can now cancel the Hop Kick into a Hurricane Kick. This includes EX.
• One more frame of invincibility on Medium Dragon Punch.
• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 130 and 150, respectively. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.
• Landing the Axe Kick as part of an aerial juggle causes an untechable knockdown.
• Raging Demon damage increased by 20, doing 370 damage now.
• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.


Dudley
• Standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.

• Neutral jump Light Punch got a hitbox size buff.
• Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size. It previously started up in 8 frames.
• Angled jumping Light and Medium Punch have had their active times lengthened.
• Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.
• Short Swing Blow has had its hurtbox on Dudley's lower body reduced.
• EX Thunderbolt does not flash yellow until it comes down from the sky.
• Thunderbolts will now strike more hits on airborne opponents.
• You can now Super Cancel Dudley's rose taunt. This also means that you can FADC it.
• Dudley's Ultra 1 will now strike more hits against an airborne opponent. [Translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]


Oni
• Stamina increased from 950 to 1000.

• EX Dragon Punch leads to an untechable knockdown if the first hit connects.
• EX Hurricane Kick is more likely to give you the full hits (though it sounds like you still might get some hit whiffs).
• Light Kick Rush Slash has lower extended hitbox, easier to hit low stance or crouching characters.
• Raging Demon's damage increased from 350 to 370, regardless if it's ground or air.
• With Ultra 1, when you aim it upwards, it's 9 frames on startup, this previously started up in 10 frames. From 0 frame to the second active frame (inclusive), is completely invincible (so from 0 frames to 10 frames).


Juri
• Faster dash during Feng Shui Engine (Ultra 1), further reach.

• Close Medium Kick 2nd hit has a larger hitbox, less likely to whiff when the 1st hits.
• Focus Attack hitbox revised, will hit smaller characters, when crouching, etc.
• Fuhajin (Fireball) kick attack damage to 50.
• Senpusha (Pinwheel): LK is has 5 frame extra advantage on first hit; MK, HK have 5 frame extra advantage on 1st, 2nd hit; EX has 5 frame extra advantage on 2nd hit.
• Senpusha -> FADC -> Kaisen Dankairaku (Ultra 2) now possible.
• EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit.
• EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui. LK+MK: Same trajectory as before; MK+HK: Same as normal MK version, LK+HK: Same as normal HK version; LK+MK+HK has the same trajectory as before.
• Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain.


Ibuki
• Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily. This attack used to be -1 on hit and -5 on block in AE.

• Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.
• Tsujigoe (Command Jump) is throw invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.
• At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).
• Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.
• Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.
• Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.


Makoto
• From 1000 to 950 health (back to SSF4 value).

• Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120
• EX Karakusa (Grab and Choke) has less range.
• Standing Hard Kick has a lower extended hitbox.
• Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.
• Tanden Renki (Super Combo) is 3 seconds longer.
• Neutral Jumping Medium Punch has a forward extended hitbox and hurtbox.
• Hayate (Dash Punch) have improved properties on charge.
• Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard
• All Lv5 Hayate strengths break armor, further forward movement, from 170 to 190 damage.
• Can tell when you reach Lv5 charge timing by Makoto's voice.