ABEL
- Close Standing HP first hit hitbox greatly expanded downward
- Hitbox on the 2nd hit of C.HP extended lower
- Far Standing HK start-up reduced by 1 frame (14F → 13F); active frames increased by (2F → 3F); recovery reduced by 1 frame (19F → 18F)
- Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility frames increased by 1 (1F → 2F)
- EX Change of Direction starts up 3 frames faster (16F → 13F)
- 2nd low hit advantage increased by 4 frames (+1F → +5F)
- Finish slow startup reduced by 5 frames (22F→ 17F)
- Heartless (Super Combo) active frames increased by 2 (2F→ 4F)
- Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouching HP in the corner
ADON
- Crouching LP advantage on hit increased by 1 frame (+5F → +6F)
- Close Standing HK hitbox slightly expanded horizontally and upward
- Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F)
- L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
- L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5F on block
- L Jaguar Kick damage reduced by 50 against airborne opponents (140 → 90)
- M Jaguar Kick damage reduced by 10 on standing opponents (140 → 130); damage against airborne opponents reduced by 50 (140 → 90); chip damage changed to 33
- H Jaguar Kick damage reduced by 10 on standing opponents (130 → 120); damage against airborne opponents reduced by 40 (130 → 90); chip damage changed to 30; top side of the hitbox has been reduced slightly
- M and H Air Jaguar disadvantage on block increased (-2F when done from the lowest height)
- All versions of Air Jaguar Kick chip reduced by half
- EX Air Jaguar Kick 2nd hit now overhead
- Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced by 30 (510 → 480); Active frames on the first kick reduced by 1F (7F → 6F)
- Crouch lp has one more frame of hitstun added (+5F → +6F)
AKUMA
- Close Standing MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; recognition range increased
- Far stand heavy punch now EX Red Focus/Special/EX Focus Cancellable; damage reduced by 30 (120 → 90)
- Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
- All versions of Back Jump Zanku Hadoken recovery increased by 2F
- L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu
- M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on block
- H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced by 1 frame (6F → 5F)
- L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block
- EX Shakuretsu starts up 6 frames faster (25F → 19F)
- L Hurricane hitbox increased downward slightly
BALROG
- L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
- M Dash Straight pushback on hit has been reduced
- L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → 0F); disadvantage on block reduced by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
- M Dash Swing Blow advantage on hit reduced by 8F (+10F → +2F); disadvantage on block reduced by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
- Turn Punch charge from Level 2-4 has been adjusted to 2 seconds per level
- Turn Punch Lv2 disadvantage after block reduced by 1 frame ( -5F → -4F)
- Turn Punch Lv3 disadvantage after block reduced by 1 frame (-8F → -7F); disadvantage after hit reduced by 1 frame (-4F → -3F)
- Turn Punch Lv4 disadvantage after block reduced by 3 frames (-12F → -9F); disadvantage after hit reduced by 3 frames (-8F → -5F)
- Crazy Buffalo (Super Combo) last hit can be changed to a straight when holding P or an uppercut when holding K
- Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F) after a successful Ultra; throw range extended from 1.09 to 1.30; damage reduced by 149 (399 → 250)
BLANKA
- Forward Dash total frames reduced by 1 frame (21F → 20F)
- Close Standing MK now airborne 1 frame sooner (from 4F→ 3F)
- Crouching MK advantage on hit increased by 1 frame (+4F → +5F); pushback on guard and hit increased
- H Rolling Attack knocks down the opponent at all distances
- All versions of Backstep Roll cause 2F more block-stun
- All versions of Vertical Roll can be EX Focus-cancelled on hit or block
- Shout of Earth (P version) now has a larger hitbox on the 1st active frame; no longer hits standing opponents
C.VIPER
- Far Standing HK hurtbox slightly reduced; can now be performed with 3+HK
- Crouching MK hitbox slightly expanded forward
- Crouching HP hurtbox added to the 2nd active frame; stun reduced by 50 (200 → 150)
- Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
- Level 2 Focus Attack start-up reduced by 3 frames (17F → 14F)
- Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
- Focus attack range has been reduced to her elbow
- L Thunder Knuckle hitbox slightly expanded; stun damage increased by 50 (150 → 200)
- M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)
- H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F); H Thunder Knuckle → EX Focus Cancel → Forward Dash is now -5 on block
- Emergency Combination (Super Combo) damage increased by 20 (330 → 350); command changed to 214214+P
- Burst Time (UC1) smoke visual effects reduced
- Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed
CAMMY
- Close Standing HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
- Far Standing HP 1st active frame damage reduced by 10 (80 → 70)
- Crouching LK start-up increased by 1 frame (3F → 4F)
- Crouching HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F)
- H Spiral Arrow first hit now has one more frame of hit stun (+3F → +4F)
- L, M and H Cannon Strike height restriction slightly reduced; recovery increased by 2F (5F → 7F)
- EX Cannon Strike block-stun reduced by 5F
- Hooligan Combination now has L, M and H Cannon Strike follow-up
- L, M and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5 on block
- Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)
CHUN-LI
- Vitality increased by 50 (900 → 950)
- Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F)
- Yosokyaku (Jump 2+MK, all 3 hits) hitbox expanded downward and horizontally
- Light spinning bird kick now causes knockdown; damage reduced by 60 (160 → 100); recovery reduced by 2F (12F → 10F); stun reduced by 80 (180 → 100)
- Heavy spinning bird kick total damage increased by 10 (200 → 210); now causes knockdown on hit; (recovery increased by 4F (12F → 16F)
- EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
- EX Kikoken now causes knockdown on hit
- EX Hazanshu now has armor-break properties
- UC1 now floats lower on hits 2-7; damage reduced on hits 2-9 by 10 each (30 → 20)
- Kikosho (UC2) invincibility increased by 1 frame (8F → 9F), damage increased by 35 (330 → 365)
CODY
- Back Dash distance slightly increased
- Walk speed slightly increased
- Crouching MK disadvantage on hit reduced by 2 frames (-3F → -1F); disadvantage on block reduced by 3 frames (-6F → -3F)
- When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
- Crack Kick (6+HK) now airborne beginning from the 8th frame
- Can now pick up the knife during the same attacks where the rock cancel is possible
- Knife Throw now has armor-break properties
- Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP
- Zonk Knuckle can now be EX Focus-cancelled
- When Bad Stone is held, the stone is thrown immediately at button release
- Light Criminal Upper has less disadvantage on block by 1 frame (-5F → -4F)
- EX Criminal Upper pushback on block reduced by half; hit invincibility increased by 2F (4F → 6F); can now be thrown
- H Dead End Irony (Super Combo) float of opponent on hit changed
- Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement slightly increased
DAN
- Crouching Taunt meter build increased by 40 (0 → 40); meter build on hit reduced by 70 (70 → 0)
- Air Taunt meter build increased by 10 (0 → 10)
- Close Standing HK input command changed to 4+HK
- Far Standing HK now activates regardless of distance from the opponent
- Far Standing LP hitbox slightly expanded upward
- L Dankukyaku hitbox expanded downward
- H Koryuken 1st hit hitbox slightly expanded forward
- Koryuken → EX Focus Cancel → Forward Dash is now -5 on block
- All versions of Gadoken hurtbox on arm reduced to the wrist area
- Shisso Buraiken (UC1) 1st hit now has armor-break properties
- Haoh Gadoken (UC2) now connects all hits on air opponents; changed to 331 damage on air hit
DEE JAY
- Far Standing MP start-up reduced by 1 frame (7F → 6F)
- Far Standing HP late active frame hit now floats air opponents on counter-hit
- Crouching LK start-up reduced by 1 frame (5F → 4F)
- Crouching MP hitbox expanded forward
- Crouching MK damage increased by 10 (70 → 80)
- Crouching HP hitbox expanded forward
- Knee Shot (2+LK during forward or back jump) hit-stun increased by 3F; damage reduced by 20 (50 → 30)
- Air Slasher chip damage increased by 3 (12 → 15)
- L Double Rolling Sobat disadvantage on block reduced by 2 frames (-5F → -3F); low invulnerability removed
- M Double Rolling Sobat 1st hit hit-stun increased by 2 frames (+6F → +8F) on hit after EX Focus-cancel → Forward Dash
- EX Machine Gun Upper start-up reduced by 6 frames (12F → 6F); full invincibility reduced by 2F (4F → 2F); all-but-midsection invincibility changed from frames 5-9 to 3-4, above-the-chest invincibility changed from frames 10-31F to 5-25F, now throw invincible from 1-7F; disadvantage on block increased by 3 frames (-5F → -8F, -9 → -12 with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit with or without mash; all hits can be EX Focus-cancelled on hit or block with or without mash; less pushback when the attack is blocked
- Sobat Festival travels further during the first two kicks
- Climax Beat damage reduced (501 → 460); recovery after animation version reduced by 11F (-29F → -18F)
DHALSIM
- Standing MP start-up reduced by 1 frame (10F → 9F); advantage on hit reduced by 1 frame (0F → -1F); advantage after block reduced by 1frame (-3F → -4F)
- Standing HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (0F → +1F)
- 4+HP start-up reduced by 2F (7F → 5F)
- 4+MK pushback on hit and block reduced
- 4+HK damage by 10 (90 → 100)
- L Yoga Blast hurtbox reduced
- M Yoga Blast start-up reduced by 1 frame (15F → 14F)
- EX Yoga Blast damage increased by 10 (90*50 → 90*60); hitbox slightly expanded forward
- EX Yoga Flame damage decreased by 20 (50*70 → 50*50); hitbox slightly expanded horizontally; recovers 3 frames faster (16F → 13F); can juggle the opponent afterward
- Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air
DUDLEY
- Standing HP hitbox slightly expanded forward and downward
- Standing HK counter-hit pushback reduced
- Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works
- Crouching MK start-up reduced by 1 frame (8F → 7F)
- Neutral jump heavy punch is now the same as forward or back jump heavy punch
- Kidney Blow (6+MK) hitbox slightly expanded forward
- Step Straight (6+HP) now knocks down on air hit
- All Target Combo damage increased by 10
- Dart shot can now hit airborne opponents during combos
- Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
- Victory Rose (2+HP+HK) damage increased 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); Recovery reduced by 18 frames (78F → 60F)
- H Machinegun Blow pushback on hit reduced by half
- L, M and H Short Swing Blow throw invincibility extended until the end of active frames
- EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames; start up has been reduced by 4 frames (24 → 20); causes untechable knockdown
- Rolling Thunder travel distance increased
E. HONDA
- Close Standing HP hitbox expanded upward
- Far Standing HP tip damage increased by 10 (80 → 90)
- Far standing HK disadvantage on hit increased by 1 frame (-3F → -2F); disadvantage on block decreased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
- Diagonal Jump MP hurtbox slightly reduced
- Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
- EX Sumo Headbutt pushback on block reduced
- EX Hundred Hand Slap advantage on hit increased by 1F (+4F → +5F); damage reduced by 20 (140 → 120)
- EX Oicho Throw now throw invincible from frames 1 – 5
- Super Head Ram now armor breaks
- Super Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
- Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP
- Ultra Combo W classification changed to 75% tier
EL FUERTE
- Close Standing LP hitbox expanded downward
- Close Standing MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
- Far Stand LK active frames increased by 1 (1F → 2F); advantage on hit increased (+5F → +6)
- Far Standing MK recovery reduced by 1F (15F → 14F)
- Close Standing HK start-up reduced by 2 frames (12F → 10F)
- EX Guacamole Leg Throw recovery reduced by 4 frames (10F → 6F)
- Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
- Quesadilla Bomb Lvl 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)
- Quesadilla Bomb Lvl 2 damage increased by 20 (100 → 120); charge time reduced by 110 frames (210F → 120F); keeps the opponent standing on hit
- Quesadilla Bomb Lvl 3 charge time reduced by 120 frames (300F → 180F)
- EX Quesadilla Bomb now fully invincible from frames 1 – 15
- Fajita Buster damage increased by 30 (150 → 180)
- Tostada Press start-up reduced by 1 frame (20F → 19F); active frames increased by 1 frame (7F → 8F)
- Gordita Sobat recovery reduced by 1 frame (18F → 17F)
EVIL RYU
- Vitality increased by 50 (900 → 950)
- Crouching MK disadvantage on block reduced by 1 frame (-4F → -3F)
- Crouching HK start-up reduced by 1 frame (7F → 6F)
- Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing MP
- Senbukyaku (6+MK) hitbox greatly expanded downward
- HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
- L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
FEI LONG
- Crouching LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouching LK; advantage on hit increased by 1 frame (+3F → +4F)
- Crouching MP damage increased by 10 (55 → 65)
- Close Stand HP recognition range increased
- 6+HK pushback on hit reduced
- Focus attack hitbox area reduced to his palm area
- L Rekkaken forward movement distance reduced
- L, M and H Rekkaken 2nd hit hit-stun reduced by 2F; each version now has one more frame of recovery
- MK flip kick hitbox expanded to hit on all opponents
- Shienkyaku no longer activates with 464+K input
- L, M and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5 on block
- All versions of Tenshin now do 1 damage (0 → 1)
- EX Tenshin start-up reduced by 2 frames (12F → 10F)
- Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects
GEN
- 1F invincibility time on neutral wake-up removed
- Bug that made reversal Focus Attack more difficult to perform fixed
- Stun increased by 50 (900 → 950)
- Focus Attack hitbox size reduced to position of hurtbox
- Crouching MP damage reduced by 10 (70 → 60)
- L, M and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1F (17F → 18F)
- L, M and EX Hyakurenko pushback on hit and block slightly reduced
- L Gekiro invincibility on frames 1 – 3 removed
- H Gekiro causes soft knockdown instead of hard knockdown; button input timing now the same as Ver.2012 EX Gekiro
- EX Gekiro disadvantage on block decreased by 15 frames (-35F → -20F); now causes hard knockdown; follow-up inputs no longer possible on block; Button input timing now the same as Ver.2012 H Gekiro
- ***nketsu (UC2) hitbox slightly expanded forward; 450 stun value added
- Crouching LP advantage on hit increased by 2 frames (+3F → +5F)
- Crouching HK recovery reduced by 5 frames (29F → 24F)
- Diagonal Jump HP hurtbox expanded downward
- Diagonal Jump HK hurtbox expanded downward
- L Jyasen advantage on hit increased by 1 frame (+1F → +2F)
- L and M Jyasen disadvantage on block reduced by 2F (-3F → -1F)
- L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F); last hit damage increased by 10
GOUKEN
- Far Standing LK now Special- and EX Focus-, EX Red Focus- and Super Combo-cancellable
- Crouching LP start-up reduced by 1 frame (4F → 3F)
- Crouching MP advantage on hit increased by 2 frames (+1F → +3F)
- Back Throw untechable timing period now techable
- Kongoshin no longer activated with 464+P input
- Hyakki Gosai stun damage reduced by 40 (200 → 160)
- L Senkugoshoha forward movement slightly increased
- EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (8F → 6F); hitbox expanded downward and forward
GUILE
- Vitality decreased by 50 (1000 → 950)
- Hurtbox on wake-up reduced
- Air Throw range slightly increased
- Crouching LP advantage on hit increased by 1 frame (+4F → +5F)
- Crouching MK hitbox and hurtbox expanded forward
- Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
- Guile high kick hitbox increased downward
- All versions of Flash Kick invincibility time extended by 1 frame
- L,M and H FlashkickàFADCàForward Dash now -5F against a blocking opponent
- All versions of Sonic Boom take counter-hit damage frames 1 – 20
- Flash Explosion (UC1) start-up reduced by 1 frame (7F → 6F); damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff opponents who float high; invincibility frames reduced by 4 frames (10F → 6F)
- Sonic Hurricane (UC2) damage increased by 30 (300 → 330)
GUY
- Movement speed slightly increased
- Close Standing LK recognition range reduced
- Far Standing LK hitbox slightly expanded upward; active frames increased by 1 frame (2F → 3F); Start-up reduced by 2 frames (6F → 4F); Recovery reduced by 1 frame (9F → 8F)
- Far Standing HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); recovery reduced by 1 frame (16F → 15F); hitbox expanded forward and upward
- Crouching MP hitbox adjusted, no longer can be used as an anti-air
- Diagonal Jump MK hitbox extended forward slightly
- Elbow Drop (Jump 2+MP version) hitbox expanded downward
- Ninja Sickle (3+HK) start-up reduced by 4 frames (11F → 7F); Recovery reduced by 1 frame (13F → 12F); Pushback on block reduced
- Target Combo 2nd hit expanded downward and horizontally
- H Hozanto start-up reduced by 2 frames (30F → 28F)
- Run-Sudden Stop recovery reduced by 1F (17F → 16F)
- Run-Neck Flip first hit slightly expanded downward
- EX Run-Neck Flip now knocks down on air hit
- EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent
- Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
HAKAN
- Stand MP advantage on hit increased by 1 frame (+4F → +5F); block stun increased by 1 frame (+1F → +2F); Recovery reduced by 1F (10F → 9F)
- Standing HP hitbox expanded upward
- Crouching LK recovery reduced by 1 frame (9F → 8F)
- Crouching MP now Special-, Super Combo- and EX Focus-cancellable
- 6+HK (No Oil) knocks down the opponent
- Neutral Jump MP knocks down like Diagonal Jump MP
- Diagonal Jump MK hitbox expanded, easier to cross-up
- Hakan Tackle (6+MP) disadvantage on block reduced by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → 0F)
- Air Throw damage increased by 10 (140 → 150)
- L, M and H Oil Rocket (No Oil) throw range increased by .08 (0.97 → 1.05)
- EX Oil Rocket (No Oil) throw range increased by .23 (0.97 → 1.20)
IBUKI
- Guard bug where El Fuerte’s 6+MK would cross over fixed
- Walk speed has been increased
- Crouching LP start-up reduced by 1 frame (4F → 3F)
- Target combo 10 no longer hits opponents who are crouch blocking
- Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
- Target combos 6 and 8 cause airborne juggle state
- Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
- Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable
- L, M and H Tsujigoe can now be cancelled into any attack immediately upon landing
- All versions of Tsumuji hitbox slightly expanded downward
- M Tsumuji recovery increased by 1 frame (14F → 15F)
- EX Kazegiri invincibility time increased by 1 frame (6F → 7F); hitbox on active frames 2-3 expanded, easier to use as an anti-air
- L, M, H and EX Raida has one more hit of juggle potential
JURI
- Close Standing LP hitbox expanded downward
- Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
- Close Standing MK start-up speed during Feng Shui Engine now the same as normal version; considered airborne from the 2nd frame; unthrowable from the first frame
- Far Standing MP now Special-cancellable
- Far Standing LK start-up reduced by 1 frame (5F → 4F)
- Far Standing HK hitbox size during Feng Shui Engine now the same as normal version
- Kasatushi now takes recoverable damage when absorbing attacks
- L, M and H Shikusen no longer can be done from back jump
- Second Impact and Third Strike hitbox expanded, less likely to miss
- EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory; advantage on guard reduced by 3 frames
- EX Fuhajin (M+H) now hits grounded opponents
- EX Fuhajin (L+H) damage increased 20 (50*50 → 60*60)
- EX Senpusha invincibility time increased by 1 frame (6F → 7F); disadvantage on block increased by 1 frames (-14F → -15F); pulls opponent in closer when blocked
- Feng Shui Engine (UC1) invincibility time reduced by 2 frames (4F → 2F)
- Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
KEN
- Movement speed slightly increased
- Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
- Crouching HK start-up reduced by 1 frame (8F → 7F); recovery increased by 2F (6F → 8F)
- Thunder Kick (6+HK) advantage on block increased bv 1 frame (-1F → 0F)
- L, M and H Hadoken damage increased by 10 (60 → 70)
- EX Hadoken damage increased by 10 (50*40 → 50*50)
- M Shoryuken 1st hit now knocks down
- H Shoryuken can be cancelled on the 2nd hit; damage increased by 10 (70*40*30 → 70*50*30); 2nd hit → EX Focus Cancel → Forward Dash is -7F on block
- L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
- L, M and H Air Tatsumaki Senpukyaku rising trajectory changed
- EX Air Tatsumaki Senpukyaku trajectory on activation changed
- Shinryuken (UC1) non-cinematic damage increased by 30 (330 → 360)
- Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
M. BISON
- Far Standing MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame 11F → 12F; now Special/Super/and EX Focus-cancellable; damage reduced by 20 (90 → 70)
- Crouching HP start-up reduced by 2 frames (12F → 10F)
- Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits, can follow with normal attacks
- Bison Warp total frames increased by 5 frames (42F → 47F)
- L Double Knee Press advantage on block reduced by 1 frame (0F → -1F)
- L, M, H, EX Double Knee Press damage increased by 10
- EX Double Knee Press projectile invincibility increased by 7F (12F → 19F)
- L, M and H Head Press start-up reduced 2 frames (22F → 20F)
- EX Devil Reverse movement speed slightly increased
- L, M and H Psycho Crusher leg hitbox can now be used in air combos
- EX Psycho Crusher damage reduced by 15 (75*75 → 75*60)
- Nightmare Booster startup reduced by 2 frames (12F → 10F)
- Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)
MAKOTO
- Forward/Neutral Throw range increased by .05 (0.90 → 0.95)
- Back Throw range decreased by .05 (0.90 → 0.85)
- Standing HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
- Crouching HK stun increased by 100 (100 → 200)
- Jump MK hitbox slightly expanded, easier to cross-up
- L, M, H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
- EX Oroshi can now connect in combos against airborne opponents
- EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
- L and M Tsurugi advantage on block reduced by 2 frames; now -3 at the lowest height against a blocking opponent.
- Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
- Abare Tosanami (UC2) only projectile invincible and throw invincible
- Ultra Combo W classification changed to 75% tier
ONI
- Vitality reduced by 50 (1000 → 950)
- Crouching HK start-up reduced by 1 frame (9F → 8F); recovery reduced by 1 frame (24F → 23F)
- 6+MK start-up reduced by 2 frames (13F → 11F)
- Focus Attack hitbox expanded forward
- L Gorai Hadoken total frames reduced by 2 (54F → 52F)
- M Gorai Hadoken total frames reduced by 2 (61F → 59F)
- H Gorai Hadoken total frames reduced by 2 (69F → 67F)
- L Sekisei Jiraiken no longer airborne on 1st frame; throw invincible from 1st frame
- M Sekisei Jiraiken 1F invincibility removed
- H Goshoryuken complete invincibility reduced by 3 frames (8F → 5F); strike invincibility frames changed from 9-10F to 6-7F
- All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit, on hit or block
- L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block; First hit causes hard knockdown
- L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
- EX Rakan Dantojin disadvantage on block reduced (-10F → -9F)
- H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox area
- Meido Gohado (Anti-ground UC1) non-cinematic damage increased by 25 (350 → 375); start-up reduced by 2 frames (11F → 9F)
- Meido Gozanku (Air UC1) start-up reduced by 3 frames (14F → 11F)
- Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP
ROSE
- Forward Dash total frames reduced by 1 frame (21F → 20F)
- Close Standing MK hitbox slightly expanded downward
- Crouching LP damage increased by 10 (20 → 30)
- Crouching LK damage increased by 10 (30 → 40)
- Crouching MP damage increased by 10 (60 → 70)
- L Soul Spiral forward movement distance slightly increased
- L, M and H Soul Spiral damage increased by 10 (100 → 110)
- EX Soul Spiral damage increased by 10 (120 → 130); stun increased by 100 (100 → 200); invincibility time increased by 2 frames (11F → 13F); throw invincibility removed
- L, M, H and EX Soul Spiral can now be used in air combos
- M Soul Spark start-up reduced by 2 frames (22F → 20F)
- H Soul Spark start-up reduced by 2 frames (29F → 27F)
- Illusion Spark (UC1) start-up reduced by 2 frames (12F → 10F)
- Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F → 4F)
RUFUS
- Forward/Neutral Throw damage reduced by 15 (150 → 135)
- Far Standing MP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
- Far Standing MK active frames increased by 1 frame (1F → 2F)
- Close Standing HP hitbox expanded downward
- Target Combo (LK → HK near the opponent) disadvantage on block increased by 3 frames (-5F → -8F)
- Messiah Kick LK follow-up can now be used in air combos
- Messiah Kick MK follow-up recovery increased by 3 frames (19F → 22F)
- Messiah Kick HK follow-up recovery increased 2 frames (17F → 19F)
- EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced by 3 frames (16F → 13F); all hits connect against airborne opponents; floats opponents differently on hit
- Spectacle Romance (Super Combo) 2nd hit hitbox expanded to the tip of the fist
- Space Opera Symphony (UC1) damage reduced by 40 (460 → 420)
- Big Bang Typhoon (UC2) damage reduced by 60 (420 → 360); knock back on air hit adjusted
RYU
- Crouching MK disadvantage on block reduced by 1 frame (-3F → -2F on block)
- Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku
- L, M and H Air Tatsumaki Senpukyaku can now be used in air combos
- EX Hadoken Start-up decreased by 1 frame (12F → 11F)
- EX Air Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits
- L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
- EX Shoryuken (1 hit) →EX Focus Cancel → Forward Dash can be followed by all strikes except throws
- Metsu Shoryuken (UC2) invincibility time increased by 1 frame (8F → 9F)
SAGAT
- Close Standing LK 2nd hit now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
- Step Low pushback on block reduced
- Step High Kick damage reduced by 20 (100 → 80)
- Tiger Shot recovery increased by 3 frames (39F → 42F)
- L, M and H Tiger Knee 1st hit now forces stand
- L, M and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5 on block *Also applies to Tiger Uppercuts with Angry Charge
- Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement reduced; when hitting air opponents in the corner, now does full hits
- Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced by 129 (384 → 255); damage on standing opponents reduced by 27 (384 → 357)
SAKURA
- Distance traveled by opponent travels after a back throw has been reduced
- Far Standing MP hitbox slightly expanded forward
- Far standing HP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
- Diagonal Jump HP hurtbox slightly increased
- All versions of Air Shunpukyaku trajectory changed on activation
- EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
- All versions of Shouoken hitbox slightly expanded forward
- EX Sakura Otoshi earliest timing for additional attacks reduced by 3 frames (15F → 12F)
- Shinku Hadoken (UC2) rear hitbox removed
SETH
- Triangle Jump movement distance reduced
- Crouch MP advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)
- Far Standing HP advantage on hit increased by 6 frames (-11F → -5F), disadvantage on block reduced from 7 frames (-15F → -8F)
- Diagonal Jump MK now crosses up; hitbox matches jump HK version in AE 2012
- Diagonal Jump HK no longer crosses up
- Yosokyaku (Jump 2+MK) active frames increased by 1 (3F → 4F); hitbox increased downward
- Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded; advantage on hit increased by 1 frame
- M Hyakuretsukyaku stun reduced by 50 (150 → 100)
- H Hyakuretsukyaku stun reduced by 50 (200 → 150)
- L,M,H and EX Hyakuretsukyaku does 10 more damage
- All versions of Spinning Pile Driver stun reduced by 50 (200 → 150)
- L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block
- M and H Shoryuken invincibility time reduced by 2 frames (7F → 5F)
- L, M and H Tanden Engine can no longer be cancelled into from normal attacks
- Tanden Stream (UC1) recovery reduced by 10 frames (66F → 55F); pushback on block reduced
- Tanden Typhoon (UC2) now easier to land all hits on air opponents; disadvantage on block reduced by 19 frames (-89 → -70)
T. HAWK
- Movement speed slightly increased
- Close Standing MP pushback on hit and block reduced
- Far Standing HK hurtbox slightly expanded; disadvantage on block reduced (-7F → -5F)
- Crouching MK now Special-, Super Combo- and EX Focus- and EX Red Focus-cancellable
- Condor Spire command changed from 421+P to 623+K
- L Condor Spire disadvantage on hit decreased by 3 frames (-5F → -2F); start-up reduced by 9 frames (20F → 11F)
- M Condor Spire start-up reduced by 6 frames (20F → 14F)
- EX Condor Spire forward movement slightly increased; Damage reduced by 30 (150 → 120)
- L Tomahawk Buster start-up reduced by 1 frame (5F → 4F); recovery reduced by 1 frame (28F → 27F)
- EX Tomahawk Buster now EX Focus-cancellable
- L Mexican Typhoon throw range increased by .5 (1.50 → 1.55)
- Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded horizontally
VEGA
- Crouching HP active frames increased by 2 (2F → 4F)
- Close Stand MK hitstun increased by 3 frames (+2F → +5F)
- Diagonal Jump LK can cross up the opponents
- Mask Pick-up from ground is now a command, 2+PP when standing over the mask
- L, M, H and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)
- M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (0F → +3F)
- Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 100 damage; Rolling Izuna Drop damage 100*100*100; gauge consumption timing changed from when Vega reaches the wall to at the time of activation
- Bloody High Claw (UC1) forward charge attack’s hitbox expanded to match the EX Barcelona drop
- Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)
YANG
- Movement speed slightly increased
- Close Standing LK start-up reduced by 1 frame (5F → 4F)
- Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
- Far Standing MP now Special-, Super Combo- and EX Focus-cancellable
- Far Standing LK start-up reduced by 1 frame (5F → 4F)
- Crouching LK damage increased by 10 (20 → 30)
- Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
- L and M Torou Zan 3rd hit damage increased by 5 (60 → 65)
- H Torou Zan 3rd hit damage increased by 10 (60 → 70)
- L, M, H and EX Torou Zan hitbox increased downward
- L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F) (now matches the hit-stop on block)
- All versions of Zenpo Tenshin now do 1 damage (0 → 1); L Senkyutai → FADC→ Dash forward -5 on block
- Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)
- Mantis strike hitboxes increased downward
YUN
- Far Standing MP damage increased by 10 (50 → 60)
- Crouching MP damage increased by 10 (50 → 60)
- Jumping MK active frames reduced by 4 (8F → 4F); Crosses up more often
- All versions of Zenpo Tenshin now do 1 damage (0 → 1)
- Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)
- Diagonal Jump MK active frames reduced by 4 (8F → 4F); Crosses up more often
ZANGIEF
- Close Standing LK now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
- Close stand MK advantage on hit increased by 5 frames (0F → +5F); advantage on guard increased by 2 frames (0F → +2F)
- Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
- Far Standing MK disadvantage on hit decreased by 4 frames (-7F → -3F); disadvantage on block reduced by 3 frames (-10F → -7F)
- Crouch LK advantage on hit increased by 1 frame (+4F → +5F)
- Diagonal Jump HP hurtbox slightly expanded
- L Spinning Pile Driver throw range reduced by .05 (1.75 → 1.70)
- L Banishing Flat start-up reduced by 3 frames (11F → 8F); disadvantage on hit reduced (-5F → -2F); disadvantage on block reduced by 1 frame (-8F → -7F)
- M Banishing Flat start-up reduced by 2 frames (13F → 11F); disadvantage on block reduced by 2 frames (-8F → -6F)
- H Banishing Flat start-up reduced by 2 frames (16F → 14F); disadvantage after hit increased by 1 frame (-6F → -7F); disadvantage on block reduced by 2 frames (-9F → -7F)
- Final Atomic Buster range increased to match his M Screw Piledriver
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