Street Fighter IV/Changelist: Difference between revisions

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{{Changelist_StreetFighterIV|Abel|Abel|
{{Changelist_StreetFighterIV|Abel|Abel|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Breathless
* Ultra II Added: Breathless
Line 20: Line 22:
* Breathless give more recovery frames when canceled out of by pressing a Punch button
* Breathless give more recovery frames when canceled out of by pressing a Punch button
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* Crouching Fierce Hitbox increased for better anti-air ability
* Second Low now causes 2 more frames of Hit Stun, allowing for new combos if FADC'ed
* Tornado Throw damage increased for all versions, 160 from 150 for Light, 180 from 170 for Medium, and 200 from 190 for Hard and EX version
* Breathless is now Strike Invulnerable when he starts the dashing part of the move up until the first Throwing frames, but now is no longer Throw Invulnerable during that period
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{{Changelist_StreetFighterIV|Adon|Adon|
{{Changelist_StreetFighterIV|Adon|Adon|
|N/A
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|N/A
* N/A
|Added
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* N/A
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* Added
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* Adon's wake-up timing a bit more normalized; no longer gets up significantly faster than every other character in the game (exact data unknown)
* Adon's wake-up timing a bit more normalized; no longer gets up significantly faster than every other character in the game (exact data unknown)
Line 43: Line 52:


{{Changelist_StreetFighterIV|Akuma|Akuma|
{{Changelist_StreetFighterIV|Akuma|Akuma|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Demon Armageddon
* Ultra II Added: Demon Armageddon
Line 55: Line 66:
* Demon Armageddon has a larger Hitbox now when performed out of a Teleport so that it can now hit crouching characters
* Demon Armageddon has a larger Hitbox now when performed out of a Teleport so that it can now hit crouching characters
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* Far Hard Kick damage reduced to 80 total (50 + 30) from 100 total (60 + 40)
* The second hit of Far Hard Kick does less Block Stun so that Akuma is now -2 frames on block if it is blocked instead of being even at 0 frames
* Akuma's Goshoha (Forward Throw) recovers 2 frames slower
* Hyakki Gosho (punch follow up to Demon Flip) is no longer an Overhead and can be blocked crouching
* Can now perform an EX Zanku Hadoken out of the start of EX Hyakkishu (Demon Flip)
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{{Changelist_StreetFighterIV|Balrog|Balrog|
{{Changelist_StreetFighterIV|Balrog|Balrog|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Dirty Bull
* Ultra II Added: Dirty Bull
Line 73: Line 91:
* Dirty Bull changed to HCB x 2 + 3P from 360 x 2 + 3P motion   
* Dirty Bull changed to HCB x 2 + 3P from 360 x 2 + 3P motion   
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* Close Hard Punch Hurtbox extended downwards to ensure hitting all crouching characters
* Dash Swing Blow pushes the opponent less far back, making it easier to connect with normals afterwards for a combo
* Buffalo Headbutt damage reverted to 100, 120, 140, and 150 for Light, Medium, Heavy, and EX versions from 100 each
* Dirty Bull damage increased to 399 from 300
* Dirty Bull input now more lenient and easier to perform
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}}
}}


{{Changelist_StreetFighterIV|Blanka|Blanka|
{{Changelist_StreetFighterIV|Blanka|Blanka|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Shout Of Earth
* Ultra II Added: Shout Of Earth
Line 88: Line 113:
* Amazon River Run (Down / Toward + Hard Punch) given larger Hurtboxes during recovery
* Amazon River Run (Down / Toward + Hard Punch) given larger Hurtboxes during recovery
* Surprise Forward given more grounded frames during startup, making the startup more vulnerable to Throws
* Surprise Forward given more grounded frames during startup, making the startup more vulnerable to Throws
* Rolling Attack given a larger hurt box width-wise while traveling forward
* Rolling Attack given a larger Hurtbox width-wise while traveling forward
* Rolling Attack now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block
* Rolling Attack now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block
* EX Backstep Ball cannot travel as far forward as it could before
* EX Backstep Ball cannot travel as far forward as it could before
* EX Electric Thunder given shorter startup (exact data unknown)
* EX Electric Thunder given shorter startup (exact data unknown)
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* Rock Crusher (Toward + Medium Punch) pushes opponent away less on hit and block
* Blanka's Jungle Wheel (Back Throw) last 1 frame longer when connected
* Increased the damage of all version of the Rolling Attack by 10 point (110 from 100 for Light, 120 from 110 for Medium, 130 from 120 for Heavy, and 120 from 110 for EX)
* Both Hard and EX versions of Rolling Attack now knock the opponent down if connected on the 1st two Active Frames
* EX Rolling Attack's 1st two Active Frames not only knock down, but set up a free juggle
* EX Vertical Roll now knocks down against grounded opponents, but was given 5 more recovery frames when it lands (to 12 frames from 7 frames) and bounces away less, making it easier to punish on block
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{{Changelist_StreetFighterIV|Cammy|Cammy|
{{Changelist_StreetFighterIV|Cammy|Cammy|
|N/A
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|Added
* N/A
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* Added
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* Ultra II Added: CQC (Cammy Quick Combination)
* Ultra II Added: CQC (Cammy Quick Combination)
Line 110: Line 143:
* Crouching Medium Punch recovery reduced (exact data unknown)
* Crouching Medium Punch recovery reduced (exact data unknown)
* Close Hard Punch recovery reduced (exact data unknown)
* Close Hard Punch recovery reduced (exact data unknown)
* Active frames of the two hits of Hard Cannon Drill changed to 2 frames and 17 frames from 7 frames and 12 frames.
* Cannon Spikes do not bounce as far back as before, making them easier to be punished on block
* Cannon Spikes do not bounce as far back as before, making them easier to be punished on block
* Height Restriction given to regular Cannon Strikes, making them only performable at half jump height and above
* Height Restriction given to regular Cannon Strikes, making them only performable at half jump height and above
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* Cannon Drills reverted so that the Active Frames of the two hits of Hard Cannon Drill are now 7 frames and 12 frames from 2 frames and 17 frames.
* The amount of pushback caused by Quick Spin Knuckle on block reduced
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{{Changelist_StreetFighterIV|ChunLi|Chun-Li|
{{Changelist_StreetFighterIV|ChunLi|Chun-Li|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Kikosho
* Ultra II Added: Kikosho
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* Crouching Hard Kick now does less Stun Damage (exact data unknown)
* Crouching Hard Kick now does less stun damage (exact data unknown)
* The Hurt Box for her Focus Attack extended forward a bit making it easier to absorb attacks
* The Rear Spin Kick (Down / Toward + Light Kick) was heavily nerfed, given slower startup and giving it a bigger Hurtbox (exact at a unknown)
* The Rear Spin Kick (Down / Toward + Light Kick) was heavily nerfed, given slower startup and giving it a bigger Hurtbox (exact at a unknown)
* Hosenka Hitboxes were altered in an unknown way (exact data unknown)
* The Hurtbox for her Focus Attack extended forward a bit making it easier to absorb attacks
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* Crouching Light Kick had its Hitbox expanded a bit to eliminate strange cases where it would whiff against opponents next to her
* Close Hard Punch given 1 longer frame of Hit Stun
* Close Hard Punch now pushes the opponent away a shorter distance when connecting
* Crouching Hard Kick stun damage increased to 150 from 100
* Kintekishu (Back + Medium Kick), on Counter Hit, given 3 more frames of Hit Stun
* Expanded the Hitbox of Tenkukyaku (Medium Kick follow up to Kintekishu) lower to allow it to connect against crouching opponents more consistently
* All three hits of the Yosokyaku (the head stomps from the air) can all be perform with Down / Toward + Medium Kick as well as the original Down + Medium Kick
* EX Hyakuretsukyaku now moves forward a bit more upon activation
* Hard Spinning Bird Kick now connects fully when canceled from a Standing Hard Punch
* Hard Spinning Bird Kick damage decreased to 200 (40 + 20x8) from 270 (30x9)
* Hosenka's Hitboxes were reverted back to how they were in Super Street Fighter IV
* Kikosho startup reduced to 9 frames from 10 frames
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}}


{{Changelist_StreetFighterIV|Cody|Cody|
{{Changelist_StreetFighterIV|Cody|Cody|
|N/A
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|N/A
* N/A
|Added
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* N/A
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* Added
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* Crouching Light Kick startup improved to 3 frames from 4 frames
* Crouching Light Kick startup improved to 3 frames from 4 frames
Line 142: Line 196:


{{Changelist_StreetFighterIV|CViper|C. Viper|
{{Changelist_StreetFighterIV|CViper|C. Viper|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Burning Dance
* Ultra II Added: Burning Dance
Line 152: Line 208:
* The Hitbox on Burning Dance was improved
* The Hitbox on Burning Dance was improved
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* Medium Thunder Knuckle damage increased to 120 from 110
* Hard Thunder Knuckle now Throw Invincible first 6 frames (until first Active frame)
* EX Thunder Knuckle startup sped up to 25 frames from 27 frames and Hit Stun increased by 2 frames
* EX Seismic Hammer no longer has any Throw Invincible frames
* EX Seismic Hammer damage dropped to 100 from 120
* Air Burn Kick damage reduced to 90 from 100
* EX Air Burn Kick now gives a free juggle afterwards if all 4 hits connect (RESEARCH THIS)
* Total damage for Burst Time drop to 441 total from 480 total
* Hitbox slightly changed to make it connect easier in Juggles (exact data unknown)
* Burning Dance damage increased to 410 total from 380 total
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}}
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{{Changelist_StreetFighterIV|Dan|Dan|
{{Changelist_StreetFighterIV|Dan|Dan|
|N/A
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|Added
* N/A
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* Added
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* Ultra II Added: Haoh Gadoken
* Ultra II Added: Haoh Gadoken
Line 176: Line 244:
* Haoh Gadoken loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (exact data unknown)
* Haoh Gadoken loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (exact data unknown)
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* Close Medium Punch startup reduced to 5 frames from 6 frames
* Close Hard Kick given shorter pushback on hit
* Crouching Hard Kick startup reduced to 10 frames from 12 frames
* Hard Dankukyaku damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
* Hard Air Dankukyaku damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30)
* EX Air Dankukyaku given a lower height restriction allowing him to perform it 1 frame earlier in his jump
* EX Air Dankukyaku Stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75)
* EX Air Dankukyaku Juggle Potential increased to now connect fully off of an FADC from a Koryuken (RESEARCH THIS)
* Hissho Buraiken will connect fully when used up close against all characters
* Crouching and Jumping Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (exact data unknown)
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{{Changelist_StreetFighterIV|DeeJay|Dee Jay|
{{Changelist_StreetFighterIV|DeeJay|Dee Jay|
|N/A
|N/A
|Added
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* Standing Light Punch was give better priority by giving it a smaller hurtbox
* N/A
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* N/A
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* Added
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* Standing Light Punch was give better priority by giving it a smaller Hurtbox
* Crouching Medium Punch was given a larger Hitbox and its damage was increased (exact data unknown)
* Crouching Medium Punch was given a larger Hitbox and its damage was increased (exact data unknown)
* Close Medium Punch was given an extra Active Frame (from 4 to 5)
* Close Medium Punch was given an extra Active Frame (from 4 to 5)
Line 193: Line 274:
* Far Hard Kick was sped up by one frame (to 11 from 12) as well as given one extra Active Frame (to 4 from 3)
* Far Hard Kick was sped up by one frame (to 11 from 12) as well as given one extra Active Frame (to 4 from 3)
* Crouching Hard Kick had its range reduced in a trade for more Active Frames and better recovery (exact data unknown)
* Crouching Hard Kick had its range reduced in a trade for more Active Frames and better recovery (exact data unknown)
* Diagonal Jumping Medium Kick has had its pushback reduced, making combos after a cross-up easier
* Diagonal Jumping Medium Kick has had its pushback reduced, making combos after a Cross-up easier
* Air Slasher (all versions except EX) got its recovery improved, but as a result had its Hit Stun and Block Stun reduced as well (exact data unknown)
* Air Slasher (all versions except EX) got its recovery improved, but as a result had its Hit Stun and Block Stun reduced as well (exact data unknown)
* Recovery Frames of Air Slasher now register as Counter Hit if struck during them
* Recovery Frames of Air Slasher now register as Counter Hit if struck during them
Line 204: Line 285:
* The ability to Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
* The ability to Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
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* Far Medium Punch given a better Hitbox to the end of his glove and can now be canceled into Special Moves and Supers
* First hit of Close Hard Kick stands the opponent up on hit
* Second hit of Close Hard Kick given better Hitbox downward and can now be canceled into Super
* Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown)
* Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames
* If the first hit of Medium Double Rolling Sobat connects, the Hitbox on the second hit is expanded to combo more consistently; on whiff, Hitbox remains the same (RESEARCH THIS)
* Damage of Double Rolling Sobat increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version
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}}


{{Changelist_StreetFighterIV|Dhalsim|Dhalsim|
{{Changelist_StreetFighterIV|Dhalsim|Dhalsim|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Yoga Shangri-La
* Ultra II Added: Yoga Shangri-La
Line 220: Line 310:
* Yoga Inferno damage reduced to 300 from 350
* Yoga Inferno damage reduced to 300 from 350
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* Increased number of Active Frames on Far Light Punch from 1 frame to 4 frames
* Far Light Punch Hit Stun increased by 1 frame, making it +2 on hit
* Light and Medium Yoga Blasts now recover 10 frames faster; Hard version recoveries 5 frames faster
* Heavy Yoga Blast now sets up a free juggle
* Medium and Heavy Yoga Blasts have smaller Hurtboxes in the middle of the move
* All versions of Yoga Blast now cause Hard Knock-Downs so can no longer Quick Rise
* Light, Medium, and Heavy Yoga Blasts can no longer be activated via Negative Edge
* EX Yoga Blast damage redistributed to 90 + 50, but overall damage is the same
* Yoga Inferno damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
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}}
}}


{{Changelist_StreetFighterIV|Dudley|Dudley|
{{Changelist_StreetFighterIV|Dudley|Dudley|
|N/A
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|N/A
* N/A
|Added
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* N/A
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* Added
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* Crouching Medium Kick given more Active Frames, to 5 from 3
* Crouching Medium Kick given more Active Frames, to 5 from 3
Line 242: Line 344:


{{Changelist_StreetFighterIV|EHonda|E. Honda|
{{Changelist_StreetFighterIV|EHonda|E. Honda|
|Added
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|No changes
* Added
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* No changes
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* Ultra II Added: Orochi Breaker
* Ultra II Added: Orochi Breaker
Line 251: Line 355:
* Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* The Hitbox on Diagonal Jumping Medium Punch has been raised slightly to not hit as low
* The Hitbox on Diagonal Jumping Medium Punch has been raised slightly to not hit as low
* Light Sumo Headbutt had its Hurtboxes changed to being lower body invincible from upper body invincible, so it no longer acts as an Anti-air
* Light Sumo Headbutt had its Hurtboxes changed to being lower body invincible from upper body invincible, so it no longer acts as an anti-air
* Ultimate Killer Head Ram now Projectile Invulnerable through the last Active Frame
* Ultimate Killer Head Ram now Projectile Invulnerable through the last Active Frame
* Orochi Breaker changed to HCB x 2 + 3P from 360 x 2 + 3P motion and give better range, but startup was increased to 2 frames from 1 so it can now be escaped on reaction   
* Orochi Breaker changed to HCB x 2 + 3P from 360 x 2 + 3P motion and give better range, but startup was increased to 2 frames from 1 so it can now be escaped on reaction   
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* Reverted Light Sumo Headbutt to be upper body invincible until the 14th frame
* 1st two Active Frames of Light Sumo Headbutt reduced damage to 100 from 130
* Medium Sumo Headbutt made completely lower body invincible as well as Projectile Invulnerable up to the 10th frame
* The Hitbox on the last hit of the Hard Hundred Hand Slap was extended to hit all character fully more consistently
* EX Oicho Throw increased its Stun Damage to 150 (75 + 75) from 100 (50 _ 50)
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}}


{{Changelist_StreetFighterIV|ElFuerte|El Fuerte|
{{Changelist_StreetFighterIV|ElFuerte|El Fuerte|
|Added
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|No change
* Added
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* No change
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* Ultra II Added: El Fuerte Ultra Spark
* Ultra II Added: El Fuerte Ultra Spark
Line 271: Line 382:
* El Fuerte Ultra Spark given a slower startup and had its damage reduced, as well as reducing its Hitbox earlier on in the move (exact data unknown)
* El Fuerte Ultra Spark given a slower startup and had its damage reduced, as well as reducing its Hitbox earlier on in the move (exact data unknown)
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* Crouching Light Punch is now a Rapid Fire Weak Attack (RESEARCH THIS)
* Reverted Guacamole Leg Throw to a shorter delay on landing, to 10 frames from 13 frames
* Reverted Propeller Tortilla to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame
* EX Quesadilla Bomb requires a shorter charge time, to 210 frames (3.5 seconds) from 390 frames (6.5 seconds)
* EX Quesadilla Bomb now causes a Wall Bounce on hit, allowing for a free juggle afterwards (RESEARCH THIS)
* A fully charged or EX Quesadilla Bomb has 10 less frames of recovery if it connects now
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}}
}}


{{Changelist_StreetFighterIV|Elena|Elena|
{{Changelist_StreetFighterIV|Elena|Elena|
|N/A
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|N/A
* N/A
|N/A
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|N/A
* N/A
|N/A
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|Added
* N/A
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* N/A
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* N/A
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* Added
}}
}}


{{Changelist_StreetFighterIV|Evil_Ryu|Evil Ryu|
{{Changelist_StreetFighterIV|Evil_Ryu|Evil Ryu|
|N/A
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|N/A
* N/A
|N/A
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|Added
* N/A
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* N/A
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* Added
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Line 293: Line 420:


{{Changelist_StreetFighterIV|FeiLong|Fei Long|
{{Changelist_StreetFighterIV|FeiLong|Fei Long|
|N/A
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|Added
* N/A
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* Added
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* Ultra II Added: Gekirinken
* Ultra II Added: Gekirinken
Line 306: Line 435:
* Removed all invincibility frames from the Hard Rekkukyaku
* Removed all invincibility frames from the Hard Rekkukyaku
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* Both Close and Far Light Punch have had their Hit Stuns reduced by 1 frame
* Close Medium Punch can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
* Crouching Medium Punch damage reduced to 55 from 65
* Chokkarakusho (the Overhead) damage increased to 70 from 60
* Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60)
* Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super
* The Chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made
* The Chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made
* The amount of pushback on the second Light, Medium, and Hard Rekkakens was reduced
* Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8 frames, -10 frames, and -12 frames for those three versions respectively
* The damage of a deep hit with Light and Medium Shienkyaku reduced to 110 and 120 from 120 and 140
* Hard Shienkyaku damage reduced to 150 (100 + 50) from 160 (100 + 60), while EX Shienkyaku damage reduced to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
* Block stun for a deep hit on all versions of Shienkyaku reduced by 1 frame
* Hard Rekkukyaku damage reduced to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
* All versions of Rekkukyaku can no longer hit as Cross-up against opponent
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}}
}}


{{Changelist_StreetFighterIV|Gen|Gen|
{{Changelist_StreetFighterIV|Gen|Gen|
|N/A
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|Added
* N/A
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* Added
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* Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance)
* Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance)
Line 335: Line 481:
* Crane Stance: Teiga's speed was improved
* Crane Stance: Teiga's speed was improved
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* Level 1 Focus Attack in both Stances Hit Stun lengthened by 3 frames, making Gen even at 0 frames when Forward Dash Canceled
* Mantis Stance: Medium and Hard Gekiro given an extra +10 Super Meter gain on the final hits
* Mantis Stance: 8th hit of Hard Gekiro now a Hard Knock-Down so you can no longer Quick Rise
* Crane Stance: Changed Crouching Medium Kick's Hit Stun and Block Stun to be +1 on hit and -1 on block (exact data unknown)
* Crane Stance: Hurtboxes of Crouching Medium Kick shrunk mid-move (exact data unknown)
* Crane Stance: Damage taken when Counter Hit out of Crouching Hard Punch reduced to the standard 1.25x damage
* Crane Stance: Increased Crouching Hard Kick Active Frames to 5 frames from 3 frames
* Crane Stance: The second to last hit of the Light, Medium, and Hard Jyasen now cause 4 extra frames of Hit Stun and Block Stun
* Crane Stance: The second to last hit of the EX Jyasen now cause 5 extra frames of Hit Stun and 4 extra frames of Block Stun
* Crane Stance: Can now alter the distance of EX Jyasen by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy)
* Crane Stance: EX Jyasen now completely Projectile Invulnerable until final Active Frame
* Crane Stance: EX Oga travels faster and damage increased to 150 from 100
* Crane Stance: The kicks from the wall of the EX Oga startup reduced to 7 frames form 12 frames
* Crane Stance: The kicks from the wall of the EX Oga now give a free juggle (RESEARCH THIS)
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}}
}}


{{Changelist_StreetFighterIV|Gouken|Gouken|
{{Changelist_StreetFighterIV|Gouken|Gouken|
|N/A
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|Added
* N/A
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* Added
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* Ultra II Added: Denjin Hadoken
* Ultra II Added: Denjin Hadoken
Line 357: Line 519:
* Kongoshin now changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks higher up; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP)
* Kongoshin now changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks higher up; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP)
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* Far Medium Punch now cancelable into Special Moves and Supers
* Far Medium Punch Hit Stun increased by 1 frames
* Fixed Close Medium Kick so that two Goukens performing the move right next to each other no longer causes both to whiff
* Far Hard Punch given 2 extra Active Frames, going to 5 frames from 3 frames
* Crouching Hard Punch Hit Stun increased by 1 frames
* Sakotsukudaki (the Overhead) was given a better Hitbox downward and a smaller Hurtbox on the upper arm
* Sakotsukudaki (the Overhead) given 2 extra Active Frames (going to 4 frames from 2 frames) and longer Hit Stun made to match that of a standard Hard Attack
* Light Senkugoshoha given a farther reaching Hitbox
* Medium Senkugoshoha changed to match the original Light Senkugoshoha from Super Street Fighter IV and Heavy Senkugoshoha changed to match the original Medium Senkugoshoha from Super Street Fighter IV
* Medium and Hard Kongoshin given larger Hitboxes when triggered
* All versions of Kongoshin now do 200 stun (exact data unknown)
* Forbidden Shoryuken startup drastically reduced to 3 frames from 11 frames
* Denjin Hadoken damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495)
* Before, different levels of Ultras Meter determined how quickly you could reach the other levels of Denjin Hadoken; this has been normalized so that the time it takes to get to the other levels is the same regardless of how much Ultra Meter you have
* Can now start charging to higher levels of Denjin Hadoken (a max of level 3) by shaking the controller even during the Ultra startup animation
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}}
}}


{{Changelist_StreetFighterIV|Guile|Guile|
{{Changelist_StreetFighterIV|Guile|Guile|
|Added
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|No changes
* Added
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* No changes
|
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* Ultra II Added: Sonic Hurricane
* Ultra II Added: Sonic Hurricane
Line 376: Line 555:
* Sonic Hurricane is now slower to startup and its overall damage has been reduced (exact data unknown)
* Sonic Hurricane is now slower to startup and its overall damage has been reduced (exact data unknown)
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* Increased Spinning Back Knuckle (Toward + Hard Punch) damage to 100 from 90
* Reverse Spin Kick (the Upside-Down Kick) now Throw Invulnerable from 6th frame until landing
* Hit Stun on Reverse Spin Kick (the Upside-Down Kick) increased by 1 frame, making it +5 on hit
* Both Air Throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames
* When struck out of the recovery frames of a Sonic Boom, Guile will no longer be Counter Hit
* Increased the damage for Flash Kick on all version except EX (110 from 100 for Light, 130 from 120 for Medium, and 140 from 130 for Hard)
* Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same
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}}
}}


{{Changelist_StreetFighterIV|Guy|Guy|
{{Changelist_StreetFighterIV|Guy|Guy|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
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* Far Light Punch Hurtbox reduced so that the elbow to hand can no longer be hit
* Far Light Punch Hurtbox reduced so that the elbow to hand can no longer be hit
Line 398: Line 587:


{{Changelist_StreetFighterIV|Hakan|Hakan|
{{Changelist_StreetFighterIV|Hakan|Hakan|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
|
* Standing Hard Punch made into a better anti-air by reducing its Hurtbox
* Standing Hard Punch made into a better anti-air by reducing its Hurtbox
Line 417: Line 609:


{{Changelist_StreetFighterIV|Hugo|Hugo|
{{Changelist_StreetFighterIV|Hugo|Hugo|
|N/A
|
|N/A
* N/A
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* N/A
|
* Added
}}
}}


{{Changelist_StreetFighterIV|Ibuki|Ibuki|
{{Changelist_StreetFighterIV|Ibuki|Ibuki|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
|
* New Target Combo added: Crouching Hard Kick into Standing Hard Kick
* New Target Combo added: Crouching Hard Kick into Standing Hard Kick
Line 442: Line 643:


{{Changelist_StreetFighterIV|Juri|Juri|
{{Changelist_StreetFighterIV|Juri|Juri|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
|
* Improved walking speeds for both forward and backwards walking
* Improved walking speeds for both forward and backwards walking
Line 457: Line 661:


{{Changelist_StreetFighterIV|Ken|Ken|
{{Changelist_StreetFighterIV|Ken|Ken|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Guren Senpukyaku
* Ultra II Added: Guren Senpukyaku
Line 465: Line 671:
* Recovery on Crouching Medium Punch improved (exact data unknown)
* Recovery on Crouching Medium Punch improved (exact data unknown)
* Far Light Punch has a better Hitbox
* Far Light Punch has a better Hitbox
* The Hitbox on the second hit of his Target Combo has been improved to make whiff less often
* The Hitbox on the second hit of his Target Combo has been improved
* Light Shoryuken now has two more frames of recovery (exact data unknown)
* Light Shoryuken now has two more frames of recovery (exact data unknown)
* Light Shoryuken now does 120 damage up from 100
* Light Shoryuken now does 120 damage up from 100
Line 471: Line 677:
* EX Air Tatsumaki Senpukyaku no longer counts as a high hit and can be blocked standing or crouching
* EX Air Tatsumaki Senpukyaku no longer counts as a high hit and can be blocked standing or crouching
|
|
* Far Hard Kick had startup reduced to 11 frames from 12 and shortened its recovery by 4 frames to 18 frames from 22 frames
* Startup of Crouching Hard Kick reduced to 7 frames from 8 frames, but overall total number of frames are the same
* Thunder Kick Feint (Toward + Hard Kick and hold Hard Kick) changed to a total of 24 frames from 27 frames
* The Hitbox on the second hit of the Target Combo has been improved again to make sure it hit all crouching characters
* A longer window was created for Ken to cancel Close Medium Punch into Hard Punch (exact data unknown)
* EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50)
|
|
}}
}}


{{Changelist_StreetFighterIV|Makoto|Makoto|
{{Changelist_StreetFighterIV|Makoto|Makoto|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
|
* Makoto's health was increased to 1000 from 950
* Makoto's health was increased to 1000 from 950
Line 499: Line 714:


{{Changelist_StreetFighterIV|MBison|M. Bison|
{{Changelist_StreetFighterIV|MBison|M. Bison|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Psycho Punisher
* Ultra II Added: Psycho Punisher
Line 506: Line 723:
* Altered Standing Hard Kick so that, if only the tip connects (where his foot is), the damage is 80 as opposed to 110
* Altered Standing Hard Kick so that, if only the tip connects (where his foot is), the damage is 80 as opposed to 110
* Increased Hurtbox on Crouching Light Kick, making it easier to hit
* Increased Hurtbox on Crouching Light Kick, making it easier to hit
* Light Scissor Kicks have increased pushback, leaving him farther from opponent after block
* Light Double Knee Presses have increased pushback, leaving him farther from opponent after block
* Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end
* Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end
* Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Forward Back Forward + 3P
* Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Forward Back Forward + 3P
|
|
* The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 (RESEARCH THIS)
* The Hit Stun on the first hit of all versions of the Double Knee Press was increased by 1 frame (exact data unknown)
* All versions of the Double Knee Press had their Stun Damage increased to 150 total (100 + 50) from 100 total (50 + 50)
|
|
}}
}}


{{Changelist_StreetFighterIV|Oni|Oni|
{{Changelist_StreetFighterIV|Oni|Oni|
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* Added
|
|
|
|
Line 523: Line 747:


{{Changelist_StreetFighterIV|Poison|Poison|
{{Changelist_StreetFighterIV|Poison|Poison|
|N/A
|
|N/A
* N/A
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* N/A
|
* Added
}}
}}


{{Changelist_StreetFighterIV|Rolento|Rolento|
{{Changelist_StreetFighterIV|Rolento|Rolento|
|N/A
|
|N/A
* N/A
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* N/A
|
* Added
}}
}}


{{Changelist_StreetFighterIV|Rose|Rose|
{{Changelist_StreetFighterIV|Rose|Rose|
|N/A
|
|Added
* N/A
|
* Added
|
|
* Ultra II Added: Soul Satellite
* Ultra II Added: Soul Satellite
Line 554: Line 792:
* Soul Satellite given 1 frame of startup (from 0 frames) so that she can be struck before the orbs appear
* Soul Satellite given 1 frame of startup (from 0 frames) so that she can be struck before the orbs appear
|
|
* Close Medium Kick Hit Stun increased by 1 frame
* Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames of Crouching Medium Kick
* Reduced overall time of Soul Piede (Toward + Hard Kick) to 29 frames total from 33 frames total (exact data unknown)
* Soul Piede given a better reaching Hitbox and reduced the Hurtbox during Active Frames
* Meter gain on Soul Spark increased to 30 from 20 on non-EX versions
* EX Soul Spiral damage increased to 120 from 100
* EX Soul Reflect now Projectile Invulnerable until first Active Frame (8th frame), but will start reflecting Projectiles at the 5th frame
* Fixed a bug where performing the Soul Satellite code would result in an EX Soul Reflect
* Startup time for Soul Satellite reduced to 5 frames from 7 frames
|
|
}}
}}


{{Changelist_StreetFighterIV|Rufus|Rufus|
{{Changelist_StreetFighterIV|Rufus|Rufus|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Big Gang Typhoon
* Ultra II Added: Big Gang Typhoon
Line 568: Line 817:
* Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air
* Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air
|
|
* The second hit of Rufus's Target Combo (Light Kick into Hard Kick) now has a lower Hurtbox to ensure hitting all crouching characters
* The first hit of EX Galactic Tornado, the part that vacuums the opponent in, causes 7 frames longer Hit Stun, giving him new combos off of FADC'ing that first hit
* Medium version of the Messiah Kick now properly combos into the High Attack (Light Kick ender of Messiah Kick)
* Big Bang Typhoon will now only connect 10 total hits on an airborne opponent
|
|
}}
}}


{{Changelist_StreetFighterIV|Ryu|Ryu|
{{Changelist_StreetFighterIV|Ryu|Ryu|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Metsu Shoryuken
* Ultra II Added: Metsu Shoryuken
Line 583: Line 838:
* Far Medium Punch can now be canceled into Special Moves and Supers
* Far Medium Punch can now be canceled into Special Moves and Supers
* Close Medium Kick damage increased to 80 from 70  
* Close Medium Kick damage increased to 80 from 70  
* Crouching Medium Kick Active Frames dropped from 5f to 3f
* Crouching Medium Kick Active Frames dropped from 5 frames to 3 frames
* Crouching Medium Kick Hurtbox enlarged to extend beyond Hitbox
* Crouching Medium Kick Hurtbox enlarged to extend beyond Hitbox
* Hit Stun and Block Stun on Close Hard Kick increased (exact data unknown)
* Hit Stun and Block Stun on Close Hard Kick increased (exact data unknown)
* Solar Plexus Strike (Toward + Hard Punch) reduced in damage to 100 total from 120 total
* Solar Plexus Strike (Toward + Hard Punch) reduced in damage to 90 total from 120 total
* Air Tatsumaki Senpukyaku now loses momentum when performed during the beginning of a jump to prevent escape from corners
* Air Tatsumaki Senpukyaku now loses momentum when performed during the beginning of a jump to prevent escape from corners
* EX Air Tatsumaki Senpukyaku now doesn't cause opponent to float higher on every hit, ensuring all hits connect after the first one connects
* EX Air Tatsumaki Senpukyaku now doesn't cause opponent to float higher on every hit, ensuring all hits connect after the first one connects
|
|
* Crouching Forward Kick Active Frames reverted from 3f to 5f
* Crouching Medium Kick Active Frames reverted from 3 frames to 5 frames
* Close Hard Kick changed to have equal Frame Advantage on hit and block (exact data unknown)
* Solar Plexus Strike damage increased to 100 total from 90 total (40 + 60 from 40 + 50)
* Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15
* Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free Juggle afterwards
* Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others
* Hard Shoryuken now invincible through the 4th frame
* Hard Shoryuken can no longer be EX Focus Canceled
* Hard Shoryuken can no longer Juggle (Juggle Potentail reduced to 0 from 1 on original 2nd hit)
* The point in Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames earlier
* Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame
|
|
* Shortcut code for DP ignored during Crouching Forward Kick to make Crouching Forward XX Hadouken easier
* Shortcut code for DP ignored during Crouching Forward Kick to make Crouching Forward XX Hadouken easier
Line 597: Line 862:


{{Changelist_StreetFighterIV|Sagat|Sagat|
{{Changelist_StreetFighterIV|Sagat|Sagat|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Tiger Cannon
* Ultra II Added: Tiger Cannon
Line 609: Line 876:
* Angry Scar changed to QCB x 2 + Kick instead of QCB x 2 + P
* Angry Scar changed to QCB x 2 + Kick instead of QCB x 2 + P
|
|
* Crouching Medium Punch has a better Hitbox (exact data unknown)
* Uppercuts performed after Angry Scar now do more damage, to 150 from 140 for Light, to 170 from 160 for Medium, and 250 total from 240 total for EX (Hard version damage unchanged)
|
|
}}
}}


{{Changelist_StreetFighterIV|Sakura|Sakura|
{{Changelist_StreetFighterIV|Sakura|Sakura|
|N/A
|
|Added
* N/A
|
* Added
|
|
* Ultra II Added: Shunku Hadoken
* Ultra II Added: Shunku Hadoken
Line 627: Line 898:
* Second hit of Air Shunpukyaku given Juggle Potential of 1 from 0 for more hits against airborne opponents
* Second hit of Air Shunpukyaku given Juggle Potential of 1 from 0 for more hits against airborne opponents
|
|
* EX Hadoken level 1 damage changed to 120 total (60 + 60) from 100 total (40 + 60)
* EX Hadoken level 2 damage changed to 130 total (60 + 70) from 120 total (50 + 70)
* Fixed an issue where EX Shunpukyaku would pass through some characters in certain combos when connecting
* Sakura Otoshi given less "command priority" so it's hard to do, and can no longer be performed with Negative Edge
|
|
}}
}}


{{Changelist_StreetFighterIV|Seth|Seth|
{{Changelist_StreetFighterIV|Seth|Seth|
|N/A
|
|Added
* N/A
|
* Added
|
|
* Ultra II Added: Tanden Typhoon
* Ultra II Added: Tanden Typhoon
Line 656: Line 933:
* Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown)
* Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown)
|
|
* Seth's foot area during the recovery frames of Diagonal Jumping Medium Kick are now Projectile Invulnerable until he lands
* Jumping Hard Punch Active Frames increased to 4 frames from 2 frames
* The 2nd hit of the Shoryuken causes less Block Stun so that, when FADC canceled, Seth is -3 at best (exact data unknown)
* Seth is now completely invincible as soon as Tandem Stream connects
* Tandem Stream now does full damage when combed from Crouching Hard Punch
* Tandem Stream damage lowered to 340 from 380
|
|
}}
}}


{{Changelist_StreetFighterIV|THawk|T. Hawk|
{{Changelist_StreetFighterIV|THawk|T. Hawk|
|N/A
|
|N/A
* N/A
|Added
|
* N/A
|
* Added
|
|
* Hurtbox for Far Light Punch reduced
* Hurtbox for Far Light Punch reduced
Line 674: Line 960:
* Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown)  
* Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown)  
|
|
* Close Hard Kick startup reduced to 7 frames from 8 frames and now made a Soft Knock-Down on hit (RESEARCH THIS)
* First hit of Crouching Hard Kick now causes 2 more frames of Block Stun
* Made area near T.Hawk's head during Crouching Roundhouse Projectile Invulnerable so it can pass under Sagat's High Tiger Shot
* Thrust Peak Hit Stun increased by 1 frame
* Heavy Shoulder (Down + Medium Punch) can now be done from a Neutral Jump
* Heavy Body Press (Down + Hard Punch) can now be done from a Neutral Jump
* Medium Tomahawk Buster now Throw Invulnerable until airborne
* EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block)
* Raging Slash input made easier to perform (exact data unknown)
|
|
}}
}}


{{Changelist_StreetFighterIV|Vega|Vega|
{{Changelist_StreetFighterIV|Vega|Vega|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Splendid Claw
* Ultra II Added: Splendid Claw
Line 693: Line 990:
* Splendid Claw slower startup (exact data unknown)
* Splendid Claw slower startup (exact data unknown)
|
|
* Crouching Hard Kick (the Slide) damage increased to 100 from 90
* Gave Cosmic Heel increased Block Stun by 1 frame
* All versions of Sky High Claw now knock the opponent down when they connect
* Expanded the Hurtbox of Sky High Claw downward to ensure connecting on all crouching characters at closer ranges
* Focus Attack has a better Hitbox (exact data unknown)
* Improved the Hitbox of the second part of Bloody High Claw where Vega flies off the wall to make sure the Ultra doesn't drop as much as it did before, where the first part hit and the second part just whiffs
* Allowed combos to link with a Cosmic Smart hit (RESEARCH THIS)
* Splendid Claw's startup was reduced to 8 frames from 9 frames
|
|
}}
}}


{{Changelist_StreetFighterIV|Yang|Yang|
{{Changelist_StreetFighterIV|Yang|Yang|
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* Added
|
|
|
|
Line 706: Line 1,015:


{{Changelist_StreetFighterIV|Yun|Yun|
{{Changelist_StreetFighterIV|Yun|Yun|
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* Added
|
|
|
|
Line 715: Line 1,028:


{{Changelist_StreetFighterIV|Zangief|Zangief|
{{Changelist_StreetFighterIV|Zangief|Zangief|
|Added
|
|No changes
* Added
|
* No changes
|
|
* Ultra II Added: Siberian Blizzard
* Ultra II Added: Siberian Blizzard
Line 726: Line 1,041:
* Siberian Blizzard is more controllable than before, so it's able to move farther forward, for example; also given more delay on whiff
* Siberian Blizzard is more controllable than before, so it's able to move farther forward, for example; also given more delay on whiff
|
|
* Crouching Light Punch Hitbox expanded
* Far Hard Punch now causes a Soft Knock-Down (RESEARCH THIS)
* Crouching Hard Kick has reduced Hurtboxes in the middle of the move
* Hard Spinning Piledriver does 150 stun damage now from 100 stun damage
* EX Banishing Flat has increased damage to 140 (90 + 50) from 130 (80 + 50) as well as increased stun damage to 150 (100 + 50) from 100 (50 + 50)
|
|
}}
}}


{{Changelist_StreetFighterIV|???|???|
{{Changelist_StreetFighterIV|???|???|
|N/A
|
|N/A
* N/A
|N/A
|
|N/A
* N/A
|N/A
|
|Added
* N/A
|
* N/A
|
* N/A
|
* Added
}}
}}

Revision as of 22:03, 5 September 2013

Abel

SSFIV-Abel Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Breathless
  • Tornado Throw does less damage (exact data unknown)
  • Soulless (Ultra I) does less damage (exact data unknown)
  • More invincibility on EX Falling Sky (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Crouching Fierce given a smaller Hitbox on the 2nd hit
  • Tornado Throw damage decreased (exact data unknown)
  • Less invincible frames at the end of the Marseilles Roll
  • Soulless damage was reduced to 300-450 from 333-500
  • Breathless damage was reduced to 293-440 from 320-480
  • Breathless given longer startup and now loses all armor as soon as Abel dashes forward for the throw )exact data unknown)
  • Breathless give more recovery frames when canceled out of by pressing a Punch button
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Fierce Hitbox increased for better anti-air ability
  • Second Low now causes 2 more frames of Hit Stun, allowing for new combos if FADC'ed
  • Tornado Throw damage increased for all versions, 160 from 150 for Light, 180 from 170 for Medium, and 200 from 190 for Hard and EX version
  • Breathless is now Strike Invulnerable when he starts the dashing part of the move up until the first Throwing frames, but now is no longer Throw Invulnerable during that period
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Adon

SSFIV-Adon Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Adon's wake-up timing a bit more normalized; no longer gets up significantly faster than every other character in the game (exact data unknown)
  • Buffs made to Crouching Light Punch, Far Medium Punch, Close Medium Punch, Crouching Medium Punch, and Crouching Hard Punch (exact data unknown)
  • Far Light Punch has had its Hurtbox reduced so it can no longer be hit from the elbow outward
  • Hit Stun on Close Medium Punch improved so that it is now +6 on hit instead of -1
  • Far Medium Kick has a reduced Hurtbox making it work better as anti-air
  • Altered the Hitbox of Medium Jaguar Kick so that Close Hard Punch will now combo into Medium Jaguar Kick
  • EX Jaguar Tooth now Projectile Invulnerable until it lands
  • The EX Jaguar Tooth will no longer flash upon activation; Flash now occurs when he leaves the wall
  • Quicker startup for Jaguar Varied Assault, down to 7 frames from 9
  • First hit of Jaguar Varied Assault has improved Hitbox that hits a bit lower
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Akuma

SSFIV-Akuma Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Demon Armageddon
  • No longer able to loop Stand Light Punch to Stand Hard Kick (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Medium Punch Goushoryuken given more invincibility, from start to the 5th frame
  • EX Tatsumaki Zankukyaku has its damage and stun reduced (exact data unknown)
  • Air Tatsumaki Zankukyaku now loses momentum when performed during the beginning of a jump to prevent escape from corners
  • Demon Armageddon has a larger Hitbox now when performed out of a Teleport so that it can now hit crouching characters
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Hard Kick damage reduced to 80 total (50 + 30) from 100 total (60 + 40)
  • The second hit of Far Hard Kick does less Block Stun so that Akuma is now -2 frames on block if it is blocked instead of being even at 0 frames
  • Akuma's Goshoha (Forward Throw) recovers 2 frames slower
  • Hyakki Gosho (punch follow up to Demon Flip) is no longer an Overhead and can be blocked crouching
  • Can now perform an EX Zanku Hadoken out of the start of EX Hyakkishu (Demon Flip)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Balrog

SSFIV-Balrog Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Dirty Bull
  • Input for Dash Upper made more lenient
Super SFIV:AE - 16 Dec 2010
  • Close Medium Punch damage reduced to 70 from 80
  • Close Medium Punch can now be canceled into Special Moves and Supers
  • Close Medium Punch now forces the opponent to stand on hit
  • Hitbox on Far Light Punch reduced to not hit as low, making it whiff on crouching characters
  • Buffalo Headbutt now does 100 damage regardless of version used, down from 100, 120, 140, and 150 for Light, Medium, Heavy, and EX versions
  • Buffalo Headbutt has been given 22 more frames of recovery if blocked; recovery is the same as before (10 frames) when the move hits
  • Dirty Bull changed to HCB x 2 + 3P from 360 x 2 + 3P motion
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close Hard Punch Hurtbox extended downwards to ensure hitting all crouching characters
  • Dash Swing Blow pushes the opponent less far back, making it easier to connect with normals afterwards for a combo
  • Buffalo Headbutt damage reverted to 100, 120, 140, and 150 for Light, Medium, Heavy, and EX versions from 100 each
  • Dirty Bull damage increased to 399 from 300
  • Dirty Bull input now more lenient and easier to perform
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Blanka

SSFIV-Blanka Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shout Of Earth
  • Reduced recovery on Surprise Forward (exact data unknown)
  • Distances of Rolling Attacks were altered (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Rock Crusher (Toward + Medium Punch) is now positive on hit, allowing a link into Far Light Punch (exact data unknown)
  • Amazon River Run (Down / Toward + Hard Punch) had several Frames removed from the Active Frames portion to make the move last shorter overall (exact data unknown)
  • Amazon River Run (Down / Toward + Hard Punch) given larger Hurtboxes during recovery
  • Surprise Forward given more grounded frames during startup, making the startup more vulnerable to Throws
  • Rolling Attack given a larger Hurtbox width-wise while traveling forward
  • Rolling Attack now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block
  • EX Backstep Ball cannot travel as far forward as it could before
  • EX Electric Thunder given shorter startup (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Rock Crusher (Toward + Medium Punch) pushes opponent away less on hit and block
  • Blanka's Jungle Wheel (Back Throw) last 1 frame longer when connected
  • Increased the damage of all version of the Rolling Attack by 10 point (110 from 100 for Light, 120 from 110 for Medium, 130 from 120 for Heavy, and 120 from 110 for EX)
  • Both Hard and EX versions of Rolling Attack now knock the opponent down if connected on the 1st two Active Frames
  • EX Rolling Attack's 1st two Active Frames not only knock down, but set up a free juggle
  • EX Vertical Roll now knocks down against grounded opponents, but was given 5 more recovery frames when it lands (to 12 frames from 7 frames) and bounces away less, making it easier to punish on block
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Cammy

SSFIV-Cammy Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: CQC (Cammy Quick Combination)
  • Improved Hitbox on Jumping Light Kick for Cross-ups
  • Cannon Spike damage reduced from 150 to 100
  • Spiral Arrow has better recovery (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Close and Far Light Punch recovery reduced (exact data unknown)
  • Crouching Light Punch recovery reduced (exact data unknown)
  • Close Medium Punch recovery reduced (exact data unknown)
  • Crouching Medium Punch recovery reduced (exact data unknown)
  • Close Hard Punch recovery reduced (exact data unknown)
  • Active frames of the two hits of Hard Cannon Drill changed to 2 frames and 17 frames from 7 frames and 12 frames.
  • Cannon Spikes do not bounce as far back as before, making them easier to be punished on block
  • Height Restriction given to regular Cannon Strikes, making them only performable at half jump height and above
Super SFIV:AE v.2012 - 13 Dec 2011
  • Cannon Drills reverted so that the Active Frames of the two hits of Hard Cannon Drill are now 7 frames and 12 frames from 2 frames and 17 frames.
  • The amount of pushback caused by Quick Spin Knuckle on block reduced
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Chun-Li

SSFIV-ChunLi Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Kikosho
Super SFIV:AE - 16 Dec 2010
  • Crouching Hard Kick now does less stun damage (exact data unknown)
  • The Rear Spin Kick (Down / Toward + Light Kick) was heavily nerfed, given slower startup and giving it a bigger Hurtbox (exact at a unknown)
  • Hosenka Hitboxes were altered in an unknown way (exact data unknown)
  • The Hurtbox for her Focus Attack extended forward a bit making it easier to absorb attacks
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Light Kick had its Hitbox expanded a bit to eliminate strange cases where it would whiff against opponents next to her
  • Close Hard Punch given 1 longer frame of Hit Stun
  • Close Hard Punch now pushes the opponent away a shorter distance when connecting
  • Crouching Hard Kick stun damage increased to 150 from 100
  • Kintekishu (Back + Medium Kick), on Counter Hit, given 3 more frames of Hit Stun
  • Expanded the Hitbox of Tenkukyaku (Medium Kick follow up to Kintekishu) lower to allow it to connect against crouching opponents more consistently
  • All three hits of the Yosokyaku (the head stomps from the air) can all be perform with Down / Toward + Medium Kick as well as the original Down + Medium Kick
  • EX Hyakuretsukyaku now moves forward a bit more upon activation
  • Hard Spinning Bird Kick now connects fully when canceled from a Standing Hard Punch
  • Hard Spinning Bird Kick damage decreased to 200 (40 + 20x8) from 270 (30x9)
  • Hosenka's Hitboxes were reverted back to how they were in Super Street Fighter IV
  • Kikosho startup reduced to 9 frames from 10 frames
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Cody

SSFIV-Cody Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Crouching Light Kick startup improved to 3 frames from 4 frames
  • Crack Kick (Toward + Hard Kick) had a unique property in Super where it, upon landing, would automatically increase the Juggle Count to 1 (even though it wasn't a Juggle Hit), preventing many moves from Juggling afterwards; this was removed so now all moves with Juggle Potential of 1 will connect after a Crack Kick is landed
  • Cody can now pick up the knife from a little farther away
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

C. Viper

SSFIV-CViper Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Burning Dance
  • More invincibility added to Hard Punch Thunder Knuckle (exact data unknown)
  • Ground Burn Kick has slightly more recovery (exact data unknown)
  • Improved priority on Crouching Medium Punch (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • The Hitbox on Burning Dance was improved
Super SFIV:AE v.2012 - 13 Dec 2011
  • Medium Thunder Knuckle damage increased to 120 from 110
  • Hard Thunder Knuckle now Throw Invincible first 6 frames (until first Active frame)
  • EX Thunder Knuckle startup sped up to 25 frames from 27 frames and Hit Stun increased by 2 frames
  • EX Seismic Hammer no longer has any Throw Invincible frames
  • EX Seismic Hammer damage dropped to 100 from 120
  • Air Burn Kick damage reduced to 90 from 100
  • EX Air Burn Kick now gives a free juggle afterwards if all 4 hits connect (RESEARCH THIS)
  • Total damage for Burst Time drop to 441 total from 480 total
  • Hitbox slightly changed to make it connect easier in Juggles (exact data unknown)
  • Burning Dance damage increased to 410 total from 380 total
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Dan

SSFIV-Dan Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Haoh Gadoken
  • Taunts now have Hitboxes that can hit the opponent
Super SFIV:AE - 16 Dec 2010
  • Far Light Punch recovery improved (exact data unknown)
  • Dan's Close Light Punch changed to 3 frames of startup from 4 frames
  • Crouching Light Punch recovery improved (exact data unknown)
  • Close Light Kick recovery improved (exact data unknown)
  • Close Medium Punch recovery improved (exact data unknown)
  • Crouching Medium Punch changed to 5 frames of startup from 7 frames
  • Crouching Medium Kick recovery improved (exact data unknown)
  • Close Hard Kick recovery improved (exact data unknown)
  • Neutral Jumping Hard Punch was given a Juggle Potential of 1 from 0
  • Neutral Jumping Hard Punch, against airborne opponents, will flatten opponents to the ground and count as a knock-down
  • Medium and Hard Dankyukyaku had damage changed (exact data unknown)
  • First vulnerable frame of Koryukens now considered airborne, causing trades with the Koryuken against airborne opponents to make Dan flip to the ground, preventing trades into Haoh Gadouken
  • Haoh Gadoken loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close Medium Punch startup reduced to 5 frames from 6 frames
  • Close Hard Kick given shorter pushback on hit
  • Crouching Hard Kick startup reduced to 10 frames from 12 frames
  • Hard Dankukyaku damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
  • Hard Air Dankukyaku damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30)
  • EX Air Dankukyaku given a lower height restriction allowing him to perform it 1 frame earlier in his jump
  • EX Air Dankukyaku Stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75)
  • EX Air Dankukyaku Juggle Potential increased to now connect fully off of an FADC from a Koryuken (RESEARCH THIS)
  • Hissho Buraiken will connect fully when used up close against all characters
  • Crouching and Jumping Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (exact data unknown)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Dee Jay

SSFIV-DeeJay Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Standing Light Punch was give better priority by giving it a smaller Hurtbox
  • Crouching Medium Punch was given a larger Hitbox and its damage was increased (exact data unknown)
  • Close Medium Punch was given an extra Active Frame (from 4 to 5)
  • Far Medium Kick was changed from a 1-hit move to a 2-hit move; adjustments made all around to its frame data as a result (exact data unknown)
  • 1st hit of the new Far Medium Kick made Special Move cancelable
  • The 1st hit of Close Hark Kick causes techable knock-down against airborne opponents
  • 2nd hit of Close Hard Kick given Juggle Potential of 1 from 0
  • Far Hard Kick was sped up by one frame (to 11 from 12) as well as given one extra Active Frame (to 4 from 3)
  • Crouching Hard Kick had its range reduced in a trade for more Active Frames and better recovery (exact data unknown)
  • Diagonal Jumping Medium Kick has had its pushback reduced, making combos after a Cross-up easier
  • Air Slasher (all versions except EX) got its recovery improved, but as a result had its Hit Stun and Block Stun reduced as well (exact data unknown)
  • Recovery Frames of Air Slasher now register as Counter Hit if struck during them
  • The Light version of the Double Rolling Sobat had its startup reduced to 12 frames and was given longer lower body invincibility, but is no longer considered airborne (exact data unknown)
  • The Hit Stun on the first hit of Medium, Hard, and EX Double Rolling Sobat increased to allow for better FADC combos (exact data unknown)
  • Damage increased on the Machine Gun Upper (exact data unknown)
  • Light Jackknife Maximum made into true anti-air, given invincibility frames up until the first Active Frame; damage was also increased (exact data unknown)
  • Hard Kick and EX Jackknife Maximums were made less likely to miss follow-up hits after the first hit connects
  • Climax Beat given better recovery on hit (exact data unknown)
  • The ability to Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Medium Punch given a better Hitbox to the end of his glove and can now be canceled into Special Moves and Supers
  • First hit of Close Hard Kick stands the opponent up on hit
  • Second hit of Close Hard Kick given better Hitbox downward and can now be canceled into Super
  • Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown)
  • Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames
  • If the first hit of Medium Double Rolling Sobat connects, the Hitbox on the second hit is expanded to combo more consistently; on whiff, Hitbox remains the same (RESEARCH THIS)
  • Damage of Double Rolling Sobat increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Dhalsim

SSFIV-Dhalsim Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Yoga Shangri-La
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Reduced damage on a few Normal Moves (exact data unknown)
  • Down/Back Medium Punch has faster startup and better recovery (exact data unknown)
  • EX Yoga Flame has quicker startup, allowing for combos from Medium Attacks (exact data unknown)
  • EX Yoga Flame damage reduced to 120 from 180
  • Yoga Inferno damage reduced to 300 from 350
Super SFIV:AE v.2012 - 13 Dec 2011
  • Increased number of Active Frames on Far Light Punch from 1 frame to 4 frames
  • Far Light Punch Hit Stun increased by 1 frame, making it +2 on hit
  • Light and Medium Yoga Blasts now recover 10 frames faster; Hard version recoveries 5 frames faster
  • Heavy Yoga Blast now sets up a free juggle
  • Medium and Heavy Yoga Blasts have smaller Hurtboxes in the middle of the move
  • All versions of Yoga Blast now cause Hard Knock-Downs so can no longer Quick Rise
  • Light, Medium, and Heavy Yoga Blasts can no longer be activated via Negative Edge
  • EX Yoga Blast damage redistributed to 90 + 50, but overall damage is the same
  • Yoga Inferno damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Dudley

SSFIV-Dudley Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Crouching Medium Kick given more Active Frames, to 5 from 3
  • Standing Hard Kick was given better recovery by 3 frames; Hit Stun decreased along with it to make it the same on hit, but Block Stun remains the same so it is now 0 on block (exact data unknown)
  • Jumping Hard Kick now flattens opponents to the ground against other airborne opponents on hit for a knock-down
  • Reduced startup frames on the Kidney Blow (Toward + Medium Kick), changed to 7 from 9
  • Better Hitboxes given to Kidney Blow (Toward + Medium Kick) so it can beat out some lower attacks
  • Dart Shot (Toward + Hard Kick) given larger Hitbox so it connects from farther away
  • EX Version of Duck added
  • Jet Upper given less Block Stun so that Jet Upper FADC is -2 on block now (exact data unknown)
  • Bug fixed where Dudley sometimes couldn't throw opponents that were stunned
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

E. Honda

SSFIV-EHonda Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Orochi Breaker
  • Sumo Headbutt now goes over Low Tiger Shots
  • More invincibility added to Light and EX Sumo Headbutts (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • The Hitbox on Diagonal Jumping Medium Punch has been raised slightly to not hit as low
  • Light Sumo Headbutt had its Hurtboxes changed to being lower body invincible from upper body invincible, so it no longer acts as an anti-air
  • Ultimate Killer Head Ram now Projectile Invulnerable through the last Active Frame
  • Orochi Breaker changed to HCB x 2 + 3P from 360 x 2 + 3P motion and give better range, but startup was increased to 2 frames from 1 so it can now be escaped on reaction
Super SFIV:AE v.2012 - 13 Dec 2011
  • Reverted Light Sumo Headbutt to be upper body invincible until the 14th frame
  • 1st two Active Frames of Light Sumo Headbutt reduced damage to 100 from 130
  • Medium Sumo Headbutt made completely lower body invincible as well as Projectile Invulnerable up to the 10th frame
  • The Hitbox on the last hit of the Hard Hundred Hand Slap was extended to hit all character fully more consistently
  • EX Oicho Throw increased its Stun Damage to 150 (75 + 75) from 100 (50 _ 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

El Fuerte

SSFIV-ElFuerte Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No change
Super SFIV - 27 Apr 2010
  • Ultra II Added: El Fuerte Ultra Spark
Super SFIV:AE - 16 Dec 2010
  • Far Light Punch startup improved to 4 frames from 5
  • Crouching Light Punch startup improved to 4 frames from 5
  • Crouching Light Punch changed to be a Rapid Fire Weak Attack (can chain into itself)
  • Guacamole Leg Throw given more recovery on landing on whiff on all version (exact data unknown)
  • Propeller Tortilla given reduced invincibility (exact data unknown)
  • El Fuerte Ultra Spark given a slower startup and had its damage reduced, as well as reducing its Hitbox earlier on in the move (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Light Punch is now a Rapid Fire Weak Attack (RESEARCH THIS)
  • Reverted Guacamole Leg Throw to a shorter delay on landing, to 10 frames from 13 frames
  • Reverted Propeller Tortilla to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame
  • EX Quesadilla Bomb requires a shorter charge time, to 210 frames (3.5 seconds) from 390 frames (6.5 seconds)
  • EX Quesadilla Bomb now causes a Wall Bounce on hit, allowing for a free juggle afterwards (RESEARCH THIS)
  • A fully charged or EX Quesadilla Bomb has 10 less frames of recovery if it connects now
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Elena

SSFIV-Elena Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Evil Ryu

SSFIV-Evil Ryu Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Fei Long

SSFIV-FeiLong Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Gekirinken
  • Tenshin (Command Throw) slightly improved (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Overall improvement on Frame Advantage for Normal Moves
  • Far and Close Light Punches given one extra frame of Hit Stun, making them +6 on hit now (exact data unknown)
  • Close Medium Kick changed to a 4 frame startup (exact data unknown)
  • Less recovery given to EX Rekka on Hit and Block (exact data unknown)
  • Removed all invincibility frames from the Hard Rekkukyaku
Super SFIV:AE v.2012 - 13 Dec 2011
  • Both Close and Far Light Punch have had their Hit Stuns reduced by 1 frame
  • Close Medium Punch can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
  • Crouching Medium Punch damage reduced to 55 from 65
  • Chokkarakusho (the Overhead) damage increased to 70 from 60
  • Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60)
  • Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super
  • The Chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made
  • The Chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made
  • The amount of pushback on the second Light, Medium, and Hard Rekkakens was reduced
  • Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8 frames, -10 frames, and -12 frames for those three versions respectively
  • The damage of a deep hit with Light and Medium Shienkyaku reduced to 110 and 120 from 120 and 140
  • Hard Shienkyaku damage reduced to 150 (100 + 50) from 160 (100 + 60), while EX Shienkyaku damage reduced to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
  • Block stun for a deep hit on all versions of Shienkyaku reduced by 1 frame
  • Hard Rekkukyaku damage reduced to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
  • All versions of Rekkukyaku can no longer hit as Cross-up against opponent
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Gen

SSFIV-Gen Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance)
  • Mantis Stance: Gekiro now Throw Invincible
  • Mantis Stance: EX Gekiro now a true Uppercut; Invincible up to the first Active Frame (7th frame)
  • Mantis Stance: Standing Medium Kick into Hyakurenko loop removed due to increased pushback from Hyakurenko
  • Mantis Stance: Hard Punch Hyakurenko is now Super Cancelable for the first 4 hits instead of just the first hit
  • Mantis Stance: Zan'ei recovers quicker (exact data unknown)
  • Crane Stance: Crouching Medium Kick can go under most Projectiles now
  • Crane Stance: Oga's speed improved; faster to reach walls and quicker dives
  • Crane Stance: Jyakoha has quicker startup (exact data unknown)
  • Jump arcs in both stances have been adjusted (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Mantis Stance: New Target Combo added: Crouching Light Kick -> Crouching Medium Kick
  • Mantis Stance: New Target Combo added: Standing Hard Punch (1st Hit) -> Standing Medium Kick
  • Mantis Stance: Standing Light Punch had a Hurtbox removed so that his arm from the elbow outran no longer be hit
  • Mantis Stance: Crouching Medium Punch has better startup (exact data unknown)
  • Mantis Stance: Crouching Medium Punch can now be canceled into Special Moves and Supers
  • Mantis Stance: Crouching Medium Kick can now be canceled into Special Moves and Supers
  • Mantis Stance: Standing Hard Kick has had its Hitbox improved so it has better range
  • Mantis Stance: Shitenketsu given a better Hitbox so that it hits lower than before
  • Crane Stance: Teiga's speed was improved
Super SFIV:AE v.2012 - 13 Dec 2011
  • Level 1 Focus Attack in both Stances Hit Stun lengthened by 3 frames, making Gen even at 0 frames when Forward Dash Canceled
  • Mantis Stance: Medium and Hard Gekiro given an extra +10 Super Meter gain on the final hits
  • Mantis Stance: 8th hit of Hard Gekiro now a Hard Knock-Down so you can no longer Quick Rise
  • Crane Stance: Changed Crouching Medium Kick's Hit Stun and Block Stun to be +1 on hit and -1 on block (exact data unknown)
  • Crane Stance: Hurtboxes of Crouching Medium Kick shrunk mid-move (exact data unknown)
  • Crane Stance: Damage taken when Counter Hit out of Crouching Hard Punch reduced to the standard 1.25x damage
  • Crane Stance: Increased Crouching Hard Kick Active Frames to 5 frames from 3 frames
  • Crane Stance: The second to last hit of the Light, Medium, and Hard Jyasen now cause 4 extra frames of Hit Stun and Block Stun
  • Crane Stance: The second to last hit of the EX Jyasen now cause 5 extra frames of Hit Stun and 4 extra frames of Block Stun
  • Crane Stance: Can now alter the distance of EX Jyasen by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy)
  • Crane Stance: EX Jyasen now completely Projectile Invulnerable until final Active Frame
  • Crane Stance: EX Oga travels faster and damage increased to 150 from 100
  • Crane Stance: The kicks from the wall of the EX Oga startup reduced to 7 frames form 12 frames
  • Crane Stance: The kicks from the wall of the EX Oga now give a free juggle (RESEARCH THIS)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Gouken

SSFIV-Gouken Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Denjin Hadoken
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Gouken received several improvements to his Normal moves overall with regards to startup, priority, and recovery but no ranges were changed
  • Close Medium Kick startup reduced to 3 frames (exact data unknown)
  • Hit Stun on Close Hard Punch increased for better frame advantage (exact data unknown)
  • Hit Stun on Close Hard Kick increased for better frame advantage (exact data unknown)
  • Neutral Jumping Hard Punch given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down
  • Neutral Jumping Hard Kick given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down
  • Gouken's Amaoroshi (Back Throw) now counts as part of a Combo, so any hits afterwards will be scaled appropriately (raw Ultra, for example, will now do 80% damage instead of 100%)
  • Light Senkugoshoha sped up so that it attacks almost instantly with very little forward momentum
  • EX Tatsumaki Gorasen now "warps" opponent into place on first hit, so that the entire move is guaranteed to connect
  • Hyakki Goheki (the hit absorb from the Hyakkishu) now recovers quicker (exact data unknown)
  • Kongoshin now changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks higher up; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Medium Punch now cancelable into Special Moves and Supers
  • Far Medium Punch Hit Stun increased by 1 frames
  • Fixed Close Medium Kick so that two Goukens performing the move right next to each other no longer causes both to whiff
  • Far Hard Punch given 2 extra Active Frames, going to 5 frames from 3 frames
  • Crouching Hard Punch Hit Stun increased by 1 frames
  • Sakotsukudaki (the Overhead) was given a better Hitbox downward and a smaller Hurtbox on the upper arm
  • Sakotsukudaki (the Overhead) given 2 extra Active Frames (going to 4 frames from 2 frames) and longer Hit Stun made to match that of a standard Hard Attack
  • Light Senkugoshoha given a farther reaching Hitbox
  • Medium Senkugoshoha changed to match the original Light Senkugoshoha from Super Street Fighter IV and Heavy Senkugoshoha changed to match the original Medium Senkugoshoha from Super Street Fighter IV
  • Medium and Hard Kongoshin given larger Hitboxes when triggered
  • All versions of Kongoshin now do 200 stun (exact data unknown)
  • Forbidden Shoryuken startup drastically reduced to 3 frames from 11 frames
  • Denjin Hadoken damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495)
  • Before, different levels of Ultras Meter determined how quickly you could reach the other levels of Denjin Hadoken; this has been normalized so that the time it takes to get to the other levels is the same regardless of how much Ultra Meter you have
  • Can now start charging to higher levels of Denjin Hadoken (a max of level 3) by shaking the controller even during the Ultra startup animation
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Guile

SSFIV-Guile Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Sonic Hurricane
  • Charge time for Sonic Boom reduced (exact data unknown)
  • Flash Explosion damage increased (exact data unknown)
  • New Taunt move added that makes Guile put on Sunglasses
Super SFIV:AE - 16 Dec 2010
  • Spinning Back Knuckle (Towards + Hard Punch) had its damage reduced (exact data unknown)
  • Reverse Spin Kick (the Upside-Down Kick) had Hurtboxes removed so that low hitting moves like Ryu's Crouching Medium Kick will miss and get countered
  • Reduced damage on the Reverse Spin Kick (the Upside-Down Kick)
  • Sonic Boom now builds less Super Meter on activation (exact data unknown)
  • All non-EX Flash Kicks had damaged reduced (exact data unknown)
  • Sonic Hurricane is now slower to startup and its overall damage has been reduced (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Increased Spinning Back Knuckle (Toward + Hard Punch) damage to 100 from 90
  • Reverse Spin Kick (the Upside-Down Kick) now Throw Invulnerable from 6th frame until landing
  • Hit Stun on Reverse Spin Kick (the Upside-Down Kick) increased by 1 frame, making it +5 on hit
  • Both Air Throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames
  • When struck out of the recovery frames of a Sonic Boom, Guile will no longer be Counter Hit
  • Increased the damage for Flash Kick on all version except EX (110 from 100 for Light, 130 from 120 for Medium, and 140 from 130 for Hard)
  • Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Guy

SSFIV-Guy Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Far Light Punch Hurtbox reduced so that the elbow to hand can no longer be hit
  • Crouching Light Punch damage increased (exact data unknown)
  • Far Medium Punch given better Hitbox for better range
  • Far Medium Kick given quicker startup and shorter recovery (exact data unknown)
  • Neck Breaker (Toward + Medium Punch) not hits twice and is also now +2 on hit instead of negative (exact data unknown)
  • EX Run can now be canceled into follow-ups in 5 frames, same as regular Run (exact data unknown)
  • The Sudden Stop follow-up from an EX Run now has one hit of armor
  • The Shadow Kick follow-up from an EX Run is now Projectile Invulnerable for the first 28 frames
  • Bushin Hasoken now does more damage and given better Juggle Potential so that it will connect all hits in combos (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Hakan

SSFIV-Hakan Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Standing Hard Punch made into a better anti-air by reducing its Hurtbox
  • Step Low (Toward + Light Kick) given quicker startup (exact data unknown)
  • Step Low (Toward + Light Kick) now made Special Move cancelable
  • When oiled, canceling into a Normal Move during a Dash will keep a bit of Hakan's momentum, so he continues to slide forward a tiny bit after doing the Normal Attack
  • Peforming multiple Oil Showers will now continue to stake up the amount of time Hakan stays oiled, up to a maximum of 30 seconds
  • The Medium, Hard, and EX versions of Oil Shower all sped up to have 5 less frames of recovery (69, 83, and 83 from 74, 88, and 88)
  • EX Oil Shower can now be canceled mid shower into Guard Position, though this reduces the length of time oiled added
  • New foliow-up to Oil Slide added with Punch button, causing Hakan to go directly into an Oil Shower, giving him the same effect as a Light Oil Shower
  • Light Oil Slide startup improved so it now combos from Light Attacks (exact data unknown)
  • If you hold the button down on the Oil Dive, you can now cancel the startup "running-in-place" animation into a Guard Position
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Hugo

SSFIV-Hugo Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Ibuki

SSFIV-Ibuki Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • New Target Combo added: Crouching Hard Kick into Standing Hard Kick
  • Far Light Kick improved to a 4 frame startup (exact data unknown)
  • Far Medium Kick changed to a 5 frame startup (exact data unknown)
  • Kunai damage increased (exact data unknown)
  • Kunais performed while jumping backwards now have a much more vertical trajectory, thrown almost straight down
  • The Neck Breaker damage and stun damage was reduced (exact data unknown)
  • Tsuijigoe no longer registers Counter Hits when struck out of it
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Juri

SSFIV-Juri Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Improved walking speeds for both forward and backwards walking
  • Far Light Punch given improved Hitbox and reduced Hurtbox
  • Crouch Light Punch given a reduced Hurtbox
  • The first activation hit of Fuhajin now pops the opponent higher up into the air, allowing for follow-up juggles
  • The first activation hit of Fuhajin now does less damage and less stun
  • Focus Attack Hitbox improved to no longer go over certain characters / moves
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Ken

SSFIV-Ken Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Guren Senpukyaku
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Recovery on Crouching Medium Punch improved (exact data unknown)
  • Far Light Punch has a better Hitbox
  • The Hitbox on the second hit of his Target Combo has been improved
  • Light Shoryuken now has two more frames of recovery (exact data unknown)
  • Light Shoryuken now does 120 damage up from 100
  • EX Hadoken given better Juggle Potential (exact data unknown)
  • EX Air Tatsumaki Senpukyaku no longer counts as a high hit and can be blocked standing or crouching
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Hard Kick had startup reduced to 11 frames from 12 and shortened its recovery by 4 frames to 18 frames from 22 frames
  • Startup of Crouching Hard Kick reduced to 7 frames from 8 frames, but overall total number of frames are the same
  • Thunder Kick Feint (Toward + Hard Kick and hold Hard Kick) changed to a total of 24 frames from 27 frames
  • The Hitbox on the second hit of the Target Combo has been improved again to make sure it hit all crouching characters
  • A longer window was created for Ken to cancel Close Medium Punch into Hard Punch (exact data unknown)
  • EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Makoto

SSFIV-Makoto Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Makoto's health was increased to 1000 from 950
  • Forward and Back Dashes both improved to be shorter than before (exact data unknown)
  • Toward + Light Punch given better startup to 3 frames from 4 frames
  • Standing Light Kick can now be Kara Canceled during startup
  • Crouching Light Kick improved Hitbox for better range
  • Crouching Medium Kick has a lower Hurtbox, making it more effective an anti-air
  • Crouching Hard Punch given more Active Frames (exact data unknown)
  • Crouching Hard Kick given improved priority with a larger Hitbox and a smaller Hurtbox
  • EX Hayate is now an Armor Breaker with improved startup (exact data unknown)
  • Fukiage had its Hurtbox from the torso up removed and its Hitbox extended downwards (though it still prevented from hitting standing opponents on the ground)
  • Startup of Fukiage improved (exact data unknown)
  • Hard Punch Oroshi and EX Oroshi now cause untouchable knock-down
  • EX Tsurugi Height Restriction reduced so that it can be done very low to the ground
  • The damage on Seichusan Godanzuki was redistributed amongst the hits; does same damage overall
  • The startup of Abare Tosanami has been improved (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

M. Bison

SSFIV-MBison Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Psycho Punisher
Super SFIV:AE - 16 Dec 2010
  • Altered Standing Hard Kick so that, if only the tip connects (where his foot is), the damage is 80 as opposed to 110
  • Increased Hurtbox on Crouching Light Kick, making it easier to hit
  • Light Double Knee Presses have increased pushback, leaving him farther from opponent after block
  • Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end
  • Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Forward Back Forward + 3P
Super SFIV:AE v.2012 - 13 Dec 2011
  • The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 (RESEARCH THIS)
  • The Hit Stun on the first hit of all versions of the Double Knee Press was increased by 1 frame (exact data unknown)
  • All versions of the Double Knee Press had their Stun Damage increased to 150 total (100 + 50) from 100 total (50 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Oni

SSFIV-Oni Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Poison

SSFIV-Poison Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Rolento

SSFIV-Rolento Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Rose

SSFIV-Rose Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Soul Satellite
  • Crouching Hard Punch damage increased (exact data unknown)
  • Increased damage on all versions of Soul Throw (exact data unknown)
  • Soul Reflect given more Active Frames for easier Projectile reflection (exact data unknown)
  • Soul Throw given Juggle Potential of 1 from 0
  • Soul Spark given improved recovery (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Can no longer perform a Aura Soul Spark if a regular Soul Spark is still on the screen
  • Soul Satellite given 1 frame of startup (from 0 frames) so that she can be struck before the orbs appear
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close Medium Kick Hit Stun increased by 1 frame
  • Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames of Crouching Medium Kick
  • Reduced overall time of Soul Piede (Toward + Hard Kick) to 29 frames total from 33 frames total (exact data unknown)
  • Soul Piede given a better reaching Hitbox and reduced the Hurtbox during Active Frames
  • Meter gain on Soul Spark increased to 30 from 20 on non-EX versions
  • EX Soul Spiral damage increased to 120 from 100
  • EX Soul Reflect now Projectile Invulnerable until first Active Frame (8th frame), but will start reflecting Projectiles at the 5th frame
  • Fixed a bug where performing the Soul Satellite code would result in an EX Soul Reflect
  • Startup time for Soul Satellite reduced to 5 frames from 7 frames
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Rufus

SSFIV-Rufus Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Big Gang Typhoon
  • Damage on Falcon Kick (Dive Kick) reduced (exact data unknown)
  • Damage on EX Snake Strike reduced (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • The first part of EX Messiah Kick (no followup) total damage was reduced to 80 from 100
  • Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air
Super SFIV:AE v.2012 - 13 Dec 2011
  • The second hit of Rufus's Target Combo (Light Kick into Hard Kick) now has a lower Hurtbox to ensure hitting all crouching characters
  • The first hit of EX Galactic Tornado, the part that vacuums the opponent in, causes 7 frames longer Hit Stun, giving him new combos off of FADC'ing that first hit
  • Medium version of the Messiah Kick now properly combos into the High Attack (Light Kick ender of Messiah Kick)
  • Big Bang Typhoon will now only connect 10 total hits on an airborne opponent
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Ryu

SSFIV-Ryu Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Metsu Shoryuken
  • Medium and Hard Punch Shoryukens now both 2 hits
  • Damage and Invincibility on Shoryukens reduced (exact data unknown)
  • First vulnerable frame of Shoryukens now considered airborne, causing trades with the Shoryuken against airborne opponents to make Ryu flip to the ground, preventing trades into Metsu Hadoken
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Far Medium Punch can now be canceled into Special Moves and Supers
  • Close Medium Kick damage increased to 80 from 70
  • Crouching Medium Kick Active Frames dropped from 5 frames to 3 frames
  • Crouching Medium Kick Hurtbox enlarged to extend beyond Hitbox
  • Hit Stun and Block Stun on Close Hard Kick increased (exact data unknown)
  • Solar Plexus Strike (Toward + Hard Punch) reduced in damage to 90 total from 120 total
  • Air Tatsumaki Senpukyaku now loses momentum when performed during the beginning of a jump to prevent escape from corners
  • EX Air Tatsumaki Senpukyaku now doesn't cause opponent to float higher on every hit, ensuring all hits connect after the first one connects
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Medium Kick Active Frames reverted from 3 frames to 5 frames
  • Close Hard Kick changed to have equal Frame Advantage on hit and block (exact data unknown)
  • Solar Plexus Strike damage increased to 100 total from 90 total (40 + 60 from 40 + 50)
  • Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15
  • Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free Juggle afterwards
  • Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others
  • Hard Shoryuken now invincible through the 4th frame
  • Hard Shoryuken can no longer be EX Focus Canceled
  • Hard Shoryuken can no longer Juggle (Juggle Potentail reduced to 0 from 1 on original 2nd hit)
  • The point in Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames earlier
  • Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Shortcut code for DP ignored during Crouching Forward Kick to make Crouching Forward XX Hadouken easier
  • Testing
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Sagat

SSFIV-Sagat Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Tiger Cannon
  • New Special Move Added: Angry Scar (costs 1 meter)
  • Reduced damage on Standing Hard Kick (exact data unknown)
  • Reduced damage on Tiger Uppercuts (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Standing Light Kick overall damage increased (exact data unknown)
  • The Tiger Uppercut does more damage when connecting on the first or second Active Frame (exact data unknown)
  • Angry Scar changed to QCB x 2 + Kick instead of QCB x 2 + P
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Medium Punch has a better Hitbox (exact data unknown)
  • Uppercuts performed after Angry Scar now do more damage, to 150 from 140 for Light, to 170 from 160 for Medium, and 250 total from 240 total for EX (Hard version damage unchanged)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Sakura

SSFIV-Sakura Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shunku Hadoken
  • Improved Hitbox on Jumping Medium Kick for easier Cross-ups
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Many improvements to Hitboxes, damage startups, and recoveries overall
  • Close Medium Punch given better recovery (exact data unknown)
  • Far Medium Punch can now be canceled into Special Moves and Supers
  • Reduced Hurtbox on Far Medium Kick
  • Hadouken now has reduced recovery (exact data unknown)
  • Second hit of Air Shunpukyaku given Juggle Potential of 1 from 0 for more hits against airborne opponents
Super SFIV:AE v.2012 - 13 Dec 2011
  • EX Hadoken level 1 damage changed to 120 total (60 + 60) from 100 total (40 + 60)
  • EX Hadoken level 2 damage changed to 130 total (60 + 70) from 120 total (50 + 70)
  • Fixed an issue where EX Shunpukyaku would pass through some characters in certain combos when connecting
  • Sakura Otoshi given less "command priority" so it's hard to do, and can no longer be performed with Negative Edge
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Seth

SSFIV-Seth Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Tanden Typhoon
  • More recovery added to Yoga Teleport
  • Diagonal Jumping Hard Punch has faster startup (exact data unknown)
  • Tandem Stream can no longer be activated with a Sonic Boom still on screen
Super SFIV:AE - 16 Dec 2010

Health increased from 750 to 800 Stun Meter increased from 750 to 900

  • Close Medium Punch has quicker startup and better recovery, giving it better Frame Advantage on hit (exact data unknown)
  • Far Medium Kick improved as a poke by extending its Hitbox forward and reducing its Hurtbox at the foot
  • Crouching Medium Kick given more Active Frames (exact data unknown)
  • Startup on Crouching Hard Punch reduced (exact data unknown)
  • Original Neutral and Back Jump Hard Punch (the long, stretching arms punch) removed; Replaced by Toward Jumping Hard Punch
  • Jump Hard Punch given doubled Active Frames (exact data unknown)
  • Each of the 3 Yosokyakus (Head Stomps) have reduced Active Frames (exact data unknown)
  • The Tenmakujinkyaku (Dive Kick) has decreased Hit Stun and Block Stun (exact data unknown)
  • Sonic Boom recovery reduced by 1 frame (from 48 to 47)
  • EX Sonic Boom recovery reduced by 3 frames (from 61 to 58)
  • Hyakuretsukyaku damage and stun increased (exact data unknown)
  • Tanden Storm given more damage as well as more Juggle Potential (exact data unknown)
  • Tanden Stream had its damage increased, but recovery increased as well (exact data unknown)
  • Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Seth's foot area during the recovery frames of Diagonal Jumping Medium Kick are now Projectile Invulnerable until he lands
  • Jumping Hard Punch Active Frames increased to 4 frames from 2 frames
  • The 2nd hit of the Shoryuken causes less Block Stun so that, when FADC canceled, Seth is -3 at best (exact data unknown)
  • Seth is now completely invincible as soon as Tandem Stream connects
  • Tandem Stream now does full damage when combed from Crouching Hard Punch
  • Tandem Stream damage lowered to 340 from 380
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

T. Hawk

SSFIV-THawk Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Hurtbox for Far Light Punch reduced
  • Increased Hit Stun and Block Stun for Far Standing Hard Kick
  • Close Standing Hard Kick has better recovery time, now +4 on block (exact data unknown)
  • More Active Frames given to Neutral Jump Hard Kick (exact data unknown)
  • EX Condor Dive can now be used outside of EX Tomahawk Buster by pressing all three Kicks in the air
  • Improved Hitbox at the front of Light Condor Spire
  • Condor Spire builds more Super Meter when performed (exact data unknown)
  • The range on Double Typhoon increased to 1.5 from 1.35
  • Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close Hard Kick startup reduced to 7 frames from 8 frames and now made a Soft Knock-Down on hit (RESEARCH THIS)
  • First hit of Crouching Hard Kick now causes 2 more frames of Block Stun
  • Made area near T.Hawk's head during Crouching Roundhouse Projectile Invulnerable so it can pass under Sagat's High Tiger Shot
  • Thrust Peak Hit Stun increased by 1 frame
  • Heavy Shoulder (Down + Medium Punch) can now be done from a Neutral Jump
  • Heavy Body Press (Down + Hard Punch) can now be done from a Neutral Jump
  • Medium Tomahawk Buster now Throw Invulnerable until airborne
  • EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block)
  • Raging Slash input made easier to perform (exact data unknown)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Vega

SSFIV-Vega Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Splendid Claw
  • Claw and Mask were made harder to knock off
  • Bloody High Claw now has Hitbox on the way to the wall
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Damage reduced on Crouching Medium Punch
  • Damage reduced on Crouching Medium Kick
  • Crouching Medium Kick has improved startup, down to 6 frames from 8 frames
  • More recovery time given to Cosmic Heel on block (exact data unknown)
  • EX Rolling Crystal Flash has better recovery to allow for links afterwards for extended combos
  • Splendid Claw slower startup (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Hard Kick (the Slide) damage increased to 100 from 90
  • Gave Cosmic Heel increased Block Stun by 1 frame
  • All versions of Sky High Claw now knock the opponent down when they connect
  • Expanded the Hurtbox of Sky High Claw downward to ensure connecting on all crouching characters at closer ranges
  • Focus Attack has a better Hitbox (exact data unknown)
  • Improved the Hitbox of the second part of Bloody High Claw where Vega flies off the wall to make sure the Ultra doesn't drop as much as it did before, where the first part hit and the second part just whiffs
  • Allowed combos to link with a Cosmic Smart hit (RESEARCH THIS)
  • Splendid Claw's startup was reduced to 8 frames from 9 frames
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Yang

SSFIV-Yang Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Yun

SSFIV-Yun Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

Zangief

SSFIV-Zangief Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Siberian Blizzard
Super SFIV:AE - 16 Dec 2010
  • Far Hard Punch range increased
  • EX Banishing Flat (Green Hand) no longer knocks down on hit
  • Light Punch Spinning Piledriver given increased throw range (exact data unknown)
  • Light Punch and Heavy Punch Spinning Piledriver damage increased (exact data unknown)
  • Siberian Blizzard is more controllable than before, so it's able to move farther forward, for example; also given more delay on whiff
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Light Punch Hitbox expanded
  • Far Hard Punch now causes a Soft Knock-Down (RESEARCH THIS)
  • Crouching Hard Kick has reduced Hurtboxes in the middle of the move
  • Hard Spinning Piledriver does 150 stun damage now from 100 stun damage
  • EX Banishing Flat has increased damage to 140 (90 + 50) from 130 (80 + 50) as well as increased stun damage to 150 (100 + 50) from 100 (50 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}

???

File:SSFIV-??? Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
Ultra SFIV (Console) - 3 Jun 2014 {{{10}}}
Ultra SFIV v1.02 - 8 Aug 2014 {{{11}}}
Ultra SFIV v1.03 - 15 Oct 2014 {{{12}}}
Ultra SFIV v1.04 - 15 Dec 2014 {{{13}}}
Ultra SFIV v1.05 - 22 Apr 2015 {{{14}}}