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SFIV (Arcade JP) - 18 Jul 2008 |
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SFIV (Console) - 12 Feb 2009 |
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Super SFIV - 27 Apr 2010 |
- Ultra II Added: Denjin Hadoken
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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
- Diagonal 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)
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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
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Ultra SFIV (Arcade JP) - 18 Apr 2014 |
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Ultra SFIV (Console) - 3 Jun 2014 |
{{{10}}}
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Ultra SFIV v1.02 - 8 Aug 2014 |
{{{11}}}
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Ultra SFIV v1.03 - 15 Oct 2014 |
{{{12}}}
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Ultra SFIV v1.04 - 15 Dec 2014 |
{{{13}}}
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Ultra SFIV v1.05 - 22 Apr 2015 |
{{{14}}}
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