[left][/left]
Universal Abilities
Meter
Vitality
HEALTH GAUGE
• 950
Health = 950 [USFIV = 950]
Stun
STUN GAUGE
• 1000
Stun = 1000 [USFIV = 1050]
V-Trigger
V-METER
• 2
V-Meter = 2 [New]
Critical Art
EX/CA METER
• 3
EX/CA Meter = 3 [USFIV = 4]
Speed
Forward
FORWARD SPEED
• .030
Forward Speed = .030 (Speed) [USFIV = .020]
Backward
BACKWARD SPEED
• .035
Backward Speed = .035 (Speed) [USFIV = .015]
Dash
Forward
FORWARD DASH
• 14 Tiles (Distance)
• 16 Frames (Total)
Forward Dash = 14 Tiles (Distance) [USFIV = 18]
Backward
BACKWARD DASH
• 10.5 Tiles (Distance)
• 25 Frames (Total)
> 8 Frames (Invincible) [SFV Rulings]
8 Frames (Airborne)
9 Frames (Grounded/Recovery)
Backward Dash = 10.5 Tiles (Distance) [USFIV = 13.5]
Backward Dash = 25 Frames (Total) [USFIV = 27]
8 Frames (Invincible) [USFIV]
8 Frames (Airborne) [USFIV = 4]
9 Frames (Grounded/Recovery) [USFIV = 15]
Throw
Forward
FORWARD THROW
• USFIV [Reanimated/Modified]
• Following the quicker pulling in of USFIV’s Forward Throw, Makoto quickly shakes the opponent back and forth three times (starting from forth/pull in) and head-butts them to the floor for a Soft Knockdown.
• 150 (Stun)
Forward Throw = Reanimated
Forward Throw = SKD
Forward Throw = 150 (Stun) [USFIV = 200].
Backward
BACKWARD THROW
• USFIV
Backward Throw = Unchanged
V-Skill
PROJECTILE PARRY DASH
• Cross Swats Projectile behind (Projectile vanishes) and Dashes Forward 5 Tiles.
• Can disperse and Dash/Swim through Multi Hit/incoming Projectiles (PPD = Cross Swat/Post PPD = Single (Switching) Hand Swats (Multi-Parrying)).
• “Quick Tap” Medium Kick + Medium Punch (to Projectile Parry).
• “Quick Hold” Medium Kick + Medium Punch (to Projectile Parry Dash).
New Skill.
V-Trigger
[spoiler]Activation
TANDEN RENKI [DANTIAN REFINED SPIRIT: FORM OF OFFENSE]
• 1+0 Frames (Start-up)
• 11 Frames (Recovery)
• 1-12 Frames (Full Invincibility)
• 25% (Damage Increase)
• Access to Karakusa/EX Karakusa
• 2 Bars (V-Meter Cost)
• 15 Seconds (Active)
Tanden Renki = V-Trigger [USFIV = Super]
Tanden Renki = Access to Karakusa (Command Throw) [USFIV = default]
Special Upgrade 1
Name U/A
• Heavy/EX Hayate/“Dash Punch” reanimated to resemble Yamase/“Stepping Triple Punch” (USFIV Target Combo) [Including the step back].
• 1st Hit = -7 (Advantage on Block) [Safe due to Pushback]
• 3rd Hit = -5 (Advantage on Block) [Safe due to Pushback]
• 16 Frames (Start-up) [1st Hit]
• 7 Frames (Start-up) [2nd Hit]
• 17 Frames (Recovery) [1st Hit Whiff]
• 17 Frames (Recovery) [3rd Hit Whiff]
• -4 Frames (Advantage on Hit) [1st Hit]
• SKD Frames (Advantage on Hit) [3rd Hit]
• -8 Frames (Advantage on Block) [1st Hit]
• -5 Frames (Advantage on Block) [3rd Hit]
• 12 Tiles Away (Travel/To hit)
• 26 Tiles Away (Pushback on hit when used at the closest range)
• 30 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
• 4 Tiles Away (Pushback on block when used at the closest range) [1st Hit]
• 10 Tiles Away (Pushback on block when used at the closest range) [3rd Hit]
• 1st and 2nd Hit do not send opponent flying [3rd Hit sends opponent flying].
• Quarter Circle Forward Heavy/EX Punch for 1st Hit.
• Quarter Circle Forward Heavy/EX Punch for 2nd and 3rd Hit.
• Technically 2 Rekka motions.
• Only this Special in V-Trigger will deplete V-Trigger by 20%
[/spoiler]
Critical Arts
CA 1
Name U/A
• USFIV Ultra 2 [Abare Tosanami Reanimated]
• Starting with a grounded stance into an animated Dash Kick using this builds Standing Forward Kick angled vertically.
• 8+0 Frames
• All Frames until the end of the animated Dash Kick (Full Invincibility)
• 075.00,40.00,25.00,110.00 = 250 (Damage) [USFIV (U2) = 210] [CA 1/No Cut Scene]
• 085.00,55.00,40.00,120.00 = 300 (Damage) [USFIV (U2) = 390] [CA 1/Cut Scene]
• 093.75,50.00,31.25,137.50 = 313 (Damage) [USFIV (U2) = 264] [Tanden Renki + CA 1/No Cut Scene]
• 106.25,68.75,50.00,150.00 = 375 (Damage) [USFIV (U2) = 489] [Tanden Renki + CA 1/Cut Scene]
• Quarter Circle Forward-Quarter Circle Forward-All Kicks
CA 1 (USFIV U2 reanimated) Combo-able out of Karakusa and Projectile Invincible.
CA 1 (USFIV U2 reanimated) Starts with a grounded stance into an animated Dash Kick using this builds Standing Forward Kick angled vertically [USFIV = Starts from wall].
CA 1 (USFIV U2 reanimated/Cut Scene) Damage decreased by 90 [USFIV = 390].
CA 1 (USFIV U2 reanimated/No Cut Scene) Damage increased by 40 [USFIV = 210].
CA 2 [Future]
Name U/A
• USFIV Ultra 1 [Seichusan Godanzuki Reanimated]
• Counters the opponent (Makoto: TRY SOMETHING DIFFERENT!/start cut scene) with a set of moves (first 4 hits of Seichusan Godanzuki) leaving them stunned, (360 degree) Back Dashes (opponent not on screen) and charges up Hayate. (Makoto: Haaa!!) Slowly turning red (then silent)… shows the opponents stunned face… (Makoto: Haaa!!) shows Makoto, skin hot red (then silent)… shows the opponents recovering face… shows both characters + BING!, she releases her punch into the chest [bottom area] of the opponent (enter slow motion)… (end slow motion/camera quickly backs out/end cut scene) sending the opponent bouncing off of the wall onto the floor.
• Counter
• 5 HITS
• 0+1 Frames (Start-up)
• 35 Frames (Activity)
• 61 Frames (Recovery)
• 470 (Damage) [Cut Scene]
• Loses to natural Armor Breakers.
• In event of a K.O. [opponent has no Hit Points when hit by Hayate], the K.O. logo will appear when the opponent is hit with Hayate.
• In event of a K.O. [opponent has Hit Points left after hit by Hayate], the K.O. logo will appear when the opponent hits the wall [Damage included in the CA].
• In event of a K.O. [opponent has Hit Points left after hitting the wall], the K.O. logo will appear when the opponent hits the floor [Damage included in the CA].
• Quarter Circle Forward-Quarter Circle Forward-All Punches
New CA 2.
Normals & Specials
Normal Moves
Crouching
HK
CR.ROUNDHOUSE KICK [Heavy Kick]
• USFIV
cr.Roundhouse Kick = Unchanged
HP
CR.FIERCE PUNCH [Heavy Punch]
• USFIV
cr.Fierce Punch = Unchanged
MK
CR.FORWARD KICK [Medium Kick]
• USFIV [Reanimated]
• Foot after ankle angled vertically.
cr.Forward Kick = Reanimated
MP
CR.STRONG PUNCH [Medium Punch]
• USFIV [Reanimated/Modified]
• Forearm and hand angled horizontally.
• 6 Frames (Start-up)
• 19 Frames (Hit Stun)
cr.Strong Punch = 6 Frames (Start-up)
cr.Strong Punch = 19 Frames (Hit Stun)
LK
CR.SHORT KICK [Light Kick]
• USFIV [Reanimated]
• Holds floor with both palms behind her and throws kick upward.
cr.Short Kick = Reanimated
LP
CR.JAB PUNCH [Light Punch]
• USFIV [Modified]
• 3 Frames (Start-up)
cr.Jab Punch = 3 Frames (Start-up)
Standing (Under Construction but still look)
HK
ST.ROUNDHOUSE KICK [Heavy Kick]
• USFIV
HP
ST.FIERCE PUNCH [Heavy Punch]
• USFIV
MK
ST.FORWARD KICK [Medium Kick]
• USFIV [Reanimated/Modified]
• Side kick forward (Thai and calf bends in)
• 19 Frames (Hit Stun)
MP
ST.STRONG PUNCH [Medium Punch]
• USFIV [Modified]
• 22 Frames (Hit Stun)
LK
ST.SHORT KICK [Light Kick]
• USFIV [Including chain into St.FK]
LP
ST.JAB PUNCH [Light Punch]
• USFIV [Modified]
• 3 Frames (Start-up)
Toward (Under Construction but still look)
TW.ROUNDHOUSE KICK [Heavy Kick]
• USFIV [Including feint]
TW.FIERCE PUNCH [Heavy Punch]
• USFIV
TW.FORWARD KICK [Medium Kick]
• USFIV [Reanimated/Modified/Including chain into St.RK]
• 13 Frames (Start-up)
• 13 Tiles (Travel)
• 10.5 Tiles Away (To hit)
TW.STRONG PUNCH [Medium Punch]
• USFIV
TW.SHORT KICK [Light Kick]
• USFIV [Modified]
• -2 (Advantage on Block)
• +3 (Advantage on Hit)
TW.JAB PUNCH [Light Punch]
• USFIV
Jumping (Neutral) (Temporarily U/A)
X
X
Jumping (Angled) (Temporarily U/A)
X
X
Special Moves
Up Punch
L
FUKIAGE [BLOWING LIFT] (Light)
• 6 Frames (Start-up)
• 8 Frames (Activity)
• 31 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 0 Tiles (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Fukiage (Light) = Unchanged
M
FUKIAGE [BLOWING LIFT] (Medium)
• 8 Frames (Start-up)
• 8 Frames (Activity)
• 32 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 5 Tiles Forward (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Fukiage (Medium) = 8 Frames (Start-up) [USFIV = 10]
Fukiage (Medium) = 5 Tiles Forward (Travel) [USFIV = 6]
H
FUKIAGE [BLOWING LIFT] (Heavy)
• 10 Frames (Start-up)
• 8 Frames (Activity)
• 33 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 10 Tiles Forward (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Fukiage (Heavy) = 10 Frames (Start-up) [USFIV = 13]
EX
FUKIAGE [BLOWING LIFT] (Light EX/Light + Medium Punch)
• 5 Frames (Start-up)
• 7 Frames (Activity)
• 21 Frames (Recovery)
• -18 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 0 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
FUKIAGE [BLOWING LIFT] (Medium EX/Light + Heavy Punch)
• 7 Frames (Start-up)
• 7 Frames (Activity)
• 22 Frames (Recovery)
• -16 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 7.5 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
FUKIAGE [BLOWING LIFT] (Heavy EX/Medium + Heavy Punch)
• 9 Frames (Start-up)
• 7 Frames (Activity)
• 23 Frames (Recovery)
• -14 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 15 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Light/Medium/Heavy EX Fukiage’s Start-up now 1 Frame faster and Activity 1 Frame less than it’s Normal version.
Light/Medium/Heavy EX Fukiage Recovers 10 Frames earlier than it’s Normal version.
Light/Medium/Heavy EX Fukiage’s Advantage on Block modified [USFIV = ?].
Dash Punch
L
HAYATE [SQUALL] (Light)
• 8 Frames (Start-up)
• 5 Frames (Activity)
• 19 Frames (Recovery)
• -2 Frames (Advantage on Block)
• 0 Frames (Advantage on Hit)
• 8 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
Hayate (Light) = 8 Frames (Start-up) [USFIV = 10]
Hayate (Light) = 19 Frames (Start-up) [USFIV = 23]
Hayate (Light) = -2 Frames (Advantage on Block) [USFIV = -8]
Hayate (Light) = Travel and Pushback Modified
M
HAYATE [SQUALL] (Medium)
• 12 Frames (Start-up)
• 5 Frames (Activity)
• 21 Frames (Recovery)
• -2 Frames (Advantage on Block)
• +1 Frames (Advantage on Hit)
• 10 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
Hayate (Medium) = 12 Frames (Start-up) [USFIV = 15]
Hayate (Medium) = -2 Frames (Advantage on Block) [USFIV = -7]
Hayate (Medium) = Travel and Pushback Modified
H
HAYATE [SQUALL] (Heavy)
• 16 Frames (Start-up)
• 5 Frames (Activity)
• 23 Frames (Recovery)
• -2 Frames (Advantage on Block)
• +2 Frames (Advantage on Hit)
• 12 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
Hayate (Heavy) = 16 Frames (Start-up) [USFIV = 20]
Hayate (Heavy) = 23 Frames (Start-up) [USFIV = 19]
Hayate (Heavy) = -2 Frames (Advantage on Block) [USFIV = -6]
Hayate (Heavy) = Travel and Pushback Modified
EX
HAYATE [SQUALL] (EX)
• 12 Frames (Start-up)
• 6 Frames (Activity)
• 16 Frames (Recovery)
• -4 Frames (Advantage on Block)
• SKD (Advantage on Hit)
• 30 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 26 Tiles Away (Pushback on hit when used at the closest range)
• 30 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
Hayate (EX) = 12 Frames (Start-up) [USFIV = 13].
Hayate (EX) = Travel and Pushback Modified
Choke
L
KARAKUSA [ARABESQUE] (Light)
• Available in V-Trigger [Tanden Renki]
• 7 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -2 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)
All Karakusas are locked into V-Trigger.
All Normal Karakusas made to have faster Recovery [USFIV = 47].
All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].
M
KARAKUSA [ARABESQUE] (Medium)
• Available in V-Trigger [Tanden Renki]
• 8 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -1.5 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)
All Karakusas are locked into V-Trigger.
All Normal Karakusas made to have faster Recovery [USFIV = 47].
All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].
H
KARAKUSA [ARABESQUE] (Heavy)
• Available in V-Trigger [Tanden Renki]
• 9 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -1 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)
All Karakusas are locked into V-Trigger.
All Normal Karakusas made to have faster Recovery [USFIV = 47].
All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].
EX
KARAKUSA [ARABESQUE] (EX)
• Available in V-Trigger [Tanden Renki]
• 5 Frames (Start-up)
• 2 Frames (Activity)
• 47 Frames (Recovery)
• +12 (Advantage on Hit)
• -0.5 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)
Karakusa (EX) = Unchanged
Karate Chop
L
OROSHI [MOUNTAIN WIND] (Light)
• 23 Frames (Start-up)
• 6 Frames (Activity)
• 14 Frames (Recovery)
• -3 (Advantage on Block)
• +2 (Advantage on Hit)
• 3 Tiles Away (To hit)
• 2 Tiles Away (Pushback on block when used at the closest range)
• 1.5 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Oroshi (Light) = 23 Frames (Start-up) [USFIV = 22]
Oroshi (Light) = 14 Frames (Recovery) [USFIV = 16]
Oroshi (Light) = -3 Frames (Advantage on Block) [USFIV = -4]
Oroshi (Light) = +2 Frames (Advantage on Hit) [USFIV = +4]
M
OROSHI [MOUNTAIN WIND] (Medium)
• 22 Frames (Start-up)
• 6 Frames (Activity)
• 15 Frames (Recovery)
• -5 (Advantage on Block)
• +5 (Advantage on Hit)
• 3 Tiles Away (To hit)
• 4 Tiles Away (Pushback in block when used at the closest range)
• 1.5 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
Oroshi (Medium) = 22 Frames (Start-up) [USFIV = 23]
H
OROSHI [MOUNTAIN WIND] (Heavy)
• 21 Frames (Start-up)
• 6 Frames (Activity)
• 16 Frames (Recovery)
• -7 (Advantage on Block)
• HKD (Advantage on Hit)
• 3 Tiles Away (To hit)
• 6 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
• Can be linked into following St.MP.
Oroshi (Heavy) = 21 Frames (Start-up) [USFIV = 24]
Oroshi (Heavy) = 16 Frames (Recovery) [USFIV = 14]
Oroshi (Heavy) = -7 Frames (Advantage on Block) [USFIV = 14]
EX
OROSHI [MOUNTAIN WIND] (EX)
• Cross Chop Low [Mid-Low]
• 18 Frames (Start-up)
• 6 Frames (Activity)
• 19 Frames (Recovery)
• 1-12 Frames (Strike invincibility)
• 1-12 Frames (Projectile invincibility)
• -5 (Advantage on Block)
• HKD (Advantage on Hit)
• 3 Tiles Away (To hit)
• 8 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 4 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
• Can be linked into following St.MP
Oroshi (EX) = Reanimated (Cross Chop Low)
Oroshi (EX) = Cross Chop Low [Mid-Low] [USFIV = Overhead]
Axe Kick
L
TSURUGI [SWORD] (Light)
• 11 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• -2 (Advantage on Block when used at the closest/lowest range)
• +10 (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)
• Lowered hit box.
Tsurugi (Light) = -2 [USFIV = -4]
Tsurugi (Light) = +10 Frames (Advantage on Block) [USFIV = ?]
Tsurugi (Light) = Lowered Hit Box [USFIV = Too High]
Tsurugi (Light) = Aerial Pushback Modified
M
TSURUGI [SWORD] (Medium)
• 13 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• -3 (Advantage on Block when used at the closest/lowest range)
• +10 (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)
Tsurugi (Medium) = +10 Frames (Advantage on Block) [USFIV = ?]
Tsurugi (Medium) = Aerial Pushback Modified
H
TSURUGI [SWORD] (Heavy)
• 15 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• USFIV (Advantage on Block when used at the closest/lowest range)
• HKD (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)
Tsurugi (Heavy) = Aerial Pushback Modified
EX
TSURUGI [SWORD] (EX)
• 15 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• USFIV (Advantage on Block when used at the closest/lowest range) [Replica of Heavy Tsurugi]
• +21 Frames (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit) [Replica of Heavy Tsurugi]
• USFIV Tiles Away (Pushback on block) [Replica of Heavy Tsurugi]
• 3 Tiles Away (Pushback on hit)
• 3 Tiles Away (Pushback on hit when used against an aerial opponent)
• 1 Hit.
• 1 Juggle
• Bounces the opponent off of the floor, suspending them in mid air.
• Combo-able into CA 1 [No cut scene].
Tsurugi (EX) = New [+21 Frames (Advantage on Hit when used at the closest/lowest range)/1 Hit/Juggles]
NOTHING BEATS RINDOUKAN KARATE!!!
NO WAY!!
Changes in a nutshell! (2 MINS)
This version of Makoto will play with:
• Faster Forward Walk Speed = .030 [USFIV = .020]
• Faster Backward Walk Speed = .035 [USFIV = .015]
• Shorter Forward Dash Distance = 14 Tiles [USFIV = 18]
• Shorter Backward Dash Distance = 10.5 Tiles [USFIV = 13.5]
• Forward Throw
> Now a Soft Knockdown [USFIV = Forced Stand]
> Now deals 150 Stun [USFIV = 200]
• Fugiage/“Up Punch”
> Start-up of Light version still 6 [USFIV = 6].
> Start-up of Medium version now 8 [USFIV = 10].
> Start-up of Heavy version now 10 [USFIV = 13].
> EX versions now replicate the Normal and hold Invincibility (Light + Medium = Light EX/Light + Heavy = Medium EX/Medium + Heavy = Heavy EX).
• Hayates/“Dash Punch”
> Light version Distance slightly extended and now -2 on Block (Safe) [USFIV = -8].
> Medium version Distance extremely shortened and now -2 on Block (Safe) [USFIV = -7].
> Heavy version Distance extremely shortened and now -2 on Block (Safe) [USFIV = -4].
> EX version unchanged (still Unsafe) [USFIV = -4].
• Oroshi/“Karate Chop”
> Light version now -3 on Block (Pseudo-Safe do to Pushback/now Uncombo-able out of) [USFIV = -4].
> Medium version still -5 on Block (Unsafe/still Combo-able out of) [USFIV = -5].
> Heavy version now -7 on Block (Pseudo-Safe due to Pushback/still HKD) [USFIV = -5].
> EX version still -4 on Block (Pseudo-Safe due to Pushback/Mid-Low Cross Chop/still HKD) [USFIV = -4].
• Tsurugi/“Axe Kick”
> Light version now -2 on Block (Safe/still Combo-able out of) due to close proximity needed to hit [USFIV = -4].
> Medium version still -3 on Block (Unsafe/still Combo-able out of). [USFIV = -3].
> Heavy version still ? on Block (Pseudo-Safe due to Pushback/still HKD) [USFIV = ?].
> EX version now ? on Block (Pseudo-Safe due to Pushback/replica of Heavy version/now Juggles) [USFIV = ?].
• V-Trigger/“Tanden Renki” [USFIV = Super].
> 1+0 Frames (Start-up) [USFIV].
> 11 Frames (Recovery) [USFIV ].
> 1-12 Frames (Full Invincibility) [USFIV].
> 25% (Damage Increase) [USFIV].
> Access to Karakusa/EX Karakusa [USFIV = Default].
> 2 Bars (V-Meter Cost) [New].
> 15 Seconds (Active) [New].
V-Trigger Special Upgrade 1
• Heavy/EX Hayate/“Dash Punch” reanimated to resemble Yamase/“Stepping Triple Punch” (USFIV Target Combo) [Including the step back].
• 1st and 2nd Hit do not send opponent flying [3rd Hit sends opponent flying].
• Quarter Circle Forward Heavy/EX Punch for 1st Hit.
• Quarter Circle Forward Heavy/EX Punch for 2nd and 3rd Hit.
• Technically 2 Rekka motions.
• Only this Special in V-Trigger will deplete V-Trigger by 20%
• Karakusa/“Choke”
> Via Tanden Renki [USFIV = Defualt].
> Recovery of all versions now 35 [USFIV = 51].
• V-Skill/“Projectile Parry Dash”
> Cross Swats Projectile behind (Projectile vanishes) and Dashes Forward 5 Tiles.
> Can disperse and Dash/Swim through Multi Hit/incoming Projectiles (PPD = Cross Swat/Post PPD = Single (Switching) Hand Swats (Multi-Parrying)).
> “Quick Tap” Medium Kick + Medium Punch (to Projectile Parry).
> “Quick Hold” Medium Kick + Medium Punch (to Projectile Parry Dash).
(Some Normal Attack “change explanations” are under construction but still look)
Updates since post
• Back Dash Invincibility removed [SFV Rulings].
• EX versions of Fukiage/“Up Punch” changed from Upper Body Invincible to Full Body Invincible [Frames 1-5].
> Thought given due to @BigMcLargeHuge.
• V-Trigger Special Upgrade given to Heavy/EX Hayate/“Dash Punch”.
> Universal Abilities > V-Trigger > Special Upgrade 1
• All Normal versions of Karakusa [via Tanden Renki] changed from 45 Frames (Recovery) to 35.