(SSF4:X) SF4 full conversion mod thread. v0.39 Alpha now available! [04/14/2014] (19 chars!)

Also, i’ve updated your mod on the manager to the latest available,

As for supers?

Here’s a thaught @ 2:55

Chun Alternate Super Idea (I don’t know if you already did this as I just started reading from this page): Same start as Sensretsukyaku, but only does 150 by itself and ends in a launcher kick that causes a free juggle state so you can do whatever follow up after.

Hmm… It wasn’t until after I wrote it out that I realized this is almost identical to Sakura’s EX tatsu except for the frame data.

In regards to EX tatsu, I think hard knockdown is unneeded for that move. That’s just me. Being negative or not doesn’t really make a big difference because, as you said, it pushes full screen. The only time I could see it mattering is if you used it in a combo in the corner, and even then I wouldn’t know why you would do that as it is only 15 more damage.

If you have EX tatsu changed to the same properties as Ultra that is a fine enough buff to that move.

For regular tatsus I was more concerned with the “dropping” when you successfully anti-air. I saw you reduced recovery frames to make it safer, but does that leave him safe if say, the first or second hit of LK tatsu hit, but the rest miss? Making regular tatsu hit low, I suspect, helps with the combos you mentioned so that reeling hitboxes don’t make it whiff, but it definitely does not do much in the way for defense (which is ok imo) since regular tatsu can be hit low or thrown.

It may be that Gouken has to go without a proper special move anti-air that is meter free, but if I had to change his tatsu, it would be to make it a more effective anti-air instead of already increasing his damage potential which is high to begin with. Fits in with his ability to zone…

It’s really nice you Decreased recovery and start up while increasing the hurtbox, but if possible, could you try adding the suck in effect that EX tatsu has or perhaps hard knockdown on all hits sans the last one? This way if someone drops Gouken should be able to land safely and if they don’t drop, the last hit will not be a hard knockdown so that the advantage remains the same as it is now.

With the changes to avoid whiffs in combos and dropping opponents out of an anti-air I would set his recovery back to the original numbers. The only reason the recovery is so unpalatable at the moment is because the move drops people or whiffs just way too often.

As for counter, I do get what you are saying about the ability to counter an attack with more than one version of counter, however, I don’t think there are tooo many of these moves, and for the most part, if MP and LP counter them now, it will stay that way even if you made it two zones instead of three. I don’t think anyone thought counter was OP in vanilla and super before they changed it to three zones.

The primary issue with counter as it is now, is exactly what you said but in reverse. While we can counter a few moves with multiple zones, we also have a really hard time vs jump ins. As you said, each zone should function vs specific attacks but right now, the HP box is so small that you can choose whether to do a deep hit or a high hit from a jump in and Gouken needs to choose either MP or HP to counter your anti-air. It’s kind of disgusting to do HP counter and then get counter hit from a jump in hard attack. You already have to predict if they are going to attack or not and then to get hit anyway cause they chose to do deep vs normal sucks.

It would be great for it to go back to vanilla/super two zones and make the third zone counter throws, though I am unsure if there is a way to differentiate between techable throws and command grabs… Recovery on counter is not a huge concern as people usually throw him anyway or start with a low hitting light hit confirm. If you wanted to increase recovery to compensate I don’t think anyone would have a huge issue with that…

Other than Raw damage Sakura’s EX Tatsu would have been a super in ANY other game. It’s that good. Positioning, damage potential, mixups, frame advantage, avoids projectiles, and a decently quick startup at 12F. Crazy when you think about it.

So, pretty much finished Seth and started on Zangief.

Here are some of the key changes for Seth:

Greatly increased walk speed (From 0.025 forward 0.02 backward to 0.035 forward 0.0275 backward.)
Forward dash distance slightly reduced.
Focus attack travel distance reduced AFTER active frames have ended. (This only affects the recovery, not the startup/active frames. The range for the move is still the same.)
Wall jump was slightly reduced.

EX SPD now 4F startup (was 3F) invincibility increased by 1F

MP SRK invincibility reduced from 1-7F to 1-6F.

All DPs first hit damage reduced by 10, however the follow ups were increased in damage to encourage full use of the followups and reduce the reward for DP - FADC.
DP follow ups no longer require another SRK input. Simply hit the button again (and again) for the followups. Followups can no longer be negative edged though.

EX Sonic Boom recovery reduced by 2F. Now -1F on block +3F on hit at point blank.
TWO NEW VERSIONS OF EX SONIC BOOM!
Hitting LP+MP will give you the normal version of EX SB. MP+HP and LP+HP will cause Seth to delay throwing the second SB. This makes it harder to jump over the SBs. The frame advantage remains the recovery after the 2nd SB is the same for all versions. All 3 versions will combo both sonic boom hits in most circumstances.

Teleport reworked dramatically (I covered this already.) however I didn’t mention: Teleport now gains 10 meter on startup

Spin Kicks now causes additional chip comparable to the full damage rather than just the first hit. The damage / stun was reworked as well.
LK Spin Kick now does 115 damage 150 stun (previously 120 damage 100stun
MK Spin Kick now does 130 damage 100stun (previously 130 damage 150stun)
HK Spin Kick now does 160 damage 200stun (previously 150 damage 200stun)
EX Spin Kick now does 140 damage 200stun (previously 120 damage 250stun)

In addition the damage distribution was altered for all versions, increasing the damage dealt during scaled combos by taking advantage of how the game rounds partial numbers up.

Tanden Engine was reworked a bit. The range was shortened quite a lot on all versions. The hit/blockstun was also reduced slightly. Projectile invincibility starts slightly earlier now (before active frames). All versions of Tanden now cause a small amount of stun even on block (20for LP/25 for MP 30 for HP 40 for EX). This does not affect damage scaling. In addition you actually gain increased hitstun on a counterhit version of tanden (previously was same amount.)

With the shorter range the move is actually a bit safer as you will be much less likely to pull the opponent from a range that they will recover before you and be able to punish.

Far HP now causes more hitstun, recovers slightly faster, and causes more pushback on hit/block

You can now perform Seth’s NJ MK during a forward jump by holding UP + MK. The move has slightly less stick control than before and a slower startup, however it can now cross up and has far more active frames.

Seth’s U1 now causes 60 chip damage on block (previously 0). Animation sped up a bit as well. (no more 8+ second ultra)
Seth’s U2 had it’s chip damage increased by 12. In addition the recovery was slightly reduced on hit.

LOTS of tweaks to seth’s damage on normals to improve pokes and anti airs.


Zangief is currently in early dev but the changes I’m already exploring:
Back and forward dashes improved (Forward is faster, still on the slow side but not 26F slow. Backwards travels farther no change to speed.)

Running Bear Grab = less delay before forward movement starts. Improved hitbox. Faster travel speed. EX Now has 2 hits of armor.
Far HP = Slower overall. More active frames startup and recovery. However it now gains armor on 6F until the first active frame. In addition it cause more knockback on hit for corner carry.
Down+Forward+HP = Hop headbutt (hopbutt?) akin to his old headbutt from previous games. However now it can more easily hit crouching. It can be low profiled but it will hit all crouching opponents regularly. The damage is 75 but the stun is 250. It is -4F on block on first active frame and +2F on hit.
Banishing Flats recovery all reduced by 1-2F. In addition the active frames on the projectile absorbing hitbox was greatly increased. Appearing earlier and later in the move than the actual hitbox that can hit opponents. (Lasts ~5-6F now instead of 2F)

Messing with Zangief I’m honestly surprised at how little I feel I needed to do to really open him up a bit more as well as make him better. The changes I listed are almost all of the key changes I feel he needs but I did make a few others.

Far MK slightly recovers faster, now super cancelable (E.G. fadcable on block) and on counterhit has A LOT more hitstun. Enough that he is + on hit but not much.
crMP 1F faster causes 100 damage on anti air
crHP causes a knockdown on air hit that you can combo to EX GH with.
crLP now 30 damage
Hop Headbutt is actually just barely high enough off the ground to hop over a low tiger shot. HOWEVER it is VERY strict timing to do so, so practice that shit, it’s faster than a quick lariat and safer too.
Focus attack altered in frame data to be closer (but not identical) to Ryu’s. Damage lowered to 80/100/150.
A number of Gief’s command throws got small damage nerfs BUT I feel this is slightly needed as Gief is MUCH more mobile than before thanks to hop headbutt, faster dashes, and slightly faster walk speeds.
Lvl1 = 10+11 / 3 / 34
Lvl2 = 18+11 / 3 / 34
Max = 65 / 3 / 34

LP SPD range reduced back to Super status. Damage reduced to 170

U1/U2 damage reduced super damage increased as usual.

I decided when I do new supers for everyone later on, Gief’ll get a super lariat performed with 3K+3P (you’d prob have to turn off taunt to get it consistently lol not sure if I’d do it 100% that way but I want to just for lawls.)

Since posting this I found a combo for Gief that does 608 damage against Ryu and will work against most of the cast.

NJ UP+HP (headbutt) - sMK (or MP) - EX Green Hand - FADC - crLP - sMK (or MP) - HP GH - STUN - Ultra 1

That’s right folks. Due to the change in Zangief’s forward dash, he is actually +4F on hit after an FADC forward dash from EX GH so he can now combo EX GH - FADC - crLP (or LK).

Gief’s got combos now!

Working on Guile now, probably the most ambitious character of all for me. I’ve been wanting to do this for a long time. His Glasses on/off has always been a useless move for most purposes however it always struck me as interesting that because of how the game views it moveset wise, when Guile puts on his Sunglasses it is considered a “stance change.” So I’ve decided to take that idea and run with it. Basically when Guile puts on Sunglasses he is going to be a totally dif character with inspiration drawn from Charlie.

His Sonic Booms become 1handed. They are slower to startup and less advantageous on hit/block but they do significantly more damage and stun. However like in the Alpha series this damage decays the longer the fireball is on screen EVENTUALLY becoming lower than normal.

At the moment for the early build it works like this:
1-15F = 75 damage 80stun
15-30F = 70 damage 70 stun
30-50F = 60 damage 60stun
50-70F = 50 damage 50 stun (same as normal sonic boom)
70F - disappears = 35 damage 40stun.

Now keep in mind, that is PA-LENTY of time before it drops below the normal damage of a sonic boom without glasses. A full screen LP SB will do 50 damage (and I mean, full screen mid stage both characters backs to the wall.) any farther than that it drops to 35, so it’ll only do less if the opponent is given room to back up after it is thrown.

ATM a LP SB is +3F on block +5F on hit (done point blank. Comboed into it gets more frame advantage due to pushback from normals.). It causes slightly less pushback on hit and slightly more on block than a regular SB and has a much wider hitbox than a regular SB though the height is slightly smaller.

Also his walk speed is reduced slightly but his dashes become faster. He can cancel his forward dash or backdash into a bazooka knee after a certain number of frames. His normals will be tweaked (close/far MK becomes his F/B+MK sobat with dif properties, sweep becomes 1hit, ect.)

And he’ll have a new super inspired by Sonic Break (this may take time)

BTW if you like my 1 handed sonic boom animation feel free to use it in your own mods! Took a bit of care to make it feel just right.

Guile Shaping up really well and just as much work as I thought it’d be. Some more noteworthy changes:

forward throw recovery has been reduced on hit. Doing forward throw and holding up+forward will get you a perfect 7F safe jump (E.G. You can safe jump Gen’s Up Kicks or Viper’s HP Thunder Knuckle but nothing faster than that.)
crHP/closeHP damage increased from 70 to 90/100 on later frames.
F/B+LK is now airborne during part of it.
U2 is 1F faster to startup
flash kicks cause more damage now on later frames.

Glasses Stance notes:
far MP resembles Guile’s far HP. It is 6F startup and special cancelable however. Does 70 damage.
far HP resembles Guile’s F+HP but can hit crouching opponents and does 110 damage. Slightly tweaked frame data though. Note: While in glasses stance you cannot perform F+HP
far MK resembles Guile’s F/B+MK but stationary. It is airborne, does more damage, and has better frame data and a better hitbox than 4/6MK.
far/close LP now resembles Guile’s normal far LP in terms of animation. However the frame data is much better. Frame data is 3/2/6 +4/+6
Far/close LK now resembles Guile’s normal far LK in terms of animation. Frame data is 4/3/8. In addition it is special cancelable (Note: You cannot perform Bazooka knee with a backwards input while in glasses stance except when canceling a dash.)
Forward Jump MK resembles Guile’s NJ MK. However it is now a crossup.
Bazooka Knee while wearing glasses has 1JP (for resets). Also it has 4F less recovery and a wider hitbox.

New version is out! Now up to 15 characters completed to beta level.

Some more notes regarding Guile:
Pushbox on head removed during walking/dashing/standing/getting up.
His Ultra 1 now can turn around for 1F after the super freeze (to allow for crossup correction).
Hurtbox was reduced on all flash kicks.

LK Flash kick damage increased from 80 to 90 on later frames
MK Flash Kick invincibility increased from 1-3F to 1-4F damage increased from 80 to 100 on later frames
HK Flash Kick invincibility increased from 1-3F to 1-8F Damage increased from 140 to 150 on early frames and from 80 to 120 on later frames. Can no longer be FADCed on hit/block.
EX Flash Kick invincibilityi ncreased from 1-5F to 1-6F.
Flash Kicks grounded recovery frames reduced from 23F to 18F

Far HK damage increased from 110 to 120
Far HP damage increased from 100 to 110


Zangief
Pushbox adjusted for walking/standing/getting up to be more normalized.
Close LK / Far LK and close MP / far MP range requirements altered. You now need to be closer to the opponent to get the close versions.


THawk All Condor Spires when canceled to from crMK received yet another startup boost. EX Should now connect from max range crMK. (3 bar combo for over 500 damage: NJ HP - close HP - crMK - EX Condor Spire - EX DP - EX Dive)


Cammy - Cammy can now cancel her hooligan combination (Tiger Knee - punch) into any regular dive kick. Not EX however.


Cody - Now recovers a few frames faster on forward throw allowing him to whiff a far LP and perform a safe jump.
standing LP with knife can now be special canceled on hit/block.


All characters (that have been modified): proximity blocking frame data normalized for all light attacks. All light attacks now only cause proximity blocking for startup and active frames, recovery frames no longer cause proximity blocking.

I want to test this.
Now a question, is there anything I need to watch out for? So bugs, glitches I think, but also something else maybe?

Bugs, glitches, infinite combos (especially infinite combos that are actually viable like easy to do or decent damage up until scaling gets really high. Like Elf RSF loops.) things you feel may not have been intentional (such as perhaps a move does WAY more damage / gains more meter / more stun like when the opponent is crouching and gets counterhit or something weird.) infinite blockstrings (I doubt you’ll find any of these but I dunno. I upped almost every normals frame advantage on block 1-3points. I (usually) made sure to check what the current frame advantage already IS on the move before I did it but I could very well have some series of moves that pushes your character forward while keeping the opponent in blockstun. Or perhaps a series of moves that are true blockstrings and gain enough meter with each rep to FADC when you are about to be pushed out of range (another thing I doubt since I lowered meter gain on block across the board for all moves.)

Thoughts on balance. Questions regarding design choices. Suggestions. These are also all welcome.

Videos of you playing (especially if you have vids of you playing vs other people!) are especially encouraged.

Still VERY much a WIP but I thought I’d share this:

Video showing some of the bigger changes to Ken, though without any real sort of explanation or coherently put together video lol.

Quick run down:

Walk speed increased
Far LK / Far MK got switched and had drastic frame data changes. Far MK is now a really good anti air and normal for stopping forward movement but has a long recovery.
Target Combo now moves Ken significantly forward on startup AND can be done from far MP now
Far HK can be super canceled
crHP hitbox and hurtbox were improved, also has 1F more active frames, and does 110 damage vs airborne opponents.
MP SRK moves farther forward on startup and between the first and 2nd hit this reduces a lot of the instances of Ken only getting the first hit and flying off to get punished. Also started was reduced to 3F
HP SRK damage on first hit reduced to 60, overall damage was increased from 140 to 160 (180 on anti air). Now only the first hit can be FADC’d on hit/block but that is because the active frames for the first hit were increased from 2F to 4F so now Ken is always going to get the free juggle state if he FADCs it on air hit. Also the damage distribution change means that using HP SRK to end a juggle (such as after a LP SRK) does more damage, and it does more damage as a late anti air.
EX SRK now 3F startup (not shown)
EX Hadoken now 13F startup (not shown)
Bunch of hurtbox/hitbox adjustments to normals (not shown)
B+MK and F+HK are now 0F on hit -3F on block done by reducing recovery (not shown)
Coward copter was removed, Ken’s tatsu physics now match Ryu’s (not shown)…
Except for EX Tatsu which still can coward copter, however now has 1F more landing recovery (5F instead of 4F). (not shown)
Focus attack frame data is more normalized to be closer to Ryu’s frame data.

Ryusen Kyaku stuff shown (flip kick). The move hits overhead, causes a techable knockdown (EX is untechable) and breaks armor on hit. Hitting an airborne opponent however does not knockdown instead it throws them full screen for an air reset just like when Sakura hits an airborne opponent with a grounded Tatsu.

U1 non-cinematic damage was increased while cinematic version damage was reduced.

I hope you guys appreciate my music choices (my tastes are kind of all over the map). I usually choose the songs I picked to make me laugh a little. (Example: Gouken I chose “Exquisite Dead Guy” by They Might Be Giants. The joke? Remember Gouken was supposed to be dead but then came back :P. Stupid things like that make me smile XD)

For those of you curious. If the mod tools still work I will port this to USF4 as well as maintain AE2012 build. Mostly just so you can play the 1 new character and 4 ports and have them modded. Plus the double ultra thing isn’t something I can do via modding. However the DWU/Red Focus crap would probably get removed or heavily modified in USF4:X version.

I’m sure this mod is sounding better and better for people who are unsatisfied with USF4. Remember: Your feedback is actually listened to and if you have a question I will do my best to respond. Shocking idea I know.

If you think my choices are dumb, explain why I’m an idiot and maybe I’ll understand and change things. Anyone who I’ve discussed this project would attest to the fact I’m doing what I can to not play favorites and also actually listening to your ideas as well as discussing their merits. I don’t believe I’m infallible and am willing to admit fault (though I might argue first).

So feedback please! :slight_smile:

Ken is done (at least for this build. I’ll return to him and others for things like new supers at a later date.)

Working on Akuma ATM. Lots of buffs, a couple of nerfs, and a new move. Just like usual :wink:

Specifically Akuma’s new move is sort of like Sagat’s angry charge. By inputing Reverse SRK + HP + HK you will do a move that looks similar to Appeal 07. This (at the moment) costs 65 health but no meter. What it does is make Akuma’s next EX special move do 10% more damage/stun AND costs ZERO METER (doesn’t count EX Focus). I may or may not make it require you actually HAVE 1 bar, at the moment you do not have to have any meter AND it doesn’t use any meter. So you can do EX moves right off the bat round 1 if you are willing to give up 65 health. Once you do 1 EX move it is used up and you’ll have to do another power up.

I’m of course still tweaking it. Unlike Angry Charge however you wont be able to cancel into it, it will have to be done raw. And it’ll be a little slower + not cause super freeze. But still quick. Also as an indicator that you have the charge active you will gain the eyeglow that Akuma gets during his Super/U1 while you walk around.

BTW @Komatik @metallicaband @loyalsol curious what you think of the new move as a concept. Perhaps not the exact numbers but how do you feel about a move that trades some health for an improved (and free) EX move?

I think it plays well into the storyline and gameplay styles of Akuma. Gives up humanity for power (storyline.) in addition the cost is taken from something Akuma has a very limited supply of (Health) and cannot get back but trades it for an area Akuma players often complain he lacks (raw damage / stun output.)

With the changes I’ve made currently to Akuma, doing a powered up EX Red Fireball does 153 damage 303 stun. (I upped the stun on normal EX RF from 70x2+100 to 80x2+115 so with the 10% damage/stun buff rounded up it comes to 153 damage (51x3) 303 stun (88x2+127) and it’s free. it would also do 39chip total! (13x3)

It also means that you stock up your 18F invincible EX Shoryuken for wakeup even if you have zero meter. (and it’d do 209 damage 220stun!)

Here is a combo I found using the new move (note this will work despite the 5 bar cost because the EX is free.)

FJ HP - crHP - Hadoken - FADC - crMP - sHP - LP SRK - FADC - EX Red Fireball

457 damage 856 stun.

New version out!

Includes Ken and Akuma!

Ken key changes:

Walk speed increased from 0.04 forward 0.03 backward to 0.045 forward 0.033 backward.
Backdash distance slightly increased.
Forward throw stun increased from 80 to 120
Backward throw stun increased from 80 to 120. Damage increased from 120 to 140

Tons of hit/hurtbox adjustments to normals (too many to remember off the top of my head as I write this)
Far LP now 30 damage
Far MP can now be canceled to Target Combo
Target combo now moves Ken DRAMATICALLY forward. (you can combo it from even a max far MP) target combo damage increased to 75
Far LK and far MK had their animations switched. Far MK now looks like Ken’s far LK and vice versa. Frame data changed significantly. Far LK is now 5/3/8 (startup / active / recovery). Far MK is now 5/7/13.
Far HK startup reduced by 1F. Now can be super canceled on hit/block

Close HP stun increased from 150 to 200

crMK is now 4/3/16. Hurtbox now matches Ryu’s crMK
crHP is now a much better anti air with a hit/hurtbox more like Ryu’s (but not identical) active frames increased by 1F recovery reduced by 1F

Forward Jump HP now does 110 damage. Hitbox moved forward a bit to make it more difficult to cross up (still possible though in the corner for example). Hurtbox slightly increased downward and slightly reduced in width.

B+MK recovery reduced by 2F
F+HK recovery reduced by 2F active frames increased by 1F. Now gains more hitstun on counterhit. F+HK can combo to close HP on counterhit now.

Focus attack startup / recovery closer to normal now.

EX Hadoken startup reduced from 14F to 13F Damage increased from 5040 to 5045

Air tatsu physics now match Ryu’s (e.g. no more coward copter) except for EX Air Tatsu which retains coward copter capabilities.
EX Air Tatsu now must be blocked standing (hits overhead). EX Air Tatsu landing recovery increased by 1F
All air tatsus got a 5 damage increase

LP SRK grounded recovery increased by 2F. Invincibility reduced by 1F.
MP SRK startup reduced from 4F to 3F. Now moves Ken farther forward on startup and between the first and second hit. First hit now causes less knockback on hit. Should almost never result in only 1 hit connecting and leaving the opponent grounded (Please inform me of situations you find where it does result in that.)
HP SRK Now can only be FADC’d on the first hit. First hit’s active frames increased from 2F to 4F. This means that if you anti air you will ALWAYS get the free juggle on FADC. Damage distribution adjusted from 704030 (140) to 605040 (150). Vs airborne opponents damage is further increased to 706050 (180)
EX SRK startup reduced from 4F to 3F

U1 damage reduced by 35 on cinematic version. Damage on non-cinematic version INCREASED by 27
U2 damage reduced from 476 to 445. Damage distribution completely reworked so that the majority of the damage is done on the final hit (248 damage on final hit, previously was 225 damage on final hit.) this results in more damage being done when the ultra is done from farther away as less damage is lost during the forward traveling hits. Forward travel speed increased by 20%

New MOVE!:
Ryusen Kyaku (or something akin to it at least.)
Input method is reverse SRK + Kick
This is an overhead wheel kick type move (think Abel’s wheel kick but more vertical arcing.) the move becomes active at the peak of it’s jump and remains active until it reaches the ground. It causes a techable knockdown on hit, breaks armor, and hits overhead. The move IS punishable on block to varied degrees. Just like jump ins, the higher up on the body it is blocked the more negative you are. However vs Ryu at max height a LK version is only -6F (IIRC)
EX Version is projectile invincible after 5F until it lands. In addition the EX Version causes a HARD knockdown.


Akuma (AKA, holy shit you gave buffs to top tiers too?!)

Backwards walk speed INCREASED from 0.04 to 0.0425 (:O)
Forward throw damage increased from 130 damage 120 stun to 135 damage 140stun.
Back throw damage increased from 130 damage 120 stun to 135 damage 140stun. Recovery increased by 6F (this is very much open to feedback based on how he ends up in testing. Just trying to adjust some aspects of his vortex, this itself isn’t done IN the vortex but leads to setups that lead to the vortex.)

close LP startup reduced from 4F to 3F hitbox increased slightly damage reduced from 30 to 25
close HP damage reduced from 100 to 90. Hitbox height increased by 15%
close LK startup reduced from 5F to 4F
close MK startup reduced from 5F to 4F. Active frames increased from 2F to 3F. Now forces standing on hit. Damage reduced from 70 to 60. Distance restriction adjusted so you can get close MK from slightly farther away.
close HK now does 60 damage on first hit when hitting an airborne opponent.

far LP active frames increased by 1F. Recovery reduced by 1F. hitbox height increased by 50% damage reduced from 30 to 25
farMP active frames increased by 1F. hitbox width increased by 10% hitbox
far HP damage vs airborne increased from 120 to 130
far LK hitbox height increased by 50%
far MK startup reduced from 9F to 8F
Far HK - Hitboxes adjusted now should always get both hits on block vs all characters at all ranges that first hit connects. Pushback on block on 2nd hit increased as part of universal changes. Damage increased from 5030 to 5035. Now -3F on block

crLP damage reduced from 30 to 25
crMP hitbox height increased 15%
crHP hitbox width on later frames increased 25%. Damage on later frames increased from 70 to 100. Now does 120 vs airborne
crLK damage increased from 20 to 25
crHK blockstun reduced by 3F pushback on block increased (part of universal changes.)

Many air normals now have slightly more active frames.
NJ HK now does 110 damage

F+MP hitstun increased by 2F blockstun increased by 1F. Damage increased from 3050 to 3550
Down+MK in air damage increased from 60 to 70. Now forces standing on hit

LK Tatsu damage reduced from 70 to 60. Now floats slightly higher, should be able to tatsu sweep everyone (didn’t test every char yet but I did test a couple I knew you couldn’t including Ryu/Ibuki and it worked.)
MK Tatsu startup increased by 1F. Damage reduced from 804040 to 603535 now breaks armor on hit.
EX Tatsu vacuum effect adjusted, now matches Ryu’s EX Tatsu in terms of hitstun and physics.

EX Air Tatsu physics adjusted to increase consistency, now should be able to get all hits far more often.

EX Hadoken recovery reduced by 1F stun reduced from 100x2 to 75x2

LP Shakunetsu stun increased from 200 to 220
MP Shakunetsu stun increased from 50100 to 100100
HP Shakunetsu stun increased from 35x3 (105) to 55x2+70 (180)
EX Shakunetsu stun increased from 70x2+100 (240) to 80x2+115 (275)

All air fireballs now fall somewhat faster. Air fireball meter gain on hit reduced from 20 to 15. Meter gain on startup increased from 5 to 8

Teleport distance traveled reduced by 8%

Demon flip is now airborne on 4F instead of 5F
Demon flip palm active frames increased from 2F to 4F. Overhead status returned. It is now a techable knockdown on AIR hit (still untechable on grounded) now has 1F more landing recovery
Demon Flip throw damage increased from 150 to 170
Demon flip dive kick damage increased from 70 to 80

MP Srk now launches on first hit
HP/EX SRK now can only be FADCed for first 2 hits. Blockstun reduced by 1F

Super damage increased from 330 to 380. Now grants the opponent SIGNIFICANTLY less meter. The amount of meter the opponent gains is now 250 (exactly 1 bar)
U1 damage decreased from 510 to 450. Now grants the opponent SIGNIFICANTLY less meter. Previously granted aprox 2 1/2 bars of meter. Now grants EXACTLY 1 1/2 bars (375 meter.)
U2 damage decreased from 500 to 465. Damage when canceling from a teleport reduced from 421 to 420. (so the difference between the two is significantly less now.)

NEW MOVE!
Soul Sacrifice:
Performed with reverse SRK + HP + HK input. This causes Akuma to drain 65 non-recoverable health from himself. In exchange the next EX move (except EX Focus) performed will do 10% more damage, 10% more stun, AND will cost NO METER. This allows Akuma to perform 5 bar combos or use an EX move when he has no meter whatsoever. The move causes a short super freeze (like Angry Charge) the total frame count for the move is 14F recovery post-super freeze. The move cannot be done as a special move cancel for a normal, it must be done on it’s own.

The move is in a counterhit state for the entire duration. The 65 health cost is subject to guts scaling (e.g. If you are at the point where your health is low enough to cause damage scaling it will reduce the amount of health taken from this move as well.) IN ADDITION this move builds ultra meter! Though it will take you 6x using this move (390 health) just to build up to the half way point.

IMPORTANT NOTE: YOU CAN LOSE THE ROUND FROM DOING THIS MOVE IF YOU DO NOT HAVE ENOUGH HEALTH TO PAY THE COST