-Hitbox and hurtbox of crouch MK now same as it was in ver.2012
-Air tatsu escape is now impossible even with plinking
Also;
*
Counter Hit Benefits
Not only do you get more damage, but more importantly, your move will get an additional bonus to the Hit Stun the move causes. For Light Attacks, you gain an extra 1 frame of Hit Stun. For Medium and Hard Attacks, you gain a 3 frame Hit Stun bonus.*
Ken’s thunderkick is +3 on Counterhit yet -1 on hit, this means he gains an additional 4 frames advantage on counterhit. I think it’s worth noting next to the move.
Hugo’s Giant Palm Bomber gives 20/60 meter not of 20/40
Hugo’s Giant Palm Bomber gives a +1JP state on airborne opponents and on CH a Free Juggle.
Hugo’s EX clap isn’t “full invincible” at all. (I wish)
Hugo’s Moonsault Bodypress gives 40/140 meter not of 40/100
Hugo’s Moonsault Bodypress has no JP state
Hugo’s EX Moonsault Bodypress has Strike and Projectile invincibility on frame 1-6
Hugo’s Shootdown Backbreaker gives 30/110 meter not 30/80
Hugo’s EX Shootdown Backbreaker has Strike and Projectile invincibility on Frame 1-5
Hugo’s Ultra throw gives 20/100 meter not 20/80
Hugo’s EX Ultra throw range is off. IIRC it’s 1.685 but it’s definitely not 1.741 It’s a lot closer to L.MSBP
Hugo’s Lariat gives 40/80 meter not 40/40
Hugo’s EX Lariat Armor has infinite hits of armor on frame 1-10 or until he’s attacking animation is triggered.
Hugo’s Meat squasher gives 30/110 not 30/80
After Hugo’s Meat squasher st.mp is guaranteed on the entire cast. st.lp only on Boxer and Sagat. St.lk on Boxer, C.viper, Cody, Dudley, Gen, Hugo, Ibuki, Juri, Dictator, Sagat, Claw. At least say st.mp is guaranteed. The rest might be a bit too specific.
Hugo’s EX Meat Squasher has 1 hit of Armor on frame 1-13 or until his grab animation is triggered.
Hugo’s Hammer Mountain is fully invincible until the start of the second hit which is at frame 32 if you’re stanting next to them.
Ok some of those you are right I screwed up somehow, however these ones I’ve verified are correct:
Ultra throw is 20/80 it takes 10 of them to build a full super (1000 meter = full super). If it were 20/100 it’d only take 9. You can also just do 5 and you’ll see that the meter is exactly at the mid point while if it was 120 meter gained it’d be significantly over halfway at 600 meter gained.
Palm bomber is 20/40 not 20/60, I had that one labeled right. Try doing 4 LP Palms back to back you’ll not have a whole bar yet, (20+40)4 = 240, yet (20+60)4 = 320, if it was 20/60 you’d have more than 1 full bar. It takes 17 claps to build full super, if it was 20/60 it’d take 13.
Meat Squasher gives 30/80, you can verify this by doing them with zero meter you’ll see it takes 10 to build full bar (just barely, you build the last bit during startup of 10th). If it was 30/110 it’d only take 8 to build full bar.
Moonsault is 40/100, it takes 8 of them to build a full super. If it was 40/140 it’d only take 6
Lariat is right it’s 40/40, it takes 13 lariats to build a full super, if it was 40/80 it’d only take 9.
Back Breaker is 30/80 not 30/110, it takes 10 to build a full super, if it was 30/110 it would only take 8.
EX Lariat is properly labeled it is invincible 1F~ till 3F before active. the ~ refers to continuing until the frames designated. That is literally the same thing you just said in a different way. 1~10F is 3F before the move becomes active on 14F. This language I used was okayed by James Chen.
The Meat squasher followup is labeled right, specific cases can refer to sMP or other such things not just specific characters. It follows the same language as was previously used for El Fuerte’s tortilla followup.
EX Ultra throw IS 1.741 guide book is wrong, I’ve triple verified this now. I did it just now, I did it when I did the frame data, and I did it when I compiled every chars throw ranges and focus ranges, it’s 1.741.
Super is invincible until end of active frames on first hit. Can you provide proof otherwise? I tested several times and always was the case. Cody can do EX Zonk at same frame as Hugo and Zonk wins. EX Zonk is only invincible 1~16F. This works even point blank.
Now that I’ve typed up all of the meter gains I see where you are making your mistake on all of the meter gains. Using Clap for example at 20/40, the 20 refers to startup 40 refers to the meter gained when it hits. Your numbers are all 20 (startup) 60 (total meter gain). The reason this isn’t done is because on hit meter gain is subject to combo scaling while startup meter gain is not. All of your meter gains you’ve written up as wrong are this way, you’ve added the startup to the on hit meter gain “Lariat is 40/80 not 40/40” for instance.
Here are the ones you were right on
I forgot meat squasher armor
I forgot to put the word “infinite” (actually 99) armor on EX Lariat. Frame data still correct.
Claps cause free juggle on counterhit airborne
No JP on Moonsault
Back breaker invincibility
No Invincibility on EX Clap
Invincibility on EX moonsault (which was transposed from EX Clap)
The “USF4 changes” section wasn’t written by me and never updated by me. I’m working on (slowly) the change list section of the wiki which after wards I imagine will copy the USF4 changes to each character once that is done. http://wiki.shoryuken.com/Changelist_StreetFighterIV this is a work in progress.
There are so many exceptions falling into +2 - +4 it’s not worth noting yet, there is potentially plans to make a whole column for CH frame advantage. though that would be a FUCK TON of work for me.
Crouch HK (Sweep) is 200 stun
Jump LP is 30 damage
Jump MP is 60 damage
Jump HP is 90 damage / 150 stun
Jump LK is 30 damage
Jump MK is 60 damage
Jump HK is an odd one. It’s two hits. First hit is 50 damage / 100 stun, second hit is 70 damage / 100 stun. This will usually only happen air-to-air, or in a juggle state that allows two hits. In general, you’ll see this move done on a grounded opponent, in which case, the vast majority of the time you’ll have the second hit (70 damage / 100 stun) connect.
Target Combo 3 (Air LP > Air MK) is 30 damage / 50 stun (first hit), 60 damage / 100 stun (second hit). It also hits High, not HL as currently listed.
Target Combo 4 is Air MP > air HP. Only works on tall characters (off hand: Hugo, Sagat, T.Hawk). 60 damage / 100 stun (first hit), 40 damage / 50 stun (second hit). Hits High, not HL as currently listed.
EX Lynx Tail damage is 4010102020 (for a total of 100), not 40x5. Stun is 5020202050, for a total of 160.
Here are a bit of things you can change what’s already written for E. Honda:
Vanilla -> Super
Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown)
Honda only gained more full projectile invincibility.
AE12 -> Ultra Arcade
Stand HP: Damage for hitting at the tip increased to 90 from 80
This is an odd one, because either this was already present in AE12 or the current AE12 edition select is wrong
Ultra (console and arcade)
Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
This should actually refer to Ultimate Killer Head Ram (Ultra 1). The supers have been unchanged since vanilla.
Here are some things you can add for E. Honda:
Vanilla -> Super
Health reduced from 1100 to 1050.
EX Headbutt hurtbox expanded once active
Close HP damage and stun reduced from 120/200 to 100/150 during 3~6F.
Far HP damage reduced from 140 to 120.
Diagonal Jump HK damage reduced from 130 to 110.
Neutral Jump HP damage reduced from 140 to 120.
Super -> AE
Far HP damage reduced from 120 to 80 during 4~6F.
Jump HP damage reduced from 120 to 100.
Light Oicho damage reduced from 180 to 160
Medium Oicho damage reduced from 190 to 170
Heavy Oicho damage reduced from 200 to 180
Light Headbutt damage reduced from 130 to 120 during 3F~
Medium Headbutt damage reduced from 140 to 130 during 1~2F
Heavy Headbutt damage reduced from 160 to 140 during 1~2F
EX Headbutt damage reduced from 160 to 140 during 1~2F
Light HHS damage changed from 20x3 to 30x3, frame advantage on hit/block from +7/+3 to +5/+1, startup from 9F to 6F.
Medium HHS damage changed from 20x4 to 30x4.
Heavy HHS damage changed from 20x7 to 15x7, frame advantage on block from +6 to +3.
Thanks for letting me know; by finish, I meant I just filled in the blank spaces ah ha
But I’ll edit these as more unlisted changes come. Thanks for pointing these out!
Some of these errors coming up I swear I did, however I was having problems with my internet at one point and ended up having to get a new modem. Wondering if I edited these things before and google docs didn’t auto save or if I just brain farted.
thanks for the heads up. I actually caught a couple more you had missed when checking my work.
I’m searching for Unlisted changes as I edit each character actually so kind of a waste to wait since I’d already be editing that character at that point :p, I did Abel and Cody 100% already and Adon is only done for Super->AE changes at the moment. I also was the one who added the dates to patch versions since I thought that was nice for posterity purposes.
Just make sure you continue to follow the language previously shown. I’ll edit to preserve language consistently anyways but it makes my life easier.
I’d say make the columns, but don’t go out of your way to populate it. Have it there just so other people will see it and will at least think about it. Then maybe, maybe someone will come by and help chip in some work. No need to shoulder everything on your own, you’re doing enough as it is already.