Tuesday, November 29, 2011
Super Street Fighter IV: Arcade Edition v.2012 character change log finalized
Capcom has posted the final change log for all characters in Super Street Fighter IV: Arcade Edition v.2012 (AE v.2012).
AE v.2012 is a free patch that will be available for Xbox 360 and PS3 on Dec. 13. The patch will make its way to Arcades on Dec. 2.
Last month, Uryo made his predictions on the patch's tier list. Based on the number of changes made, do you think that list will hold true?
You can download the English PDF here or head past the jump for character changes you can expect in AE v.2012.
Props to SRK for breaking down the English PDF.
Ryu
Metsu Shoryuken - Extended hitbox upward in 3rd active frame.
Hadoken - Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
Airborne Tatsumaki Senpukyaku - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
Solar Plexus Strike - Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
Near Standing Heavy Kick - Equalized normal hit and counter-hit frame advantage.
Heavy Shoryuken - Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
Crouching Medium Kick - Hit detection extended from 3F to 5F.
Ken
Target Combo - Expanded hitbox for second hit downward to facilitate connecting with crouching targets. Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.
EX Shoryuken -Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).
Crouching Heavy Kick -Total frame count unchanged, but startup altered from 7F to 8F.
Far Standing Heavy Kick -Changed startup from 12F to 11F. Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.
Thunder Kick - Overall length of feint move changed from 27F to 24F.
Chun Li
Yosokyaku - Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.
Heavy Spinning Bird Kick - Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing heavy punch.
Kikoken - Changed startup from 10F to 9F.
Hosenka - Made hitboxes match SSFIV.
Kintekishu - Lengthened opponent’s stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.
Tenkukyaku - Expanded hitbox downward to make it easier to hit crouching targets.
Crouching Heavy Kick - Increased stun from 100 to 150.
EX Hyakuretsukyaku - Increased amount of movement directly following the move’s opening and extended attack reach.
Near Standing Heavy Punch - Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.
Crouching Light Kick - Expanded strike hitbox for deep hit.
E. Honda
Sumo Headbutt - Made upper body totally invincible from start until 14th frame for light version. Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
Heavy Hundred Hand Slap - Expanded final hit’s hitbox forward, making it easier to connect with all characters.
Orochi Breaker - Changed easy command.
Ultimate Killer Head Ram - Made KO possible even when the move’s first hit is double hit.
Blanka
Rolling Attack - Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for heavy, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of heavy or EX version’s active period. Made follow-up possible when hit connects within 2F of EX version’s active period.
Rock Crusher - Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.
Jungle Wheel - Extended total frame count of Blanka’s move by 1F on a hit.
EX Vertical Roll - Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.
Zangief
Heavy Spinning Piledriver - Increased stun from 100 to 150.
EX Banishing Flat - Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).
Crouching Heavy Kick - Shrunk mid-move hurtbox.
Crouching Light Punch - Expanded strike hitbox for deep hit.
Far Standing Heavy Punch - Made opponent get knocked down on a hit.
Guile
Sonic Boom - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
Flash Kick - Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.
Flying Mare - Changed startup from 4F to 3F.
Flying Buster Drop - Changed startup from 4F to 3F.
Spinning Back Knuckle - Changed damage from 90 to 100.
Reverse Spin Kick - Made throw-invincible from 6th frame after start until landing. Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Sonic Hurricane - Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.
Dhalsim
Standing Light Punch - Increased hit detection period from 1F to 4F. Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.
Yoga Inferno - Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).
Yoga Blast - Changed EX version’s damage distribution to 90 + 50. No change to overall damage. Shrunk mid-move hurtbox for medium and heavy versions. Made follow-up with any move possible after a heavy version hit. Shortened post-hit recovery by 10F for light and medium versions. Shortened post-hit recovery by 5F for heavy version. Made quick-stand impossible on a hit for all versions. Made release-triggering impossible for light, medium, and heavy versions.
Balrog
Buffalo Head - Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 for EX version.
Dirty Bull - Increased damage from 300 to 399. Made easy command mode input the same as SSF4.
Dash Swing Blow - Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.
Near Standing Heavy Punch - Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.
Vega
Crouching Heavy Kick - Increased damage from 90 to 110.
Cosmic Heel - Lengthened block stun by 1F, leaving attacker with a -3F (dis)advantage when blocked.
Bloody High Claw - Expanded hitbox after knee connects in the first part of the attack to avoid unexpected drop-out. Allowed combos to link with a Cosmic Smart hit.
Splendid Claw - Changed startup from 9F to 8F.
Sky High Claw - Made opponent get knocked down on a hit for all versions.
Expanded EX version hitbox downward, making it possible to hit Chun-Li, etc. when crouching.
Focus Attack - Expanded strike hitbox for deep hit.
Sagat
Angry Charge - Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.
Crouching Medium Punch - Expanded strike hitbox for deep hit.
M. Bison
Double Knee Press - Changed light/medium/heavy stun from 50 + 50 (100 total) to 100 + 50 (150 total). Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press→EX Focus→Dash.
Near Standing Heavy Kick - Changed shallow hit damage from 80 to 90.
Far Standing Heavy Kick - See Near Standing Heavy Kick.
C. Viper
Burst Time - Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.
Burning Dance - Changed damage from 380 to 410.
Thunder Knuckle -Changed EX version’s startup from 27F to 25F. Lengthened Viper’s stun by 2F on an EX version hit. Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for heavy version.
EX Seismic Hammer - Changed damage from 120 to 100. Eliminated throw invincibility.
Aerial Burning Kick - Changed normal damage from 100 to 90. Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.
Rufus
Big Bang Typhoon - Adjusted number of hits against airborne opponents to a maximum of 10.
Messiah Kick - Made light derivation combo on a medium hit.
Target Combo - Expanded second hit’s hitbox downward to facilitate connecting with Blanka, etc. when crouching.
EX Galactic Tornado - Increased opponent’s stun by 7F when hit by the suction part of the move. Gives attacker a possible +8F advantage when completing EX Focus→Dash in shortest possible time.
Big Bang Typhoon - Adjusted number of hits against airborne opponents to a maximum of 10.
El Fuerte
Propeller Tortilla - Made strike and projectile invincible from start until 13th frame.
Quesadilla Bomb - Made EX version’s counter-hits lead to wall bounce damage. Reduced EX version’s charge time from 390 to 210F. Shortened recovery by 10F when EX version or normal move hits at full charge.
Calamari Slide - Fixed issue whereby using a Heavy Punch→Calamari Slide combo against a crouching Balrog, etc. wasn’t hitting the opponent.
Crouching Light Punch - Made all light version attacks rapid-fire cancelable.
Guacamole Leg Throw - Reduced landing stun from 13F to 10F.
Abel
Crouching Heavy Punch - Expanded hitbox upward to ease use as an anti-air move.
Tornado Throw - Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.
Breathless - Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.
Second Low - Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus→Dash in the shortest possible time.
Seth
Jumping Heavy Punch - Changed hitbox active time from 2F to 4F.
Forward Jumping Medium Kick - Made foot region invincible to projectiles from end of active period to landing.
Shoryuken - Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.
Tanden Stream - Made Seth become totally invincible at a certain point in the attack. Made fully hit when combo launched from crouching heavy punch. Changed damage from 380 to 340.
Akuma
Forward Throw - Increased Akuma’s total frame count on a hit by 2F.
Demon Armageddon - Changed hit damage when canceling out of Ashura Senku from 400 to 421.
Hyakki Gosho - Changed from an overhead attack to a mid attack.
Far Standing Heavy Kick - Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
EX Hyakkishu - Made EX Zanku Hadoken cancelable from immediately after start of move.
Gouken
Senkugoshoha - Expanded light version’s hitbox forward. Changed medium version’s characteristics to match SSF4′s light version. Changed heavy version’s characteristics to match SSF4′s medium version.
Crouching Heavy Punch - Lengthened hit stun by 1F.
Denjin Hadoken - Made fireball speed variable by 3 steps by shaking the stick before start of hit detection. Increased final damage by 45 for all charge levels. Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
Kongoshin - Expanded counter hitbox for medium and heavy versions. Set stun to 200 for all versions.
Near Standing Medium Kick - Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
Sakotsukudaki - Expanded hitbox downward. Changed hitbox active period from 2F to 4F.
Shrunk hurtbox on upper arm. Aligned hit stop time with length of heavy attack.
Near Standing Heavy Kick - Changed first hit active period from 2F to 5F.
Forbidden Shoryuken - Changed startup from 11F to 3F.
Far Standing Medium Punch - Made Special Move cancelable. Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Far Standing Heavy Punch - Changed hitbox active period from 3F to 5F.
Cammy
Heavy Spiral Arrow - Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)
Quick Spin Knuckle - Decreased distance all versions push back when blocked.
Fei Long
Rekkaken - Set chip damage from first and second hits to 6 for light version. Set chip damage from first and second hits to 7 for medium version. Decreased distance of block push for second light/medium/heavy hit. Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits.
Shienkyaku - Changed light version deep hit damage from 120 to 110. Changed medium version deep hit damage from 140 to 120. Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total). Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). Shortened first hit block stun by 1F for all versions.
Rekkukyaku - Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). Stopped hit connecting after cross up for all versions.
Crouching Medium Punch - Changed damage from 65 to 55.
Near Standing Medium Punch - Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting.
Near Standing Light Punch - Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Far Standing Light Punch - See Near Standing Light Punch.
Chokkarakusho - Changed damage from 60 to 70.
Engekishu - Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). Made second hit super-cancelable.
Sakura
EX Hadoken - Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
EX Shunpukyaku - Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
Sakura Otoshi - Increased command input difficulty, and made release-triggering impossible.
Rose
Soul Satellite - Changed startup from 7F to 5F. Fixed issue whereby EX Soul Reflect could be triggered accidentally.
Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit.
Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and heavy versions.
Soul Piede - Changed total action frames from 33F to 29F. Increased reach by moving hitbox forward. Shrunk active period hurtbox.
Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started.
EX Soul Reflect - Made invincible to projectiles from start until 7th frame. Activated projectile return hitbox from 5th frame onward.
EX Soul Spiral - Changed damage from 100 to 120.
Gen
(Crane) Crouching Heavy Punch - Changed counter-hit damage to be the standard 1.25 times normal damage.
(Crane) Crouching Heavy Kick - Changed hitbox active period from 3F to 5F.
Shitenketsu - Changed startup from 9F to 7F.
Gekiro - Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit.
Made quick-stand impossible on final hit of heavy version.
Jyasen - Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy). Made EX version projectile-invincible until end of active period. Increased opponent’s stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus→Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked. Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus→Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.
(Mantis) Focus Attack - Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.
(Crane) Focus Attack - Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.
(Crane) Crouching Medium Kick - Made +1F advantage on a hit and -1F (dis)advantage when blocked. Shrunk mid-move leg hurtbox.
EX Oga - Changed damage from 100 to 150. Increased movement speed.
EX Oga (Far Kick) - Changed startup after wall bounce from 12F to 7F.
Dan
Airborne Dankukyaku - Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version’s height restrictions, allowing it to be activated 1F earlier. Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
Dankukyaku - Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
Hissho Buraiken - Adjusted to fully hit when used up close against any character.
Ducking Taunt, Jumping Taunt - Made Super Meter bonus +70 on a hit and +30 on a block.
Close Standing Medium Punch - Changed startup from 6F to 5F. Takes the total frame count to 23F.
Close Standing Heavy Kick - Shortened hitback distance on standing or crouching hit.
Crouching Heavy Kick - Changed startup from 12F to 10F. Takes the total frame count to 33F.
T. Hawk
Crouching Heavy Kick - Adjusted block stun to be 2F longer when first hit is blocked. Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.
Medium Tomahawk Buster - Made throw-invincible from the start of the move until airborne.
Heavy Body Press - Allowed activation from vertical jump.
Heavy Shoulder - Allowed activation from vertical jump.
Thrust Peak - Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.
EX Condor Dive - Made projectile invincibility last until the end of the move on a hit. As before on a block.
Close Standing Heavy Kick - Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F. Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.
Raging Slash - Made easy command mode input the same as SSF4.
Dee Jay
Air Slasher - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
Far Standing Medium Punch - Expanded hitbox to end of glove, and made cancelable into a special move.
Sobat Festival - Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.
Double Rolling Sobat - Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected. Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.
Close Standing Heavy Kick - Made first hit do forcible stand-up damage when it connects with opponents on the ground. Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. Made second hit super-cancelable.
Guy
Retreat - Increased speed of retreat.
EX Bushin Senpukyaku - Expanded first hit’s hitbox and increased active period from 1F to 2F to make the move easier to land.
Elbow Drop - Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.
Bushin Izuna Otoshi - Reduced landing stun for all versions when additional button input was missed.
Grab Throw / Shoulder Throw - Expanded hitbox forward slightly.
Vertical Jump Heavy Punch - Expanded hitbox up and down.
Angled Jump Heavy Kick - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
Angled Jump Medium Punch - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
Bushin Goraisenpujin - Slightly increased movement amount prior to first hit. Expanded hitbox to the front. Made easy command mode input the same as SSF4.
Neck Flip - Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.
Wall Jump - Sped up timing of follow-up input after kicking the wall.
Bushin Hasoken - Expanded the final hit’s hitbox, making it easier to fully hit.
Cody
Advance - Increased speed when moving forward.
Retreat - Increased speed of retreat. Increased hit and block stun by 2F.This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked. Enabled execution even when holding a knife.
Standing Light Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.
Standing Medium Punch (With Knife) - Changed from a 1-hit to a 2-hit attack. No change to action or damage.
Standing Heavy Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.
Crouching Medium Punch (With Knife) - Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.
Crouching Heavy Punch (With Knife) - Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.
Jumping Light Punch (With Knife) - Increased length of hit detection.
Jumping Medium Punch (With Knife) - Expanded hitbox up and down.
Pick up Knife - Made transition to block possible during move.
Bad Spray - Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.
EX Zonk Knuckle - Increased forward knockdown distance somewhat.
Ruffian Kick - Expanded medium kick’s hitbox forward slightly.
Angled Jumping Medium Punch - Expanded hitbox up and down.
Ibuki
Hammer Kick(Stick Forward + Medium Kick) - Changed startup from 26F to 25F. Changes move’s total frame count from 37F to 36F. Accordingly, Target Combo 7′s startup is 25F.
Bonsho Kick - Adjusted trajectory to facilitate hitting crouching opponents. Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block. Enabled a possible +5F advantage for the attacker on a counter-hit.
Hashinsho - Made all hits connect with airborne opponents until locked animation sequence. Made first hit do forcible stand-up damage when it connects with crouching opponents.
Yoroitoshi - Made projectiles fully hit against airborne opponents. Made easy command mode input the same as SSF4.
Tsuijigoe - Made move throw-invincible from start until 7th frame. Removed all hurtboxes apart from that over the head region from start until 12th frame. Made move super-cancelable from 10th frame after start onward.
Makoto
Health - Adjusted from 1000 to 950.
Fukiage - Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.
Tanden Renki - Made attack last 3 seconds longer than previously.
Standing Heavy Kick - Extended hitbox downward.
Target Combo 1 - Made the standing medium kick second hit super-cancelable.
Vertical Jump Medium Punch - Extended hitbox and hurtbox forward.
EX Karakusa - Adjusted size of hitbox to match that of the light version.
Hayate - [Light Punch Version] - Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 heavy punch.Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.
【Medium Punch Version】- Adjusted characteristics at level 4 to match level 4 heavy punch.
Unified characteristics at level 5 across light, medium, and heavy punches.
【Heavy Punch Version】- Adjusted block stun at level 4 to give a -2F (dis)advantage. Unified characteristics at level 5 across light, medium, and heavy punches.
Health - Adjusted from 1000 to 950.
Fukiage - Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.
Dudley
Victory Rose - Made EX Focus Attack possible. Added light attack hit/block effects and sound effects.
Thunderbolt - Prevented quick-stand even when hitting airborne opponents for all versions. Shortened horizontal travel when jumping without changing final total horizontal travel. Delayed thunderbolt discharge and sound effect timing for EX version.
Short Swing Blow - Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and heavy versions. Lengthened hit stun by 2F for medium and heavy versions, giving attacker a possible +2F advantage on a hit.
Vertical Jumping Light Punch - Changed hitbox active period from 3F to 5F, and expanded its size. Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.
Angled Jumping Light Punch - Changed hitbox active period from 5F to 8F.
Angled Jumping Medium Punch - Changed hitbox active period from 3F to 5F.
Standing Heavy Kick - Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.
Focus Attack - Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.
Crouching Medium Kick - Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move’s total frame count from 29F to 28F.
Jet Upper - Changed light and medium version’s startup from 6F to 5F, and heavy version’s startup from 4F to 3F.