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Steam News14 October 201411y ago

Patch 1.03 Coming on Oct. 15th

Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of 1.

Full notes

Full Ultra Street Fighter® IV update

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Repeated intro

Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of 1.03’s contents.

What changed

8 fixes0 additions9 changes0 removals
  • Fixes
  • Gameplay
  • Balance
fixedDelayed Standing OptionWith the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal. The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.
fixedInconsistency Adjustments and Attack ReversionsIn our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02. Here’s the list of adjustments that will be included in patch 1.03: Decapre
changedInconsistency Adjustments and Attack ReversionsPsycho Sting and DCM (Anti-Air) – Charge time reduced from 52F --> 42F.
changedInconsistency Adjustments and Attack ReversionsClose Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) --> Close Standing Medium Punch now combos.
fixedInconsistency Adjustments and Attack ReversionsFar Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.
changedInconsistency Adjustments and Attack ReversionsForward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

Ultra Street Fighter® IV changes

fixedWith the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal. The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.
fixedIn our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02. Here’s the list of adjustments that will be included in patch 1.03: Decapre
changedPsycho Sting and DCM (Anti-Air) – Charge time reduced from 52F --> 42F.
changedClose Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) --> Close Standing Medium Punch now combos.
fixedFar Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

Delayed Standing Option

With the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal. The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.

Inconsistency Adjustments and Attack Reversions

In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02. Here’s the list of adjustments that will be included in patch 1.03: Decapre

  • Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F --> 42F.

Rolento

  • Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) --> Close Standing Medium Punch now combos.

Abel

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

Chun-Li

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

Cody

  • Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.

Dhalsim

  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.

  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.

  • Yoga Catastrophe – Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

Dudley

  • Victory Rose – Counter hit now yields proper hit advantage.

E.Honda

  • Far Standing Heavy Punch – Adjusted the damage from 100 --> 113 if the front part hits.

Fei Long

  • Crouching Medium Punch – Adjusted damage on counter hit from 78 --> 82.

Guy

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.

Rose

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

  • EX Soul Spiral – Fixed damage on counter hit from 160 --> 163.

Sagat

  • EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.

Seth

  • HP and Stun – HP and Stun values adjusted from (800/900) --> (750/750) for SFIV Seth.

Vega

  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.

  • Flying Barcelona Special

    • Fixed the issue

Source

Steam News / 14 October 2014

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