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
- Fixes
- Gameplay
- Balance
Ultra Street Fighter® IV changes
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
Changelog.gg summarizes and formats this update. How we read updates.
