Changelist StreetFighterIV

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Abel

SSFIV-Abel Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Health reduced to 1050 from 1100
  • Far Standing MK: Can no longer hit crouching
  • Far Standing HP: Hitbox expanded in width and expanded downward
  • Far Standing HK: Leg hurtbox moved backwards and reduced in height
  • Crouching MK: Damage increased to 70 from 60
  • Crouching HK: Hitbox expanded forwards
  • LP/MP/HP Falling Sky: Upper body hurtbox moved downward and reduced in height.
  • EX Falling Sky: Upper body strike invincibility added to 6~7F
  • Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200
  • EX Wheel Kick damage changed to 60*120 from 120*60
  • Soulless (UC1): Damage reduced to 333~500 from 374~551
  • Breathless (UC2): Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Crouching HP: Second hit's hit box reduced downward
  • Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200
  • LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~26F to Strike/Projectile Invincible 5~23F, Projectile Invincible 24~26F
  • MK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~29F to Strike/Projectile Invincible 5~25F, Projectile Invincible 26~29F
  • HK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~31F to Strike/Projectile Invincible 5~27F, Projectile Invincible 28~31F
  • Soulless (UC1): Damage reduced to 300~450 from 333~500
  • Breathless (UC2): Damage reduced to 293~431 from 320~480
  • Breathless (UC2): Startup increased to 0+10F from 0+8F
  • Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouching HP: Hit box returned to SSF4 state
  • Second Low: Hit Stun increased by 2F, now +1 on hit
  • Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state
  • Breathless (UC1): Now Strike Invincible when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invincible during that period
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close Standing HP: First hit's hit box expanded downward
  • Far Standing HK: Startup reduced to 13F from 14F; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames
  • EX Falling Sky: Active frames increased to 3F from 2F; upper-body invincibility increased to 6~8F from 6~7F
  • Heartless (SC): Active frames increased to 4F from 2F
  • Soulless (UC1): Push box height increased upwards during forward movement
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close Standing HP: First hit's hit box expanded downward
  • Far Standing HK: Startup reduced to 13F from 14F; Active frames increased to 3F from 2F; recovery reduced to 18F from 19F
  • EX Falling Sky: Active frames increased to 3F from 2F; upper-body invincibility increased to 6~8F from 6~7F
  • Heartless (SC): Active frames increased to 4F from 2F
  • Soulless (UC1): Push box height increased upwards during forward movement

(New to Ultra SFIV Console Digital Release)

  • Crouching HP: Second hit's Hit box greatly expanded downward
  • EX Change of Direction: Startup reduced to 13F from 16F
  • Second Low: Hit stun increased by 4F, now +5F on hit
  • Finish Low: Startup reduced to 17F from 22F
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Hitting Abel during 1st active frame of Far Standing HK no longer grants a counter hit
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close Standing HK: Damage on active frames 5~6F increased to 70 from 30, stun increased to 100 from 50, Hit stun reduced by 3F
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Adon

SSFIV-Adon Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game; 7F added to knockdown duration.
  • Close Standing MP: Frame advantage increased to +6F from -1F
  • Close Standing HP: Hit box expanded
  • Close Standing LK: Active frames increased to 4F from 3F
  • Close Standing MK: Frame advantage increased to +4F from +2F
  • Far Standing LP: Hit box expanded in width, arm hurt box reduced back to elbow
  • Far Standing MP: Hit box expanded in width
  • Crouching MP: Lower body hurt box reduced backwards towards Adon during active frames
  • Crouching HP: Startup reduced to 9F from 11F, frame advantage on hit increased to +4F from +2F
  • LK/MK/HK Jaguar Kick: Damage increased to 140 from 130
  • MK Jaguar Kick: Push box expanded downward to prevent flying over opponents in some situations
  • EX Jaguar Tooth: Now Projectile Invincible until it lands
  • EX Jaguar Tooth: No longer flashes upon activation, flash now occurs when he leaves the wall
  • LK Rising Jaguar: Damage changed to 50*80 from 80*50
  • Jaguar Varied Assault (SC): Startup reduced to 7F from 9F
  • Jaguar Varied Assault (SC): First hit's Hit box is improved so that it hits a bit lower

(Unlisted)

  • Close Standing MP: Push back on hit reduced to 0.4 from 0.5
  • Close Standing MK: Now forces standing on hit
  • Close Standing HK: Push back on hit increased to 0.6 from 0.5, Distance restriction increased to 1.35 from 1.1
  • Far Standing HP: Hit box expanded in width, hurt box moved backwards slightly
  • Far Standing LK: Hit box expanded in width
  • Far Standing MK: Hurt box on leg reduced backwards to ankle
  • Far Standing HK: Hit box expanded in height, Distance restriction increased to 1.35 from 1.1
  • Crouching LP: Lower body hurt box reduced in width during active frames
  • Jaguar Crunch (F+MP Overhead): Lower body hurt box moved back and reduced in width on 20~26F
  • LK/MK/HK Rising Jaguar: Opponent meter gain on hit increased to 20x2 from 10x2
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F*
  • Focus Attack: Hit box moved downward to prevent it whiffing vs some smaller crouching characters
  • Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded Hurt boxes are still Projectile Invincible
  • Jaguar Kick: Hard version damage reduced to 130 from 140
  • Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range
  • Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back

(Unlisted)

  • Close Standing MK: Push back on hit and block reduced to 0.3 from 0.5, hit stun increased by 1F, frame advantage increased to +5F from +4F
  • Close Standing HP: Pushbox moved backwards
  • Far Standing HK: Distance restriction reduced to 1.2 from 1.35, push box expanded backwards to prevent instances of passing through opponent
  • Jaguar Crunch (F+MP Overhead): Hurt box adjusted to on 26F to match other active frames.
  • Rising Jaguar: Airborne frames changed to 7F~ from 6F~
  • Jaguar Revolver (UC1): Second hit's hit box expanded in height
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close Standing HK: Hit box slightly expanded horizontally and upward
  • Jaguar Crunch (F+HP Overhead): On hit against standing opponents now +3F from +4F
  • Rising Jaguar: 2nd hit of Light version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner
  • Jaguar Kick: Medium version damage reduced to 130 from 140
  • Jaguar Kick: Hard version damage reduced to 120 from 130
  • Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged
  • EX Air Jaguar Kick: 2nd hit now hits overhead
  • Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents
  • Jaguar Revolver (UC1): Damage reduced to 480 from 510
  • Jaguar Revolver (UC1): First hit's Active Frames reduced to 6F from 7F
  • L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5F on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close Standing HK: Hit box slightly expanded horizontally and upward
  • Jaguar Crunch (Overhead): On hit against standing opponents now +3F from +4F
  • Rising Jaguar: 2nd hit of Light version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner
  • Jaguar Kick: Medium version damage reduced to 130 from 140
  • Jaguar Kick: Hard version damage reduced to 120 from 130
  • Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged
  • EX Air Jaguar Kick: 2nd hit now hits overhead
  • Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents
  • Jaguar Revolver (UC1): Damage reduced to 480 from 510
  • Jaguar Revolver (UC1): First hit's Active Frames reduced to 6F from 7F
  • L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouching LP: On hit now +6F from +5F
  • Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130
  • Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120
  • Air Jaguar Kick: Hard version upward Hit box slightly reduced
  • Air Jaguar Kick: Medium version on block now -2F from -1F when done at the lowest height and blocked on the first Active Frame
  • Air Jaguar Kick: Hard version on now -2F from 0F when done at the lowest height and blocked on the first Active Frame

(Unlisted)

  • Close Standing HK: First hit given JP1
  • Thousand Jaguar (SC): Final hit of non-mashed version hitbox expanded to match mashed version
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close Standing MK: Fixed a bug where counter-hit damage was received after attack start-up ended
  • Far Standing HK: Can now only be used be used in air combos for the second hit only
  • Jaguar Varied Assault (SC): Fixed a bug where on air-hit Delayed Stand was not possible when the move did not connect
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Akuma

SSFIV-Akuma Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Far Standing HK: Start up increased to 8F from 7F, Damage reduced to 60*40 from 50*60
  • Crouching MP: Damage reduced to 60 from 70
  • Crouching MK: Damage reduced to 60 from 70
  • Crouching HK: Damage reduced to 90 from 110, stun reduced to 100 from 200
  • LP Shakunetsu Hadoken: Stun increased to 200 from 100
  • MP Shakunetsu Hadoken: Damage reduced to 35*35 from 50*50, stun reduced to 50*100 from 100*100
  • HP Shakunetsu Hadoken: Damage reduced to 33x3 from 50x3, stun reduced to 35x3 from 50*50*100
  • EX Shakunetsu Hadoken: Damage reduced to 47x3 from 60x3, stun reduced to 70x3 from 100x3
  • LP Shoryuken: Damage reduced to 100 from 130
  • MP Shoryuken: Damage reduced to 70*60 from 80*80
  • HP Shoryuken: Damage reduced to 70*60*30 from 80*60*50
  • Wrath of the Raging Demon (UC1): Damage reduced to 510 from 600
  • Demon Armageddon (UC2): Added

(Unlisted)

  • LP/MP/HP Shakunetsu Hadoken: Meter gain on startup reduced to 10 from 20
  • Zanku Hadoken: Meter gain on startup reduced to 5 from 10
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown)
  • EX Tatsumaki Zankukyaku: Damage reduced to 35x5 from 40x5, stun reduced to 40x5 from 50x5, vacuum effect increased on hits 1~4
  • Airborne Tatsumaki Zankukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners
  • Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Far Standing HK: Damage reduced to to 50*30 from 60*40
  • Far Standing HK: Frame advantage reduced to -2F from 0F when second hit is blocked
  • Forward Throw: Recovery increased by 2F on successful throw
  • Hyakki Gosho (Demon Flip --> Palm Strike): No longer hits overhead
  • EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close Standing MK: Now forces stand on hit; startup reduced to 4F from 5F; Hitbox expanded downward
  • Crouching HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18F from 16F for Light, Medium, and Hard versions and to 11F from 9F for EX version
  • EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well
  • MP Goshoryuken: 2nd hit can no longer be EX Focus cancelled on block
  • HP Goshoryuken: 2nd and 3rd hit can no longer be EX Focus cancelled on block, invincibility reduced to `~5F from 1~6F
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close Standing MK: Now forces stand on hit; startup reduced to 4F from 5F; Hitbox expanded downward
  • Crouching HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18F from 16F for Light, Medium, and Hard versions and to 11F from 9F for EX version
  • EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well
  • MP Goshoryuken: 2nd hit can no longer be EX Focus cancelled on block
  • HP Goshoryuken: 2nd and 3rd hit can no longer be EX Focus cancelled on block, invincibility reduced to `~5F from 1~6F
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Close Standing MK: Distance restriction increased to 1.4 from 1.2
  • Far Standing MK: Distance restriction increased to 1.4 from 1.2
  • Far Standing HP: Damage reduced to 90 from 120
  • Far Standing HP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • EX Shakunetsu Hadoken: Startup reduced to 19F from 25F
  • LK Tatsumaki Zankukyaku: Hitbox expanded downward in height

(Unlisted)

  • LK Tatsumaki Zankukyaku: Hitbox expanded in width
  • EX Tatsumaki Zankukyaku: 2nd hit's hitbox expanded in height
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Gohadoken: Startup reduced to 13F from 14F on all versions
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Balrog

SSFIV-Balrog Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Dirty Bull
  • Input for Dash Upper made more lenient (exact change unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Hitbox reduced to not hit as low, making it whiff on crouching characters
  • Close MP: Now forces stand on hit; Damage reduced to 70 from 80
  • Close MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Buffalo Headbutt: Damage reduced to 100 regardless of version used, down from 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions
  • Buffalo Headbutt: Now has 22 more Recovery Frames (32 total) ONLY if blocked; recovery is the same as before (10 frames) when the move hits
  • Dirty Bull (UC2): Changed to HCB HCB + PPP from 720 + PPP motion
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close HP: Hurtbox extended downwards to ensure hitting all crouching characters
  • Dash Swing Blow: Pushes the opponent less far back, making it easier to connect with Normal Attacks afterwards for a combo
  • Buffalo Headbutt: Damage reverted to 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions from 100 on all versions
  • Dirty Bull (UC2): Damage increased to 399 from 300
  • Dirty Bull (UC2): Input now more lenient and easier to perform
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Dash Straight: Light version on hit now -1 from -2
  • Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100;
  • Dash Swing Blow: Light version on hit is now 0 from +10, on block is now -2 from -5
  • Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames
  • Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7
  • Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames
  • Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds)
  • Turn Punch: Level 1 on block is now 0 from -2
  • Turn Punch: Level 2 on hit is now +1 from -1, on block is now -1 from -5
  • Turn Punch: Level 3 on hit is now -1 from -4, on block is now -2 from -8
  • Turn Punch: Level 4 on hit is now -2 from -8, on block is now -4 from -12
  • Violent Buffalo (UC): Last hit can now be changed to straight punch by holding a punch button
  • Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
  • Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Dash Straight: Light version on hit now -1 from -2
  • Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100;
  • Dash Swing Blow: Light version on hit is now 0 from +10, on block is now -2 from -5
  • Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames
  • Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7
  • Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames
  • Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds)
  • Violent Buffalo (UC1): Last hit can now be changed to straight punch by holding a punch button
  • Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
  • Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP

(New to Ultra SFIV Console Digital Release)

  • Dash Straight: Medium version pushback on hit reduced, easier to combo into EX Red Focus
  • Turn Punch: Level 2 on block is now -4 from -5; on hit is now 0 from -1
  • Turn Punch: Level 3 on block is now -7 from -8; on hit is now -3 from -4
  • Turn Punch: Level 4 on block is now -9 from -12; on hit is now -2 from -8

(Removed from Ultra SFIV Arcade Japan)

  • Turn Punch: Level 1 on block is now 0 from -2
  • Turn Punch: Level 2 on block is now -1 from -5; on hit is now +1 from -1
  • Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4
  • Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crazy Buffalo (SC): Fixed a bug where on air hit, Delay Stand was not possible on all but the last hit
  • Violent Buffalo (UC1): Fixed a bug where on air hit, Delay Stand was not possible on all but the last hit
  • Dirty Bull (UC2): Changed back to HCB HCB + PPP from 720 + PPP
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Blanka

SSFIV-Blanka Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Shout Of Earth
  • Surprise Forward: Recovery reduced by 3 frames; total frame now 22 frames from 25 frames
  • Rolling Attack: Distances were altered (exact data unknown)
  • Electric Thunder: Distance on hit adjusted (not sure exact meaning of this)
  • Coward Crouch: Canceling the crouch now can only be done by returning controller to neutral; originally was any non down direction
  • Lightning Cannonball (UC1): Damage Reduced to 500 from 600; Hitbox adjusted to reduce its effectiveness as an anti-air.
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Pushbox decreased (exact data unknown)
  • Rock Crusher (Close B or F + MP): Recovery reduced to 11 frames from 13 frames, allowing a link into Stand LP
  • Charged Rock Crusher (Overhead): On hit is now +4 on hit vs. standing opponents (previoud unknown)
  • Amazon River Run (slide): Active frames removed to 16 frames from 19 frames to make the move last shorter overall
  • Amazon River Run (slide): Hurtboxes increased during recovery
  • Surprise Forward: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown)
  • Rolling Attack: Hurtbox increased width-wise while traveling forward; Hitbox decreased in size
  • Rolling Attack: Now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block
  • Rolling Attack: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown)
  • EX Backstep Roll: Farthest forward traveling distance reduced; is now more controllable, backwards movement now possible
  • EX Electric Thunder: Startup reduced to 5 frames from 10 frames
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Rock Crusher (Close B or F + MP): Pushes opponent away less on hit and on block
  • Back Throw: Recovery when connected increased to 20 frames from 19 frames
  • Rolling Attack: Damage increased on all versions by 10 (110 from 100 for Light, 120 from 110 for Medium, 130 from 120 for Hard, and 120 from 110 for EX)
  • Rolling Attack: Both Hard and EX versions now knock the opponent down if connected on the first two Active Frames
  • EX Rolling Attack: First two Active Frames now give Blanka a Free Juggle
  • EX Vertical Roll: Now causes Soft Knockdown down on grounded opponents;
  • EX Vertical Roll: Recovery on landing increased to 12 frames from 7 frames; bounces back less, making it easier to punish on block
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Surprise Forward: Total frames reduced to 20 frames from 21 frames (some inconsistency as frame data shows original total as 22 frames)
  • Close MK: Now airborne start on 3rd frame
  • Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased
  • Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances
  • Backstep Roll: All versions now cause 2 more frames of block-stun
  • Vertical Roll: All versions can now be cancelled into EX Focus on hit or block
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Forward Dash: Total frames reduced to 20 frames from 21 frames
  • Close MK: Now airborne start on 3rd frame
  • Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased
  • Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances
  • Backstep Roll: All versions now cause 2 more frames of block-stun
  • Vertical Roll: All versions can now be cancelled into EX Focus on hit or block

(New to Ultra SFIV Console Digital Release)

  • Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5
  • Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close MK: Fixed a bug where counter-hit damage was received after attack startup
  • Crouch MK: Startup reduced to 4 frames from 5 frames
  • Crouch MK: Advantage on hit reduced to 4 frames from 5 frames
  • Crouch MK: Pushback on block and on hit reduced
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

C. Viper

SSFIV-CViper Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Burning Dance
  • Crouch MP: Improved priority (exact data unknown)
  • Thunder Knuckle: Hard version given more invincibility (exact data unknown)
  • Burn Kick: All versions given slightly more recovery (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Burning Dance (UC2): Hitbox improved
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Thunder Knuckle: Medium version damage increased to 120 from 110
  • Thunder Knuckle: Hard version now Throw Invincible for the first 6 frames (until first Active Frame)
  • EX Thunder Knuckle: Startup reduced to 25 frames from 27 frames; Hit Stun increased by 2 frames
  • EX Seismic Hammer: No longer has any Throw Invincible frames
  • EX Seismic Hammer: Damage reduced to 100 from 120
  • Air Burn Kick: Damage reduced to 90 from 100
  • EX Air Burn Kick: Changed so the first three hits no longer increase Juggle Count, allowing for combos such as EX Seismo, EX Air Burn Kick, Burst Time
  • Burst Time (UC1): Total damage reduced to 441 from 480
  • Burst Time (UC1): Hitbox slightly improved to connect easier in Juggles
  • Burning Dance (UC2): Damage increased to 410 from 380
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch MK: Hitbox slightly expanded forward
  • Close HP: Damage increased from 90 to 100
  • Stand HK: Hurtbox slightly reduced
  • Focus Attack: Level 1 startup reduced to 23 frames from 26 frames
  • Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release
  • Focus Attack: Level 3 startup reduced to 68 frames from 70 frames
  • Thunder Knuckle: Light version Hitbox slightly expanded
  • Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash
  • Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames
  • Emergency Combination (SC): Damage increased to 350 from 330
  • Burst Time (UC1): Smoke visual effects reduced
  • Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch MK: Hitbox slightly expanded forward
  • Stand HK: Hurtbox slightly reduced
  • Focus Attack: Level 1 startup reduced to 23 frames from 26 frames
  • Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release
  • Focus Attack: Level 3 startup reduced to 68 frames from 70 frames
  • Thunder Knuckle: Light version Hitbox slightly expanded
  • Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash
  • Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames
  • Emergency Combination (SC): Damage increased to 350 from 330
  • Burst Time (UC1): Smoke visual effects reduced
  • Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed

(New to Ultra SFIV Console Digital Release)

  • Stand HK: Can now be performed with Offensive Crouch + Hard Kick regardless of distance from opponent
  • Crouch HP: Stun damage reduced to 150 from 200
  • Crouch HP: Hurtbox added to arm area of the second Active Frame
  • Focus Attack: Forward Hitbox slightly reduced to the elbow area
  • Thunder Knuckle: Light version stun damage increased to 200 from 150
  • Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200
  • Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion
  • H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(Removed from Ultra SFIV Arcade Japan)

  • Close HP: Damage increased to 100 from 90
  • Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Emergency Combination (SC): Command changed to QCF QCF + K from QCB QCB + P
  • Emergency Combination (SC): Fixed a bug where Delay Stand was not possible when the move did not fully connect
  • Burst Time (UC1): Fixed a bug where Delay Stand was not possible when the move did not fully connect
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Cammy

SSFIV-Cammy Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: CQC (Cammy Quick Combination)
  • Diagonal Jump LK: Improved Hitbox for easier Cross-ups
  • Cannon Spike: Damage reduced on Light, Medium, and Hard versions to 100 from 150
  • Spiral Arrow: Recovery reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP, Close LP, Crouch LP: Recovery reduced (exact data unknown)
  • Close MP, Crouch MP, Close HP: Recovery reduced (exact data unknown)
  • Cannon Drill: Active Frames of the 2-hit Hard Cannon Drill changed to 2 and 17 frames from 7 and 12 frames
  • Cannon Spike: All versions do not bounce as far back as before, making them easier to be punished on block
  • Cannon Strike: Height Restriction given to Light, Medium, and Hard versions, making them only performable at half jump height and above
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Cannon Drill: Hard version reverted so that Active Frames are once again 7 and 12 frames from 2 and 17 frames
  • Quick Spin Knuckle: Amount of pushback on block reduced
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150
  • Stand HP: First bufferable Active Frame damage reduced to 70 from 80
  • Crouch LK: Startup increased to 4 frames from 3 frames
  • Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200
  • Crouch HP: On hit is now +6 from +7, on block is now 0 from +2
  • Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed
  • Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames
  • EX Cannon Strike: Block Stun reduced by 5 frames
  • Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction
  • Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210
  • L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150
  • Stand HP: First bufferable Active Frame damage reduced to 70 from 80
  • Crouch LK: Startup increased to 4 frames from 3 frames
  • Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200
  • Crouch HP: On hit is now +6 from +7
  • Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed
  • Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames
  • EX Cannon Strike: Block Stun reduced by 5 frames
  • Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction
  • Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210
  • L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Spiral Arrow: Hard version first hit Hit Stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel no +4 from +3

(Removed from Ultra SFIV Arcade Japan)

  • Crouch HP: On block is now 0 from +2
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Spin Drive Smasher (SC): Fixed a bug for the medium version where Delay Stand was not possible if the last hit connected as counter-hit
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Chun-Li

SSFIV-ChunLi Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Kikosho
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Crouch HK: Stun damage reduced (exact data unknown)
  • Rear Spin Kick (DF + LK): Heavily nerfed, given slower startup and a bigger Hurtbox (exact data unknown)
  • Focus Attack: Hurtboxes during charge up extended forward a bit, making it easier to absorb attacks
  • Hosenka (UC1): Hitboxes were altered in an unknown way (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch LK: Hitbox expanded a bit to eliminate strange cases where it would whiff against opponents next to her
  • Close HP: Hit Stun increased by 1 frames
  • Close HP: Pushes the opponent away a shorter distance on hit
  • Crouch HK: Stun damage increased to 150 from 100
  • Kintekishu (B + MK): On Counter Hit, given 3 more frames of Hit Stun
  • Tenkukyaku (Kitenkishu follow-up): Hitbox increased to allow it to connect against crouching opponents more consistently
  • Yosokyaku (Headstomp): All three hits can now be perform with DF + MK as well as the original D + MK
  • EX Hyakuretsukyaku: Now moves forward a bit more upon activation
  • Spinning Bird Kick: Hard version now connects fully when canceled from a Close HP
  • Spinning Bird Kick: Hard version damage reduced to 200 (40 + 20x8) from 270 (30x9)
  • Hosenka (UC1): Hitboxes were reverted back to how they were in Super Street Fighter IV
  • Kikosho (UC2): Startup reduced to 9 frames from 10 frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Health: Increased to 950 from 900
  • Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
  • Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
  • EX Kikoken: Now causes Soft Knockdown on hit
  • Spinning Bird Kick: Light, Medium, and Hard versions now cause Soft Knockdown on last hit
  • EX Spinning Bird Kick: Hitbox slightly expanded forward and downward; 5th hit's Hitbox slightly expanded upward
  • EX Hazanshu: Now given Armor Breaker properties
  • Kikosho (UC2): Invincibility on startup increased to 9 frames from 8 frames, covering the entire startup into the first Active Frame; damage increased to 365 from 330
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Health: Increased to 950 from 900
  • Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
  • Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
  • EX Kikoken: Now causes Soft Knockdown on hit
  • Spinning Bird Kick: Light version now cause Soft Knockdown on last hit
  • Spinning Bird Kick: Hard version now cause Soft Knockdown on last hit
  • EX Spinning Bird Kick: Hitbox slightly expanded forward and downward; 5th hit's Hitbox slightly expanded upward
  • EX Hazanshu: Now given Armor Breaker properties
  • Kikosho (UC2): Invincibility on startup increased to 9 frames from 8 frames, covering the entire startup into the first Active Frame; damage increased to 365 from 330

(New to Ultra SFIV Console Digital Release)

  • Spinning Bird Kick: Light version damage reduced to 100 from 160; stun damaged reduced to 100 from 180; landing recovery reduced to 10 frames from 12 frames;
  • Spinning Bird Kick: Hard version damage increased to 210 from 200; landing recovery increased to 16 frames from 12 frames
  • Hosenka (UC1): Hits 2-7 now float lower on air hit so it is easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced to 20 from 30

(Removed from Ultra SFIV Arcade Japan)

  • Spinning Bird Kick: Medium version now causes Soft Knockdown on last hit
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Forward Throw: Reduced throw escape window by one frame
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • No changes
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Cody

SSFIV-Cody Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Crouch LK: Startup reduced to 3 frames from 4 frames
  • Crack Kick (F + HK): Juggle Start reduced to 1 from 2
  • Pick Up Knife: Distance from knife at which Cody can perform this increased

(Unlisted)

  • Diagonal Jump HK: Hit box reduced in width to lower chance of cross up and increase ease of anti airing at specific angles.
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Forward Walk Speed: Increased to 0.038 from 0.035
  • Backward Walk Speed: Increased to 0.024 from 0.02
  • Diagonal Jump MP: Hitbox expanded upward and downward. Hurt box on active frames 2~3F increased upward
  • Hammer Hook (Overhead): Hit Stun vs standing and Block Stun increased by 2 frames on second hit, now -1 on hit and -4F on block
  • Hammer Hook (Overhead): Can now be performed even when holding the knife
  • Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks
  • Stand LP with knife: Hit Stun increased by 1 frame, now +6 frames on hit
  • Far Standing LP with knife: Hit box expanded backwards towards arm (Note: Change not applied to chained version)
  • Stand MP with knife: Changed to a 2-hit attack, but total frame count and total damage unchanged
  • Crouch MP with knife: Hurt box reduced in widith; Active Frames increased to 4 frames from 2frames total frame count unchanged
  • Stand HP with knife: Hit Stun increased by 1 frame, now +3 frames on hit
  • Crouch HP with knife: Startup reduced to 7 frames from 9 frames
  • Diagonal Jump LP with knife: Active Frames increased to 10 frames from 4 frames
  • Diagonal Jump MP with knife: Hit boxes expanded upward and downward
  • Ruffian Kick: Medium version Hit box expanded slightly forward
  • EX Zonk Knuckle: Knocks the opponent farther away on first hit
  • Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made
  • Bad Spray: Can now be canceled into Super or EX Focus Attack on the second hit
  • Bad Spray: Now fully invincible frames 1~10 instead of strike only.
  • EX Badstone: Hit box expanded backwards on first 2 active frames. [Added in AE2012 1.04]

(Unlisted)

  • Forward Dash: Push box on head removed to prevent Cody from being pushed back as far when dashing into an opponent
  • Neutral Jump MP: Active Frames increased to 7 frames from 4 frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Back Dash: Distance increased by 0.1 after invincibility frames wear off.
  • Crouch MK: On hit is now -1 frame from -3 frames, on block is now -2 frames from -6 frames
  • Jaw Crusher (B + MP): When struck during start up, it is now treated as a Counter Hit like normal
  • Crack Kick (F + HK): Now considered airborne frames 8~26
  • Knife Throw: Now given Armor Breaker properties
  • Knife Attack: All grounded versions given Juggle Potential 3 (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife)
  • Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled
  • Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level
  • EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from frames 1~4 to frames 1~6. Throw Invincibility on frames 1~9 removed.
  • Dead End Irony (SC): Hard version's float of opponent on hit changed
  • Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement increased by 0.1 on first wrench swing
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Back Dash: Distance increased by 0.1 after invincibility frames wear off.
  • Crouch MK: On hit is now -1 frame from -3 frames, on block is now -3 frames from -6 frames
  • Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
  • Crack Kick (F + HK): Now considered airborne frames 8~26
  • Knife Throw: Now given Armor Breaker properties
  • Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife)
  • Zonk Knuckle: Can now be EX Focus cancelled
  • Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level
  • EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from frames 1~4 to frames 1~6. Throw Invincibility on frames 1~9 removed.
  • Dead End Irony (SC): Hard version's float of opponent on hit changed
  • Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement increased by 0.1 on first wrench swing

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward walk speed increased to 0.0425 from 0.038
  • Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves
  • Criminal Upper: Light version tornado hits block stun increased by 1 frame. Frame advantage on block changed to -4 frames from -5 frames

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: On block is now -2 frames from -6 frames

(Unlisted)

  • Crack Kick: Start Up increased to 15F from 14F, Lower Body invincibility starts on 2F rather than 4F
  • LK Ruffian Kick: No longer causes a hard knockdown when hitting an airborne opponent.
  • Bad Stone: Charge Time required for Level 2 Bad stone reduced to 22F from 44F
  • Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower.
  • Dead End Irony (SC): Medium version 5th hits active frames increased by 3F and hit box size increased
  • Final Destruction (UC1): Forward movement during ultra freeze increased slightly
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • LK Ruffian Kick: Once again causes a hard knockdown when hitting an airborne opponent.
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crack Kick (F+HK): Start up returned to 14F from 15F. Lower body invincibility returned to starting on 4F from 2F
  • Zonk Knuckle: Charge time increased from 60/90/120 to 60/120/180 for levels 1, 2 and 3 respectively.
  • Zonk Knuckle Level 2: Now throw invincible 1~19F
  • Zonk Knuckle Level 3: Now throw invincible 1~20F. Juggle Start reduced to 1 from 99. Knockdown height reduced.
  • EX Criminal Upper: Strike invincibility increased to 1~7F from 1~6F.
  • Dead End Irony (SC): MK/HK Versions fixed to allow delayed wake up when only specific parts of the move connect.

(Unlisted)

  • EX Criminal Upper: Projectile invincibility removed. Hurtbox on extended hand now appears 1F earlier.
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Dan

SSFIV-Dan Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Haoh Gadoken
  • Taunts: All versions now have Hitboxes that can hit the opponent
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Recovery improved (exact data unknown)
  • Close LP: Startup reduced to 3 frames from 4 frames
  • Crouch LP: Recovery improved (exact data unknown)
  • Close LK: Recovery improved (exact data unknown)
  • Close MP: Recovery improved (exact data unknown)
  • Crouch MP: Startup reduced to 5 frames from 7 frames
  • Crouch MK: Recovery improved (exact data unknown)
  • Close HK: Recovery improved (exact data unknown)
  • Neutral Jump HP: Given a Juggle Potential of 1 from 0
  • Neutral Jump HP: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
  • Dankyukyaku: Medium and Hard versions had damage changed (exact data unknown)
  • Koryuken: First vulnerable frame of Koryukens now considered airborne, causing trades with the Koryuken against airborne opponents to make Dan flip to the ground
  • Haoh Gadoken (UC2): Loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (previous unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close MP: Startup reduced to 5 frames from 6 frames
  • Close HK: Given shorter pushback on hit
  • Crouch HK: startup reduced to 10 frames from 12 frames
  • Dankukyaku: Hard version damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
  • Air Dankukyaku: Hard version damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30)
  • EX Air Dankukyaku: Height restriction lowered, allowing him to perform it 1 frame earlier in his jump
  • EX Air Dankukyaku: Stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75)
  • EX Air Dankukyaku: Juggle Potential increased to 1, 2, and 3 for the 3 hits so it can now connect fully off of something such as Koryuken FADC
  • Taunt: Crouch and Jump Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (previous unknown)
  • Hissho Buraiken (SC): Will connect fully when used up close against all characters
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand LP: Hitbox slightly expanded upward
  • Stand HK: Now activates regardless of distance from the opponent
  • Close HK: No longer close HK, changed to a Unique Move with input of B + HK
  • Gadoken: Hurtbox on the arm for all versions have been removed from the actual hand and reduced to the wrist area
  • Dankukyaku: Light version Hitbox expanded downward
  • Koryuken: 1st hit of the Hard version has slightly expanded forward Hitbox
  • Ducking Taunt: Just performing it now builds 40 Super Meter; Super Meter build on hit reduced to 0 from 70
  • Jumping Taunt: Just performing it now builds 10 Super Meter
  • Shisso Buraiken (UC1): 1st hit now has Armor Breaker properties
  • Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand LP: Hitbox slightly expanded upward
  • Stand HK: Now activates regardless of distance from the opponent
  • Close HK: No longer close HK, changed to a Unique Move with input of B + HK
  • Gadoken: Hurtbox on the arm for all versions have been removed from the actual hand and reduced to the wrist area
  • Dankukyaku: Light version Hitbox expanded downward
  • Koryuken: 1st hit of the Hard version has slightly expanded forward Hitbox
  • Ducking Taunt: Just performing it now builds 40 Super Meter; Super Meter build on hit reduced to 0 from 70
  • Jumping Taunt: Just performing it now builds 10 Super Meter
  • Shisso Buraiken (UC1): 1st hit now has Armor Breaker properties
  • Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368

(New to Ultra SFIV Console Digital Release)

  • L, M and H Koryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Gadoken: Startup reduced to 13 frames from 14 frames on all versions
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Decapre

SSFIV-Decapre Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • N/A
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • N/A
Ultra Street Fighter IV (Console Version) - June 3rd, 2014
  • Added
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Psycho Sting: Charge time reduced to 42 frames from 52 frames
  • DCM (UC2): Charge time reduced to 42 frames from 52 frames for the anti-air version
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Far LP: Can be cancelled into Rapid Dagger on whiff and chain-cancel
  • Crouch LP: Can be cancelled into Rapid Dagger on whiff and chain-cancel
  • Far MP: Startup reduced to 5 frames to 7 frames
  • Crouch HP: Can be cancelled into EX Focus, EX Red Focus, and Super Combo
  • Psycho Sting: Invincibility increased to 1-8 frames from 1-5 frames on all versions
  • EX Psycho Sting: Forward movement distance increased
  • EX Psycho Sting: Is now -1 on block after FADC forward
  • Rapid Dagger: Block and hit stun of the second last hit increased by 4 frames
  • Rapid Dagger: Block stun during rapid attacks increased to make it easier to connect as continuous block
  • EX Spiral Arrow: Damage reduced to 120 from 160
  • EX Scramble: (LK+MK version) Changed the timing for follow ups upon disappearing to the 7th frame from the 13th frame
  • EX Razor Edge Slicer: Projectile invincible until the end of active frames
  • DCM (UC2): Anti-air version given higher priority when the inputs for both the ground and anti-air versions overlap
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • DCM (UC2): Anti-air version now requires down-back charge to perform

Dee Jay

SSFIV-DeeJay Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Hurtbox reduced
  • Close MP: was given an extra Active Frame (from 4 to 5)
  • Crouch MP: Hitbox increased and damage increased (exact data unknown)
  • Stand MK: Changed from a 1-hit move to a 2-hit move; adjustments made all around to its frame data as a result (exact data unknown)
  • Stand MK: First hit of the new Stand MK can be canceled into Special Moves, Super, or EX Focus Attack
  • Stand HK: Startup reduced to 11 frames from 12 frames; Active Frames increased to 4 frames from 3 frames
  • Close HK: First hit causes Soft Knockdown against airborne opponents
  • Close HK: Second hit given Juggle Potential of 1 from 0
  • Crouch HK: Range reduced in a trade for more Active Frames and better recovery (exact data unknown)
  • Diagonal Jump MK: Pushback reduced, making combos after a Cross-up easier
  • Air Slasher: Recovery reduced on Light, Medium, and Hard versions; Hit Stun and Block Stun reduced as well (exact data unknown)
  • Air Slasher: Recovery Frames now reward opponent a Counter Hit if struck during them
  • Double Rolling Sobat: Light version startup reduced to 12 frames (exact data unknown)
  • Double Rolling Sobat: Light version given longer lower-body invincibility; no longer considered airborne at any point (exact data unknown)
  • Double Rolling Sobat: First hit of Medium, Hard, and EX versions now have increased Hit Stun, allowing for better FADC combos (exact data unknown)
  • Machine Gun Upper: Damage increased (exact data unknown)
  • Jackknife Maximum: Light version damage increased (exact data unknown)
  • Jackknife Maximum: Medium version made into true anti-air, given invincibility frames up until the first Active Frame
  • Jackknife Maximun: Hard and EX versions made less likely to miss follow-up hits after first hit connects
  • Climax Beat (UC2): Given better recovery on hit (exact data unknown)
  • The ability to Forward Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand MP: Given a better Hitbox to the end of his glove; can now be canceled into Special Moves, Super, or EX Focus Attack
  • Close HK: First hit now forces stands on hit
  • Close HK: Second hit given better Hitbox downward and is now Super and EX Focus cancelable
  • Close HK: Second hit on block is now -2 (previous unknown)
  • Air Slasher: Counter Hit reward on Recovery Frames removed
  • Double Rolling Sobat: If the first hit of the Medium version connects, the Hitbox on the second hit is expanded to combo more consistently; Hitbox remains the same on block and whiff
  • Double Rolling Sobat: Damage increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch LK: Startup reduced to 4 frames from 5 frames
  • Stand MP: Startup reduced to 6 frames from 7 frames
  • Crouch MP: Hitbox expanded forward
  • Crouch MK: Damage increased to 80 from 70
  • Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit
  • Crouch HP: Hitbox expanded forward
  • Knee Shot (Andgled Jump 2 + LK): Hit Stun increased by 3 frames
  • Air Slasher: Chip damage increased to 15 from 12; regular damage unchanged
  • Double Rolling Sobat: Light version changed from -5 to -3 on block
  • Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash
  • EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw Invincible during frames 1-7
  • EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version;
  • EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash;
  • EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch LK: Startup reduced to 4 frames from 5 frames
  • Stand MP: Startup reduced to 6 frames from 7 frames
  • Crouch MP: Hitbox expanded forward
  • Crouch MK: Damage increased to 80 from 70
  • Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit
  • Crouch HP: Hitbox expanded forward
  • Knee Shot (Andgled Jump 2 + LK): Hit Stun increased by 3 frames
  • Air Slasher: Chip damage increased to 15 from 12; regular damage unchanged
  • Double Rolling Sobat: Light version changed from -5 to -3 on block
  • Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash
  • EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw Invincible during frames 1-7
  • EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version;
  • EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash;
  • EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash

(New to Ultra SFIV Console Digital Release)

  • Double Rolling Sobat: Light version lower-body invincibility removed
  • EX Machine Gun Upper: Pushback on block reduced
  • Sobat Festival (UC1): Travels farther during the first two kicks
  • Climax Beat (UC2): Damage reduced to 460 total from 501 total; recovery after cinematic version reduced by 11 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Stand HP: Knocks down on counter hit on crouching opponents
  • Double Rolling Sobat: Light version now invincible below the knee until the end of active frames
  • Double Rolling Sobat: Light version changed from -3 to -4 on block
  • EX Jackknife Maximum: First hit hitbox expanded downward
  • EX Machinegun Upper: Horizontal knock down distance on hit reduced
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Dhalsim

SSFIV-Dhalsim Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Yoga Shangri-La
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Reduced damage on a few Normal Moves (exact data unknown)
  • Down/Back MP: Startup reduced and better recovery (exact data unknown)
  • EX Yoga Flame: Startup reduced, allowing for combos from Medium Normal Attacks (exact data unknown)
  • EX Yoga Flame: Damage reduced to 120 from 180
  • Yoga Inferno (UC1): Damage reduced to 300 from 350
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand LP: Active Frames increased to 4 frames from 1 frame
  • Stand LP: Hit Stun increased by 1 frame, making it +2 on hit
  • Yoga Blast: Light and Medium versions now recover 10 frames faster; Hard version recovers 5 frames faster
  • Yoga Blast: Hard version now gives Dhalsim a Free Juggle
  • Yoga Blast: Medium and Hard versions now have smaller Hurtboxes in the middle of the move
  • Yoga Blast: All versions now cause Hard Knockdowns instead of Soft Knockdowns
  • Yoga Blast: Light, Medium, and Heavy versions can no longer be activated via Negative Edge
  • EX Yoga Blast: Damage redistributed to 90 + 50, but overall damage is the same (previous unknown)
  • Yoga Inferno (UC1): Damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Back + LK: Damage increased to 40 from 30
  • Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
  • Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50
  • Back + MK: Pushback on hit and block reduced
  • Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0
  • Back + HK: Damage increased to 100 from 90
  • Yoga Blast: Light version Hurtbox reduced
  • Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
  • EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
  • EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; on hit now causes Soft Knockdown instead of Hard Knockdown; Hitbox slightly expanded forward
  • Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
  • Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50
  • Back + MK: Pushback on hit and block reduced
  • Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0
  • Back + HK: Damage increased to 100 from 90
  • Yoga Blast: Light version Hurtbox reduced
  • Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
  • EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
  • EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; Hitbox slightly expanded forward
  • Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air

(New to Ultra SFIV Console Digital Release)

  • Back + HP: Startup reduced to 5 frames from 7 frames
  • EX Yoga Flame: Damage decreased to 50+50 from 50+70; recovery reduced to 13 frames from 16 frames
  • EX Yoga Flame: Hitbox slightly expanded horizontally; on hit now allows for a Free Juggle
  • Yoga Catastrophe (UC1): can now be activated even when Yoga Fire remains on-screen

(Removed from Ultra SFIV Arcade Japan)

  • Back + LK: Damage increased to 40 from 30
  • Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50
  • EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Stand MK: Counter-hit yields proper hit advantage
  • Back + MK: Crouching opponents now get properly pushed back on hit
  • Yoga Catastrophe (UC1): Adjusted so that only one Yoga Catastrophe can be on the screen at a time
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Forward LK: Recovery reduced to 7 frames from 8 frames; advantage on hit increased to 3 frames from 2 frames
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Dudley

SSFIV-Dudley Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Crouch MK: Active Frames increased to 5 frames from 3 frames
  • Stand HK: Recovery reduced by 3 frames; Hit Stun decreased along with it to make it the same on hit, but Block Stun remains the same so it is now 0 on block (previous unknown)
  • Diagonal Jump HK: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
  • Kidney Blow (F + MK): Startup reduced to 7 frames from 9 frames
  • Kidney Blow (F + MK): Hitboxes improved so it can beat out some lower attacks
  • Dart Shot (F + HK): Hitbox increased so it connects from farther away
  • Throw: Bug fixed where Dudley sometimes couldn't throw opponents that were stunned
  • Duck: EX Version added
  • Jet Upper: Block Stun reduced so that Jet Upper --> EX Focus Cancel --> Forward Dash is now -2 on block (previous unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch MK: Startup reduced to 8 frames from 10 frames; Active Frames increased to 6 frames from 5 frames
  • Stand HK: Hit Stun on Counter Hit increased by 3 frames
  • Diagonal Jump LP: Active Frames increased to 8 frames from 5 frames
  • Neutral Jump LP: Active Frames increased to 5 frames from 3 frames; Hitbox also expanded
  • Diagonal Jump MP: Active Frames increase to 5 frames from 3 frames
  • Neutral Jump HP: Startup reduced to 6 frames from 8 frames; Active Frames increased to 4 frames from 3 frames; Hitbox expanded
  • Focus Attack: Level 1 now does 1 extra frame of Block Stun
  • Jet Upper: Startup of Light and Medium versions reduced to 5 frames from 6 frames; Hard version startup reduced to 3 frames from 4 frames
  • Short Swing Blow: Medium and Hard versions given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version)
  • Short Swing Blow: Medium and Hard versions given 2 more frames of Hit Stun
  • Thunderbolt: All versions given better Juggle Potential so it can connect all hits against airborne opponents
  • Thunderbolt: Changed to be a Hard Knockdown against grounded or airborne opponents
  • Thunderbolt: The time it takes for Dudley to reach the top of the Thunderbolt has been reduced
  • EX Thunderbolt: Drains Super Meter uopn activation, but doesn't start to flash yellow until Dudley jumps almost to the height of the move
  • Rolling Thunder (UC1): Given more Juggle Potential on the hits past the first hit so it connects against airborne opponents better, though it will still not trigger the full animation
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch LP: Hitbox slightly expanded forward;
  • Crouch LP: Can no longer chain into F + LP
  • Crouch MK: startup reduced to 7 frames from 8 frames
  • Stand HP: Hitbox slightly expanded forward and downward
  • Stand HK: On counter-hit, pushback reduced
  • Kidney Blow (F + MK): Hitbox slightly expanded forward
  • Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent
  • Target Combos: All Target Combos damage increased by 10
  • Target Combo 1 (F + LP --> MP): 2nd hit chip damage on block removed
  • Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6
  • Machinegun Blow: Light version on block is now -1 from -2
  • Machinegun Blow: Hard version on hit pushback reduced by half
  • Short Swing Blow: Throw Invulnerability of Light, Medium, and Hard versions extended until the end of Active Frames
  • EX Short Swing Blow: Throw Invulnerability extended until the end of the first hit’s Active Frames
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch LP: Hitbox slightly expanded forward;
  • Crouch LP: Can no longer chain into F + LP
  • Crouch MK: startup reduced to 7 frames from 8 frames
  • Stand HP: Hitbox slightly expanded forward and downward
  • Stand HK: On counter-hit, pushback reduced
  • Kidney Blow (F + MK): Hitbox slightly expanded forward
  • Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent
  • Target Combos: All Target Combos damage increased by 10
  • Target Combo 1 (F + LP --> MP): 2nd hit chip damage on block removed
  • Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6
  • Machinegun Blow: Hard version on hit pushback reduced by half
  • Short Swing Blow: Throw Invulnerability of Light, Medium, and Hard versions extended until the end of Active Frames
  • EX Short Swing Blow: Throw Invulnerability extended until the end of the first hit’s Active Frames

(New to Ultra SFIV Console Digital Release)

  • Neutral Jump HP: Is now the same attack as Diagonal Jump HP
  • Dart Shot (F + HK): Given Juggle Potential of 1 from 0
  • Victory Rose: Total frames reduced to 60 frames from 78 frames
  • Rolling Thunder (UC1): 1st hit forward travel distance increased by 50%

(Removed from Ultra SFIV Arcade Japan)

  • Machinegun Blow: Light version on block is now -1 from -2
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Victory Rose: Counter-hit now yields proper hit advantage
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • No changes
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

E. Honda

SSFIV-EHonda Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Orochi Breaker
  • Sumo Headbutt: Now can pass over Low Tiger Shots from Sagat
  • Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Diagonal Jump MP: Hitbox has been raised slightly to not hit as low
  • Sumo Headbutt: Hurtboxes on Light version changed to being lower-body invincible, previously upper-body invincible, so it no longer acts as an anti-air
  • Ultimate Killer Head Ram (UC1): Now Projectile Invincible through the last Active Frame
  • Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP and give better range; startup increased to 2 frames from 1 frame so it can now be escaped on reaction
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Sumo Headbutt: Light version reverted back to being upper-body invincible until the 14th frame, no longer lower-body invincible
  • Sumo Headbutt: Damage reduced on only the first two Active Frames of Light version, down to 100 from 130
  • Sumo Headbutt: Medium version made completely lower-body invincible; Also made Projectile Invincible up to the 10th frame
  • Hundred Hand Slap: The Hitbox on the last hit of the Hard version was extended to more consistently hit all characters fully
  • EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close HP: Hitbox expanded upward
  • Stand HP: Damage for hitting at the tip increased to 90 from 80
  • Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward
  • Diagonal Jump MP: Hurtbox slightly reduced
  • Diagonal Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames
  • EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish
  • EX Hundred Hand Slap: On hit is now +5 from +4
  • EX Oicho Throw: Frames 1-5 now given Throw Invulnerability
  • Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
  • Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP
  • Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction; grab range increased from 1.16 to 1.40
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close HP: Hitbox expanded upward
  • Stand HP: Damage for hitting at the tip increased to 90 from 80
  • Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward
  • Diagonal Jump MP: Hurtbox slightly reduced
  • Diagonal Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames
  • EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish
  • EX Hundred Hand Slap: On hit is now +5 from +4
  • EX Oicho Throw: Frames 1-5 now given Throw Invulnerability
  • Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
  • Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP; grab range increased from 1.16 to 1.40

(New to Ultra SFIV Console Digital Release)

  • EX Hundred Hand Slap: Damage on full hits reduced to 120 total from 140
  • Super Killer Head Ram (SC): 1st hit is now an Armor Breaker
  • Ultra Combo W: Scaling changed to 75% from 60%

(Removed from Ultra SFIV Arcade Japan)

  • Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Stand HP: Adjusted the damage to 113 from 100 if the front part hits
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crouch LP: Damage increased to 50 from 40
  • Crouch LK: Damage increased to 40 from 30
  • EX Hundred Hand Slap: Now automatically moves forward regardless of directional input
  • Super Killer Head Ram (SC): Fixed a bug where Delay Stand was not possible when only the first hit connected
  • Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP; damage increased to 500 from 450
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

El Fuerte

SSFIV-ElFuerte Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No change
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: El Fuerte Ultra Spark
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Startup reduced to 4 frames from 5 frames
  • Crouch LP: Startup reduced to 4 frames from 5 frames
  • Guacamole Leg Throw: Recovery on landing on all versions increased when whiffed (exact data unknown)
  • Propeller Tortilla: Given reduced invincibility (exact data unknown)
  • El Fuerte Ultra Spark (UC2): Startup increased; damage reduced; Hitbox earlier on in the move reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch LP: Changed to be a Rapid Fire Weak Attack (can chain into itself)
  • Guacamole Leg Throw: Recovery on whiff reverted back to 10 frames from 13 frames
  • Propeller Tortilla: Reverted to have more invincibility again, being Strike and Projectile Invincible until the 13th frame
  • Quesadilla Bomb: A fully charged or EX Quesadilla Bomb now has 10 less frames of recovery only on hit
  • EX Quesadilla Bomb: Requires a shorter charge time, down to 210 frames (3.5 seconds) from 390 frames (6.5 seconds)
  • EX Quesadilla Bomb: On Counter Hit now causes a Wall Bounce, also rewarding El Fuerte a Free Juggle
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close LP: Hitbox expanded downward
  • Stand LK: startup reduced to 3 frames from 5 frames; Active Frames increased to 2 frames from 1 frame
  • Stand LK: On hit is now +6 from +5; can no longer be Special cancelled
  • Close LK: Startup reduced to 3 frames from frames; Active Frames increased to 2 frames from 1 frame
  • Close LK: On block is now +2 from +3; can no longer be Special cancelled
  • Stand MK: Recovery reduced to 14 frames from 15 frames
  • Close MK: Startup reduced to 11 frames from 14 frames; recovery reduced to 13 frames from 14 frames
  • Close HK: Startup reduced to 10 frames from 12 frames
  • EX Guacamole Leg Throw: Recovery reduced to 6 frames from 10 frames on whiff
  • Quesadilla Bomb: Startup reduced for Level 1, Level 2, Level 3, and EX versions to 14 frames from 17 frames; recovery reduced to 14 frames from 18 frames
  • EX Quesadilla Bomb: Now Throw Invincible for frames 1-7
  • Fajita Buster: Damage increased to 180 from 150
  • Tostada Press: Startup reduced to 19 frames from 20 frames; Active Frames increased to 8 frames from 7 frames
  • Gordita Sobat: Recovery reduced to 17 frames from 18 frames
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close LP: Hitbox expanded downward
  • Stand LK: Active Frames increased to 2 frames from 1 frame; on hit is now +6 from +5
  • Close LK: Active Frames increased to 2 frames from 1 frame
  • Stand MK: Recovery reduced to 14 frames from 15 frames
  • Close MK: Startup reduced to 11 frames from 14 frames; recovery reduced to 13 frames from 14 frames
  • Close HK: Startup reduced to 10 frames from 12 frames
  • EX Guacamole Leg Throw: Recovery reduced to 6 frames from 10 frames on whiff
  • Quesadilla Bomb: Startup reduced for Level 1, Level 2, Level 3, and EX versions to 14 frames from 17 frames; recovery reduced to 14 frames from 18 frames
  • Fajita Buster: Damage increased to 180 from 150
  • Tostada Press: Startup reduced to 19 frames from 20 frames; Active Frames increased to 8 frames from 7 frames
  • Gordita Sobat: Recovery reduced to 17 frames from 18 frames

(New to Ultra SFIV Console Digital Release)

  • Quesadilla Bomb: Level 1 damage increased to 80 from 50; charge time reduced to 60 frames from 120 frames
  • Quesadilla Bomb: Level 2 damage increased to 120 from 100; charge time reduced to 120 frames from 210 frames;
  • Quesadilla Bomb: Level 2 no longer causes Soft Knockdown on grounded opponent; can now be Super / EX Focus canceled
  • Quesadilla Bomb: Level 3 charge time reduced to 180 frames from 300 frames
  • EX Quesadilla Bomb: Now fully invincibile from frames 1-15

(Removed from Ultra SFIV Arcade Japan)

  • Stand LK: Startup reduced to 3 frames from 5 frames; can no longer be Special cancelled
  • Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled
  • EX Quesadilla Bomb: Now Throw Invincible for frames 1-7
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Guacamole Leg Throw: Bug fixed on all versions where Delay Stand was not possible if the first hit traded
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Elena

SSFIV-Elena Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • N/A
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Added
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(New to Ultra SFIV Console Digital Release)

  • Walk speed: Slightly increased
  • Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed
  • Crouch LP: On hit is now +5 from +4; on block is now +2 from +1
  • Stand LK: On hit is now +2 from +4; on block is now -1 from +1; Active Frames reduced to 2 frames from 4 frames
  • Crouch LK: On hit is now +5 from +3; on block is now 0 from +2
  • Crouch MP: Startup reduced to 5 frames from 6 frames
  • Stand HP: Bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed
  • Crouch HP: No longer cancellable; Super Meter gain on block increased to 30 from 20
  • Jump MP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 7 frames
  • Jump MK: Active Frames reduced to 4 frames from 6 frames
  • Jump HP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 6 frames
  • Jump HK: 1st hit Active Frames increased to 4 frames from 1 frame;
  • Jump HK: 1st hit now causes Soft Knockdown against airborne opponents; 2nd hit given Juggle Potential
  • Sliding (DF + HK): Is no longer in a low state before attack startup; Active Frames reduced to 10 frames from 13 frames
  • Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle
  • Red Focus Attack: Advantage on block made the same as Level 1 Focus Attack; startup made the same as Level 2 Focus Attack
  • Lynx Tail: Light version on block now -7 from -9; Super Meter gain on hit reduced to 30 from 40 and on block to 15 from 20
  • Lynx Tail: Medium version Super Meter gain on hit reduced to 20 + 30 from 20 + 40 and on block to 10 + 15 from 20 + 10
  • Lynx Tail: Hard version Super Meter gain on hit reduced to 20 + 15 + 15 + 15 from 30 + 20 + 20 + 20 and on block to 10 + 7 + 7 + 7 from 15 + 10 + 10 + 10
  • EX Lynx Tail: Damage reduced to 100 from 130
  • Mallet Smash: Light version on block now -7 from -5; Super Meter gain on activation reduced to 20 from 30, on hit to 15 + 15 from 40 + 20, and on block to 7 + 7 from 20 + 10
  • Mallet Smash: Medium version on block now -5 from -3; Super Meter gain on activation reduced to 20 from 35, on hit to 15 + 15 from 45 + 20, and on block to 7 + 7 from 22 + 10
  • Mallet Smash: Hard version Super Meter gain on activation reduced to 20 from 40, on hit to 15 + 15 from 50 + 30, and on block to 7 + 7 from 25 + 15
  • Scratch Wheel: List version Super Meter gain reduced on hit to 20 + 10 from 30 + 10 and on block to 10 + 5 from 15 + 5
  • Scratch Wheel: Medium version Super Meter gain reduced on hit to 20 + 15 from 30 + 16 and on block to 10 + 7 from 15 + 5
  • Scratch Wheel: Hard version Super Meter gain reduced on hit to 20 + 10 + 10 from 30 + 10 + 10 and on block to 10 + 5 + 5 from 15 + 5 + 5
  • Scratch Wheel: Light, Medium, and Hard versions no longer have any invincibility during startup (Light version: frames 1-4, Medium version: frames 1-3, Hard version: frames 1-3)
  • EX Scratch Wheel: Invincibility during startup increased to 7 frames from 4 frames;
  • EX Scratch Wheel: Number of hits increased to 4 from 3; damage changed to 150 total (60 + 30 + 30 + 30)
  • Rhino Horn: Light version damage reduced to 40 + 40 + 40 from 50 + 50 + 50
  • Rhino Horn: Medium version damage reduced to 50 + 50 + 50 from 60 + 60 + 60
  • Rhino Horn: Hard version damage reduced to 60 + 60 + 60 from 70 + 70 + 70
  • EX Rhino Horn: Damage reduced to 50 + 50 + 50 from 60 + 60 + 60
  • Spin Scythe: Light version damage, with follow-up attack, reduced to 100 total from 140 total
  • Spin Scythe: Medium version recovery, after follow-up, increased to 29 frames from 27 frames
  • EX Spin Scythe: Damage reduced to 30 + 30 + 30 + 30 from 40 + 40 + 40 + 40
  • Spinning Beat (SC): Now fully connects on airborne opponents
  • Brave Dance (UC1): Damage reduced to 440 total from 465 total
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Hurtbox while crouching expanded
  • Special move priority changed: If Lynx Tail and Scratch Wheel inputs overlapped, Scratch Wheel will activate
  • Crouch LP: Hitbox expanded to the thigh area
  • Crouch MK: Hitbox and Hurtbox expanded to the tip of the foot
  • Jump HK: A bug fixed where counter-hit damage was taken after attack startup
  • Scratch Wheel: Light version startup reduced to 3 frames from 6 frames
  • Scratch Wheel: Hard version third hit hitbox expanded downward
  • Scratch Wheel: A bug fixed where counter-hit damage was taken after attack startup
  • Scratch Wheel: Light, Medium, and Hard versions now force stand on hit
  • Lynx Tail: Medium version first hit pulls the opponent on hit and on block
  • Lynx Tail: Hard version pulls in the opponent upon first hit on hit and on block; fixed a bug where Delay Stand was not possible on grounded opponents
  • Lynx Tail: Light, Medium, and Hard versions have Hitbox expanded upward and forward
  • Rhino Horn: Bug fixed for the medium version where counter-hit damage was not taken during startup and Elena would receive the damage in a grounded crouch tech
  • Rhino Horn: All versions first hit only hits on crouching opponents
  • EX Mallet Smash: Advantage on block reduced to -5 from -4
  • Spin Scythe: Fixed a bug on all versions where during the motion, if the opponent dashed into Elena, the dash would pass through Elena
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Evil Ryu

SSFIV-Evil Ryu Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Added
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Health: Increased to 900 from 850
  • Stun Gauge: Increased to 900 from 850
  • Stand MK: Given a farther reaching Hitbox as well as farther forward movement during startup
  • Stand MK: Recovery reduced by 1 frame, down to 15 frames from 16 frames
  • Stand HP: Now causes Soft Knockdown on Counter Hit
  • Stand HK: Hitboxes and Hurtboxes made to match Ryu's Stand HK
  • Crouch HK: Damage increased to 100 from 90; Active Frames increased to 3 frames from 2 frames
  • Senbukyaku (F + MK): Can now be canceled into an Airborne Tatsumaki Senpukyaku, though the Airborne Tatsumaki Senpukyaku has unique properties different from the standard Airborne Tatsumaki Senpukyaku
  • Target Combo 1 (Close MP --> HP): Changed so that the second hit now causes Soft Knockdown
  • Shoryuken: Invincible frames increased on the Medium version, up to 5 frames from 4 frames
  • Shoryuken: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60)
  • Airborne Tatsumaki Senpukyaku: The point in Evil Ryu's Jump at which the move transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later
  • Ryusokyaku: Light version does one more frame of Hit Stun
  • Ryusokyaku: Medium version given increased Juggle Potential up of 5 (previous unknown)
  • Ryusokyaku: Hard version given a Juggle Potential of 1 from 0
  • Ryusokyaku: Startup reduced on Hard version to 26 frames from 27 frames; damage reduced to 130 from 140; stun damage reduced to 150 from 200
  • Ryusokyaku: On hit against airborne opponents, Medium and Hard versions now cause Hard Knockdowns
  • EX Ryusokyaku: Startup reduced to 21 frames from 22 frames
  • Raging Demon (SC): Damage raised to 370 from 350
  • Metsu Hadoken: The amount of time to charge fully has been reduced (exact data unknown)
  • Metsu Hadoken: Hitbox of the first Active Frame of the fully charged Metsu Hadoken expanded downward
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Health: Increased from 900 to 950
  • Crouch MK: On block is now -3 from -4
  • Crouch HK: startup reduced to 6 frames from 7 frames
  • Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP
  • Senbukyaku (F + MK): Hitbox greatly expanded downward
  • Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames
  • L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Health: Increased from 900 to 950
  • Crouch MK: On block is now -3 from -4
  • Crouch HK: startup reduced to 6 frames from 7 frames
  • Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP
  • Senbukyaku (F + MK): Hitbox greatly expanded downward
  • Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames
  • L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Health: Decreased from 950 to 900
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Fei Long

SSFIV-FeiLong Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Gekirinken
  • Tenshin: Slightly improved (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Normal Attacks: Overall improvement on Frame Advantage for Normal Moves (exact data unknown)
  • Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now
  • Close MK: Startup changed to 4 frames (previous unknown)
  • EX Rekkaken: Recovery reduced on Hit and Block (exact data unknown)
  • Rekkukyaku: Removed all invincibility frames from the Hard version
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand LP, Close LP: Hit Stun reduced by 1 frame, back to +5 on hit
  • Close MP: Can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
  • Crouch MP: Damage reduced to 55 from 65
  • Chokkarakusho (Overhead): Damage increased to 70 from 60
  • Engekishu (F + HK): Damage reduced to 130 total (80 + 50) from 150 (90 + 60)
  • Engekishu (F + HK): Second hit now made Super or EX Focus cancelable
  • Rekkaken: The chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made
  • Rekkaken: The chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made
  • Rekkaken: The amount of pushback on the second Light, Medium, and Hard Rekkakens were reduced
  • Rekkaken: Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8, -10, and -12 for those three versions respectively
  • Shienkyaku: The damage of a deep hit on the Light and Medium versions reduced to 110 from 120 for Light and to 120 from 140 for Medium
  • Shienkyaku: Damage reduced on the Hard version to 150 (100 + 50) from 160 (100 + 60); damage reduced on the EX version to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
  • ShienKyaku: Block stun for a deep hit on all versions reduced by 1 frame
  • Rekkukyaku: Damage reduced on Hard version to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
  • Rekkukyaku: All versions made much more difficult to hit as Cross-up against opponents
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch LK: Startup increased to 4 frames from 3 frames; can no longer be chained into another Crouch LK
  • Crouch MP: Damage increased to 65 from 55
  • Rekkaken: Forward movement distance on Light version reduced
  • Rekkaken: Hit Stun on the second hit of Light, Medium, and Hard versions reduced by 2 frames
  • Shienkyaku: No longer can be performed with a B, F, B + K input
  • Tenshin: Damage increased on all versions to 1 from 0; now counts as part of Damage Scaling
  • EX Tenshin: Startup reduced to 10 frames from 12 frames
  • Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents
  • L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch LK: Startup increased to 4 frames from 3 frames; can no longer be chained into another Crouch LK
  • Crouch MP: Damage increased to 65 from 55
  • Rekkaken: Forward movement distance on Light version reduced
  • Rekkaken: Hit Stun on the second hit of Light, Medium, and Hard versions reduced by 2 frames
  • Shienkyaku: No longer can be performed with a B, F, B + K input
  • Tenshin: Damage increased on all versions to 1 from 0; now counts as part of Damage Scaling
  • EX Tenshin: Startup reduced to 10 frames from 12 frames
  • Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents
  • L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch LK: On hit now +4 from +3
  • Close HP: Attack recognition range increased
  • Engekishu (F + HK): 2nd hit on hit pushback reduced
  • Focus Attack: Hitbox reduced slightly to the palm area
  • Rekkaken: Light, Medium, and Hard versions 1st hit recovery increased by 1 frame
  • Rekkukyaku: Medium version 3rd hit Hitbox greatly expanded upward
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Crouch MP: Adjusted damage on counter-hit to 82 from 78
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Rekkashingeki (UC1): Non-cinematic last damage hit reduced to 140 from 165
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Gen

SSFIV-Gen Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010

Both Stances

  • Jump arcs in both stances have been adjusted (exact data unknown)

Mantis Stance

  • Ultra II Added: Shitenketsu
  • Gekiro: Now Throw Invincible up to the first Active Frame
  • EX Gekiro: Now a true Uppercut, invincible up to the first Active Frame (7th frame)
  • Hyakurenko: Given much more pushback on block and hit, removing the Stand MK into Hyakurenko loop
  • Hyakurenko: Hard version is now Super and EX Focus cancelable for the first 4 hits instead of just the first hit
  • Zan'ei (SC): Recovery improved (exact data unknown)

Crane Stance

  • Ultra II Added: Teiga
  • Crouch MK: Hurtbox reduced so that it can go under most Projectiles
  • Oga: Speed improved; faster to reach walls and quicker dives
  • EX Oga: No longer invincible on the way to the wall during initial startup
  • Jyakoha: Startup reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010

Both Stances

  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo

Mantis Stance

  • New Target Combo added: Crouch LK --> Crouch MK
  • New Target Combo added: Stand HP (1st Hit) --> Stand MK
  • Stand LP: Had a Hurtbox removed so that his arm from the elbow out can no longer be hit
  • Crouch MP: Startup reduced (exact data unknown)
  • Crouch MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand HK: Hitbox improved so it has better range
  • Shitenketsu (UC2): Hitbox increased so that it hits lower than before

Crane Stance

  • Teiga (UC2): speed was improved
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011

Both Stances

  • Focus Attack: Hit Stun on Level 1 lengthened by 3 frames

Mantis Stance

  • Gekiro: Medium and Hard version given an extra +10 Super Meter gain on final hit
  • Gekiro: Final hit of the Hard version is now a Hard Knockdown

Crane Stance

  • Crouch MK: Hit Stun changed so on hit is now +1; Block Stun changed so on block is now -1 (previous unknown)
  • Crouch MK: Hurtboxes shrunk mid-move (exact data unknown)
  • Crouch HP: Damage taken when Counter Hit out of this move reduced to the standard 1.25x damage
  • Crouch HK: Active Frames increased to 5 frames from 3 frames
  • Jyasen: Hit Stun and Block Stun increased on the second to last hit of the Light, Medium, and Hard versions by 4 frames
  • EX Jyasen: Hit Stun and Block Stun increased on the second to last hit by 5 frames and 4 frames respectively
  • EX Jyasen: Can now alter the distance by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy)
  • EX Jyasen: Now completely Projectile Invincible until final Active Frame
  • EX Oga: Travels faster; damage increased to 150 from 100
  • EX Oga: Startup of the kicks from the wall reduced to 7 frames from 12 frames
  • EX Oga: Off of an EX Oga, the Far Kick (hold away from the wall) pops the opponent into the air more straight up than before (opponent now spirals in the air), allowing for easier follow-up juggles
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014

Both Stances

  • Stun Gauge: Tncreased to 950 from 900
  • Wake-up Timing: 1 frame of invincibility time on neutral wake-up removed
  • Focus Attack: A bug that made reversal Focus Attack more difficult to perform fixed

Mantis Stance

  • Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50
  • Focus Attack: Hitbox size reduced to position of Hurtbox
  • Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames
  • Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced
  • Gekiro: Hard version now causes Soft Knockdown on last hit instead of Hard Knockdown; button input timing to get all hits now the same as previous EX version (easily mashed out)
  • EX Gekiro: Now causes Hard Knockdown instead of Soft Knockdown; button input timing to get all hits now the same as previous Hard version (requires precise timing)
  • EX Gekiro: On block is now -20 from -35; on block, follow-up inputs no longer possible
  • Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means)
  • Shitenketsu (UC2): Hitbox slightly expanded forward; Stun damage increased to 600 from 0

Crane Stance

  • Crouch LP: On hit is now +5 from +3
  • Crouch HP: Floats the opponent higher on Counter Hit
  • Crouch HK: Recovery reduced to 24 frames from 29 frames
  • Diagonal Jump HP: Hurtbox expanded downward
  • Diagonal Jump HK: Hurtbox expanded downward
  • Jyasen: On block, Light and Medium versions are now 0 from +3
  • Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively
  • Oga: Hitbox slightly reduced
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)
Both Stances

  • Stun Gauge: Tncreased to 950 from 900
  • Wake-up Timing: 1 frame of invincibility time on neutral wake-up removed
  • Focus Attack: A bug that made reversal Focus Attack more difficult to perform fixed

Mantis Stance

  • Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50
  • Focus Attack: Hitbox size reduced to position of Hurtbox
  • Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames
  • Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced
  • Gekiro: Hard version now causes Soft Knockdown on last hit instead of Hard Knockdown; button input timing to get all hits now the same as previous EX version (easily mashed out)
  • EX Gekiro: Now causes Hard Knockdown instead of Soft Knockdown; button input timing to get all hits now the same as previous Hard version (requires precise timing)
  • EX Gekiro: On block is now -20 from -35; on block, follow-up inputs no longer possible
  • Shitenketsu (UC2): Hitbox slightly expanded forward

Crane Stance

  • Crouch LP: On hit is now +5 from +3
  • Crouch HP: Floats the opponent higher on Counter Hit
  • Crouch HK: Recovery reduced to 24 frames from 29 frames
  • Diagonal Jump HP: Hurtbox expanded downward
  • Diagonal Jump HK: Hurtbox expanded downward
  • Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively
  • Oga: Hitbox slightly reduced

(New to Ultra SFIV Console Digital Release)
Both Stances

  • When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates

Mantis Stance

  • Crouch MP: Damage reduced to 60 from 70
  • Gekiro: Light version no longer invincible on frames 1-3
  • Zan'ei (SC): Damage reduced to 250 from 300
  • Shitenketsu (UC2): When activated at less than 75% Ultra Meter, does 300 Stun damage, when activate at 75% or more Ultra Meter, does 450 Stun damage

Crane Stance

  • Jyasen: Light version on hit now +2 from +1
  • Jyasen: Light and Medium versions on block now -1 from -3
  • Jyasen: Charge time for all versions reduced to 50 frames from 60 frames

(Removed from Ultra SFIV Arcade Japan)
Mantis Stance

  • Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means)
  • Shitenketsu (UC2): Stun damage increased to 600 from 0

Crane Stance

  • Jyasen: On block, Light and Medium versions are now 0 from +3
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014

Mantis Stance

  • Crouch MP: Damage increased to 70 from 60
  • Hyakurenko: Light, Medium, and Hard versions recovery reduced to 17 frames from 18 frames
  • Zan'ei (SC): Damage increased to 300 from 250
  • Shitenketsu (UC2): First hit locks the opponent into cinematic on air hit
  • Shitenketsu (UC2): Bug fixed where the move's properties changed when done as a reversal, cancelled from pre-jump etc.
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Gouken

SSFIV-Gouken Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Denjin Hadoken
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Normal Attacks: Received several improvements to his Normal Attacks overall with regards to startup, priority, and recovery, but no ranges were changed (exact data unknown)
  • Close MK: startup reduced to 3 frames (previous unknown)
  • Close HP: Hit Stun increased for better frame advantage (exact data unknown)
  • Close HK: Hit Stun increased for better frame advantage (exact data unknown)
  • Neutral Jump HP: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
  • Diagonal Jump HK: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
  • Back Throw: Damage increased to 1 from 0; now counts as part of Damage Scaling
  • Senkugoshoha: Light version sped up so that it attacks almost instantly with very little forward momentum
  • EX Tatsumaki Gorasen: Now "warps" opponent into place on first hit so that the entire move is guaranteed to connect
  • Hyakki Goheki (Demon Flip --> Focus Absorb): Recovery reduced (exact data unknown)
  • Kongoshin: Inputs changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks at head level; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand MP: Hit Stun increased by 1 frame
  • Close MK: Fixed so that two Goukens performing the move right next to each other no longer causes both to whiff
  • Stand HP: Active Frames increased to 5 frames from 3 frames
  • Crouch HP: Hit Stun increased by 1 frame
  • Sakotsukudaki (Overhead): Hitbox increased downward; Hurtbox reduced on the upper arm
  • Sakotsukudaki (Overhead): Active Frames increased to 4 frames from 2 frames; Hit Stun increased to match that of a standard Hard Attack
  • Senkugoshoha: Hitbox on Light version increased to reach farther
  • Senkugoshoha: Medium version changed to match the original Light Senkugoshoha from Super Street Fighter IV
  • Senkugoshoha: Hard version changed to match the original Medium Senkugoshoha from Super Street Fighter IV
  • Kongoshin: Hitbox of Medium and Hard versions increased in size when triggered
  • Kongoshin: Stun damage on all versions changed to 200 (previous unknown)
  • Forbidden Shoryuken (SC): startup drastically reduced to 3 frames from 11 frames
  • Denjin Hadoken (UC2): Damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495)
  • Denjin Hadoken (UC2): Before, different levels of Ultra Meter determined how quickly you could reach higher levels of Denjin Hadoken; this has been normalized so that the time it takes to get to higher levels is the same regardless of how much Ultra Meter you have
  • Denjin Hadoken (UCs): Can now start charging to higher levels (a max of level 3) by shaking the controller even during the Ultra startup animation
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken
  • Back Throw: Untechable timing period now techable
  • Senkugoshoha: Forward movement of the Light version slightly increased
  • Kongoshin: No longer can be performed with a B, F, B + P input
  • Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200
  • EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken
  • Back Throw: Untechable timing period now techable
  • Senkugoshoha: Forward movement of the Light version slightly increased
  • Kongoshin: No longer can be performed with a B, F, B + P input
  • Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200
  • EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward

(New to Ultra SFIV Console Digital Release)

  • EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Forbidden Shoryuken (SC): Fixed a bug where Delay Stand was not possible when the move did not fully connect
  • Denjin Hadoken (UC2): Stun value scaling when selecting Ultra Combo Double increased to 75% from 65%
  • Denjin Hadoken (UC2): Fixed a bug where under certain conditions, the stun value scaling was 100%
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Guile

SSFIV-Guile Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Sonic Hurricane
  • Sonic Boom: Charge time reduced to 50 frames from 55 frames
  • Flash Explosion (UC1): Damage increased (exact data unknown)
  • Shades of Glory: Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Spinning Back Knuckle (F + HP): Damage reduced (exact data unknown)
  • Reverse Spin Kick (B or F + HK): Made lower-body strike invincible so that low hitting moves like Ryu's Crouch MK will miss and get countered
  • Reverse Spin Kick (B or F + HK): Damage reduced (exact data unknown)
  • Sonic Boom: Super Meter gain on activation reduced (exact data unknown)
  • Flash Kick: Light, Medium, and Hard versions damaged reduced (exact data unknown)
  • Sonic Hurricane: Startup reduced and damage reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Spinning Back Knuckle (F + HP): Damage increased to 100 from 90
  • Reverse Spin Kick (B or F + HK): Now Throw Invincible from 6th frame until landing
  • Reverse Spin Kick (B or F + HK): On hit now +5 from +4
  • Air Throw: Both Air Throws startup reduced to 3 frames from 4 frames
  • Sonic Boom: When struck out of the Recovery Frames, Guile will no longer be Counter Hit
  • Flash Kick: Light, Medium, and Hard versions damage increased by 10 (Light: to 110 from 100, Medium: to 130 from 120, Hard: to 140 from 130)
  • Sonic Hurricane: Damage redistributed to 90 + 30 + 30 + 30 + 30 + 90, but overall damage is the same
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Wake-up: Hurtbox reduced
  • Crouch LP: On hit now +5 from +4
  • Crouch MK: Hitbox and Hurtbox expanded forward
  • Reverse Spin Kick (B or F + HK): Hitbox expanded downward
  • Air Throw: Both Air Throws grab range slightly increase
  • Flash Kick: All versions invincibility time extended by 1 frame
  • Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20
  • Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames; damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10
  • Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents; if opponent is behind on activation, auto-corrects to face the opponent
  • Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Wake-up: Hurtbox reduced
  • Crouch LP: On hit now +5 from +4
  • Crouch MK: Hitbox and Hurtbox expanded forward
  • Reverse Spin Kick (B or F + HK): Hitbox expanded downward
  • Air Throw: Both Air Throws grab range slightly increase
  • Flash Kick: All versions invincibility time extended by 1 frame
  • Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20
  • Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10
  • Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents
  • Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential

(New to Ultra SFIV Console Digital Release)

  • Health: Decreased to 950 from 1000
  • High Kick (DF + HK): Hitbox expanded downward
  • L, M and H Flash Kick --> EX Focus Cancel --> Forward Dash is now -5 on block at best
  • Flash Explosion (UC1): Startup reduced to 6 frames from 7 frames

(Removed from Ultra SFIV Arcade Japan)

  • Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames
  • Flash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Flash Explosion (UC1): Invincibility time increased to 1-9 frames from 1-6 frames
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Guy

SSFIV-Guy Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Hurtbox reduced so that the elbow to hand can no longer be hit
  • Crouch LP: Damage increased (exact data unknown)
  • Stand MP: Given better Hitbox for better range
  • Stand MK: Startup and recovery reduced (exact data unknown)
  • Neck Breaker (F + MP): Now hits twice; on hit now +2 instead of negative (exact data unknown)
  • EX Run: Can now be canceled into follow-ups in 5 frames, same as regular Run (previous unknown)
  • Sudden Stop: When performed from an EX Run, now has one hit of armor
  • Shadow Kick: When performed from an EX Run, is now Projectile Invincible for the first 28 frames
  • Bushin Hasoken (SC): Damage increased; given better Juggle Potential so that it will connect all hits in combos (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Walk Speed: Backwards walking speed increased
  • Diagonal Jump MP: Given larger Hitboxes and Hurtboxes in all directions
  • Neutral Jump HP: Given larger Hitboxes upward and downward
  • Diagonal Jump HK: Given larger Hitboxes and Hurtboxes in all directions
  • Elbow Drop: Can now be performed with DF + MP as well as the original D + MP
  • Throw: Both Forward and Back Throw given slightly more range (exact data unknown)
  • Wall Jump: Can perform attacks quicker afterwards (exact data unknown)
  • Bushin Flip: Recovery on whiff reduced (exact data unknown)
  • EX Bushin Senpukyaku: First hit Hitbox increased
  • EX Bushin Senpukyaku: First hit Active Frames increased to 2 frames from 1 frame
  • Neck Flip: No longer goes over and crosses-up any character when performed right next to them when they are crouching
  • Bushin Hasoken (SC): Final hit has a larger Hitbox making it connect more consistently
  • Bushin Goraisenpujin (UC1): Moves farther forward before the first hit
  • Bushin Musou Renge (UC2): Given increased throw range (exact data unknown)
  • Bushin Musou Renge (UC2): Input made easier to perform (exact data unknown)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Walk Speed: Slightly increased
  • Stand LK: Hitbox slightly expanded upward; startup reduced to 4 frames from 6 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 8 frames from 9 frames
  • Stand HK: Hitbox expanded horizontally and upward; startup reduced to 7 frames from 8 frames; Active Frames increased to 5 frames from 3 frames; recovery reduced to 15 frames from 16 frames
  • Crouch MP: Hitbox reduced upward, no longer can be used as an anti-air
  • Elbow Drop: Hitbox expanded downward
  • Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames
  • Target Combo: 2nd hit Hitbox expanded downward and horizontally
  • Hozanto: Hard version startup reduced to 28 frames from 30 frames
  • Sudden Stop: Recovery reduced to 16 frames from 17 frames
  • Neck Flip: 1st hit Hitbox expanded downward
  • Neck Flip: When performed out of an EX Run, now causes Soft Knockdown on air hit
  • EX Bushin Senpukyaku: Hitbox slightly expanded so it is easier to pull in opponent; start-up reduced to 2 frames from 4 frames
  • Bushin Goraisenpujin (UC1): 2nd hit movement distance slightly increased, easier to use in combos
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Walk Speed: Slightly increased
  • Stand LK: Hitbox slightly expanded upward; startup reduced to 4 frames from 6 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 8 frames from 9 frames
  • Stand HK: Hitbox expanded horizontally and upward; startup reduced to 7 frames from 8 frames; Active Frames increased to 5 frames from 3 frames; recovery reduced to 15 frames from 16 frames
  • Crouch MP: Hitbox reduced upward, no longer can be effectively used as an anti-air
  • Elbow Drop: Hitbox expanded downward
  • Target Combo: 2nd hit Hitbox expanded downward and horizontally
  • Hozanto: Hard version startup reduced to 28 frames from 30 frames
  • Sudden Stop: Recovery reduced to 16 frames from 17 frames
  • Neck Flip: 1st hit Hitbox expanded downward
  • Neck Flip: When performed out of an EX Run, now causes Soft Knockdown on air hit
  • EX Bushin Senpukyaku: Hitbox slightly expanded so it is easier to pull in opponent; start-up reduced to 2 frames from 4 frames
  • Bushin Goraisenpujin (UC1): 2nd hit movement distance slightly increased, easier to use in combos

(New to Ultra SFIV Console Digital Release)

  • Close LK: Attack recognition range reduced, less likely to activate beyond very close range
  • Diagonal Jump MK: Hitbox slightly extended forward
  • Ninja Sickle (DF + HK): Startup reduced to 7 frames from 9 frames; recovery reduced to 12 frames from 13 frames; pushback on block slightly reduced

(Removed from Ultra SFIV Arcade Japan)

  • Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Stand HK: Fixed a bug where hitting another Guy on counter-hit was still possible after the active frames of the attack already ended
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • No changes
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Hakan

SSFIV-Hakan Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Dash: When oiled, canceling into a Normal Move during a Dash will keep a bit of Hakan's momentum so he continues to slide forward a tiny bit after doing the Normal Move
  • Stand HP: Reduced Hurtbox, making it into a better anti-air
  • Step Low (F + LK): Startup reduced (exact data unknown); now Special Move cancelable
  • Oil Shower: Peforming multiple Oil Showers will now continue to stack up the amount of time Hakan stays oiled, up to a maximum of 30 seconds
  • Oil Shower: Medium, Hard, and EX versions recovery reduced to 69, 83, and 83 from 74, 88, and 88
  • EX Oil Shower: Can now be canceled mid move into Guard Position, though this reduces the length of time oiled added
  • Oil Followup: New followup to Oil Slide added with Punch button causing Hakan to go directly into an Oil Shower, giving him the same effect as a Light Oil Shower
  • Oil Slide: Light version startup reduced so it now combos from Light Attacks (exact data unknown)
  • Oil Dive: While delaying the throw by holding down the Punch button, you can now cancel the delay into a Guard Position
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand LP: On block now +4 (previous unknown)
  • Crouch HP: Now causes 2 hits; on hit is now -3 frames; on block is now -6 (previous unknown)
  • Angled Jump LP: Active Frames increased to 8 frames from 6 frames
  • Neutral Jump LP: Active Frames increased to 8 frames from 3 frames
  • Neutral Jump LK: Active Frames increased to 11 frames from 7 frames; Hitbox was moved upwards slightly and made larger
  • Neutral Jump MP: Active Frames increased to 4 frames from 2 frames
  • Hakan Tackle (F + MP): Hurtboxes in the first few Active Frames tweaked so they now match the smaller Hurtboxes of the later Active Frames
  • Oil Slide: Will now do 100 Stun damage if followed up with the Oil Shower
  • Oil Followup: Now gives a Super Meter gain of 30 when performed
  • Oil Followup: Oil time added now lasts 7.5 seconds of the game clock
  • Oil Dive: Light version startup reduced to 9 frames from 14 frames
  • Oil Dive: Medium and Hard versions will now pass over most crouching enemies when performed right next to them
  • Oil Dive: Hard and EX versions have altered trajectories with better throw range than before to boost effectiveness
  • EX Oil Dive: Startup reduced to 19 frames from 22 frames
  • EX Oil Dive: When performed while oiled, Stun damage reduced to 150 (previous unknown)
  • Guard Position: When performed in the middle of a dash when oiled now maintains momentum of the forward or backward dash slightly
  • Flying Oil Spin (SC): Light version startup reduced to 9 frames from 18 frames; Medium version startup reduced to 12 frames from 18 frames
  • Flying Oil Spin (SC): Medium and Hard versions will now pass over most crouching enemies when performed right next to them
  • Flying Oil Spin (SC): Hurtboxes around the arms removed during startup
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand HP: Hitbox expanded upward
  • Crouch LK: Recovery reduced to 8 frames from 9 frames
  • Crouch MP: Now can be canceled into Special Moves, Super Cancels, and EX Focus Attacks
  • Diagonal Jump MK: Hitbox expanded slightly, increasing ability to Cross-up a tiny bit
  • Hakan Tackle (F + MP): On block is now -4 from -5; on hit is now 0 from -2
  • Air Throw: Damage increased to 150 from 140
  • Oil Rocket: Light, Medium, and Hard versions, when not oiled, grab range increased to 1.05 from 0.97
  • EX Oil Rocket: When now oiled, grab range increased to 1.20 from 0.97
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand HP: Hitbox expanded upward
  • Crouch LK: Recovery reduced to 8 frames from 9 frames
  • Crouch MP: Now can be canceled into Special Moves, Super Cancels, and EX Focus Attacks
  • Diagonal Jump MK: Hitbox expanded slightly, increasing ability to Cross-up a tiny bit
  • Hakan Tackle (F + MP): On block is now -4 from -5; on hit is now 0 from -2
  • Air Throw: Damage increased to 150 from 140
  • Oil Rocket: Light, Medium, and Hard versions, when not oiled, grab range increased to 1.05 from 0.97
  • EX Oil Rocket: When now oiled, grab range increased to 1.20 from 0.97

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Recovery reduced to 9 frames from 10 frames; on hit now +5 from +4; on block now +2 from +1
  • Step Knee (6 + HK): Now causes Hard Knockdown on hit even when not oiled
  • Neutral Jump MP: Now causes Soft Knockdown on hit just like Diagonal Jump MP
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crouch LP: Recovery reduced to 6 frames from 8 frames; advantage on block increased to +2 from 0; advantage on hit increased to +5 from +3; can be chain-cancelled when oiled
  • Diagonal Jump MK: When oiled, hitbox expanded backwards to land cross-ups easier
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Hugo

SSFIV-Hugo Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • N/A
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Added
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Damage increased to 120 from 100
  • Crouch MP: Damage increased to 110 from 80
  • Hammer Hook (F + HP): Removed Overhead properties and changed to a high attack
  • Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle
  • Shootdown Backbreaker: Light, Medium, and Hard versions Super Meter gain decreased on hit to 80 from 110;
  • Shootdown Backbreaker: When cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
  • EX Shootdown Backbreaker: Startup nvincibility increased to 5 frames from 4 frames
  • Moonsault Press: Light, Medium, and Hard versions startup reduced to 2 frames from 3 frames
  • Giant Palm Bomber: Medium version startup reduced to 19 frames from 21 frames
  • Ultra Throw: Light, Medium, and Hard versions grab range reduced to the same range as Hard Moonsault Press
  • EX Ultra Throw: Grab range reduced to the same as Light Moonsault Press
  • Monster Lariat: Light version no longer has a running motion, attack occurs in place; damage reduced to 100 from 120
  • EX Monster Lariat: Now has infinite armor until 3 frames before attack startup; can now be canceled into Super Combos or EX Focus Attacks
  • Hammer Mountain (SC): Now has invincibility while in the running motion towards the opponent (minimum 3 frames, maximum 11 frames);
  • Hammer Mountain (SC): Given more Juggle Potential to combo on airborne opponents; damage reduced to 300 from 360
  • Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block
  • Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Dizzy motion hurtbox appears at the same time as the normal rising action
  • Stand LP: Recovery reduced to 7 frames from 11 frames; advantage on hit increased to +6 from +2; advantage on block increased to +2 from -2
  • Stand MP: Fixed a bug that caused counter-hit damage to be taken after attack start-up
  • Crouch HK: Pushback moved backward
  • Moonsault Press: Hard version damage increased to 250 from 220; stun increased to 200 from 150
  • Moonsault Press: Counter-hit damage before throw start-up removed
  • Giant Palm Bomber: Hurtbox from wrist to tip now projectile invincible until the end of active frames on all versions; pushback on hit slightly increased; the attack still occurs when erasing projectiles
  • Shootdown Backbreaker: Input recognition time adjusted to be the same as other moves so the move will less likely to come out by accident
  • EX Shootdown Backbreaker: Damage reduced to 160 from 180; horizontal travel distance during descent decreased
  • Ultra Throw: Counter-hit damage before throw start-up removed on all versions
  • Meat Squasher: Counter-hit damage before throw start-up removed on all versions
  • Hammer Mountain (SC): Fully invincible until the end of active frames of the first hit
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Ibuki

SSFIV-Ibuki Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • New Target Combo added: Crouching Hard Kick -> Standing Hard Kick
  • Stand LK: Startup reduced to 4 frames (previous unknown)
  • Stand MK: Startup reduced to 5 frames (previous unknown)
  • Kunai: Damage increased (exact data unknown)
  • Kunai: When performed while jumping backwards, the kunais now have a much more vertical trajectory (thrown almost straight down)
  • Neck Breaker: Damage and stun damage reduced (exact data unknown)
  • Tsujigoe: No longer registers as a Counter Hit when struck out of it
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7
  • Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better
  • Bonsho Kick (F + HK): Now +1 on hit and -3 on block (previous unknown), but Counter Hit gives her 4 extra frames of Hit Stun instead of the standard 3, making it +5 on Counter Hit
  • Tsuijigoe: 7 grounded startup frames are now Throw Invincible
  • Tsujigoe: Hurtboxes for the first 11 frames of Tsuijigoe removed except for her head area
  • Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown)
  • Hashinsho (UC1): Juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation
  • Hashinsho (UC1): First hit now forces stand on crouching opponents
  • Yoroitoshi (UC2): Projectile version now causes Hard Knock-Down so that all 7 hits juggle
  • Yoroitoshi (UC2): Input made easier to perform (exact data unknown)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Bug during block where El Fuerte's F + MK would pass over Ibuki fixed
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward
  • Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3
  • Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent
  • Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing
  • Tsumuji: All versions Hitboxes expanded slightly downward
  • Tsumuji: Medium version recovery increased to 15 frames from 14 frames
  • EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Bug during block where El Fuerte's F + MK would pass over Ibuki fixed
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward
  • Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3
  • Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent
  • Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing
  • Tsumuji: All versions Hitboxes expanded slightly downward
  • Tsumuji: Medium version recovery increased to 15 frames from 14 frames
  • EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward and backward walk speeds increased
  • Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents
  • Raida: All versions Juggle Potentials have been increased by 1 (exact data unknown)
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Far HP -> HP: Fixed a bug where the move could be cancelled on whiff
  • Yoroitoshi (UC1): Fixed a bug where Delay Stand was not possible on non-cinematic air hit
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Juri

SSFIV-Juri Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Walk Speed: Improved for both forward and backwards walking
  • Stand LP: Given improved Hitbox and reduced Hurtbox
  • Crouch LP: Given reduced Hurtbox
  • Focus Attack: Hitbox improved to no longer go over certain characters / moves
  • Fuhajin: The first storing hit now pops the opponent higher up into the air, allowing for follow-up juggles
  • Fuhajin: The first storing hit damage reduced to 30 and stun damage reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close MP: Startup reduced to 3 frames (previous unknown)
  • Close MK: 2nd hit Hitbox extended to end of leg
  • Focus Attack: Hitbox expanded further downward so it no longer misses short opponents
  • Fuhajin: The first storing hit now does 50 damage from 30 damage
  • Senpusha: Light version's first hit now causes 3 more frames of Hit Stun (previous unknown)
  • Senpusha: Medium and Hard versions' first two hits now cause 3 more frames of Hit Stun (previous unknown)
  • EX Senpusha: Second hit now causes 5 more frames of Hit Stun (previous unknown)
  • EX Senpusha: When performed during the Feng Shui Engine, startup given full 8 frames of invincibility to cover the entire startup (first Active Frame is the 7th frame)
  • EX Shikusen: During Feng Shui Engine, can now be aimed like the regular Shikusen using different button combinations (LK + MK, MK + HK, and LK + HK)
  • Feng Shui Engine (UC1): During Feng Shui Engine, forward dash now travels farther forward with overall total frames unchanged
  • Feng Shui Engine (UC1): Juri now continues to build up Super Meter, but at only 1/3 the normal rate
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close LP: Hitbox expanded downward
  • Close MP: Startup speed during Feng Shui Engine now the same as normal version
  • Close MK: Startup speed during Feng Shui Engine now the same as normal version
  • Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand LK: Startup reduced to 4 frames from 5 frames
  • Stand HK: Hitbox size during Feng Shui Engine now the same as normal version
  • EX Fuhajin: M + H version no longer cannot hit crouchers
  • EX Fuhajin: L + H damage increased to 120 (60 + 60) from 100 (50 + 50)
  • EX Senpusha: Startup invincibility increased to frames 1-7 from frames 1-6; on block now -15 from -14
  • Shikusen: Light, Medium, and Hard versions can no longer be performed from back jump
  • Second Impact: Hitbox expanded, less likely to miss hits during the move
  • Third Strike: Hitbox expanded, less likely to miss hits during the move
  • EX Shikusen: No longer performs Second Impact/Third Strike followups automatically, requires followup K button presses like the normal version
  • EX Shikusen: Angle can now be controlled outside of the Feng Shui Engine in the exact same way
  • Kasatushi: now takes White Damage when absorbing attacks
  • Feng Shui Engine (UC1): Startup invincibility reduced to frames 1-2 from frames 1-4
  • Kaisen Dankairaku (UC2): Hitbox slightly expanded horizontally
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close LP: Hitbox expanded downward
  • Close MP: Startup speed during Feng Shui Engine now the same as normal version
  • Close MK: Startup speed during Feng Shui Engine now the same as normal version
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand LK: Startup reduced to 4 frames from 5 frames
  • Stand HK: Hitbox size during Feng Shui Engine now the same as normal version
  • EX Fuhajin: M + H version no longer cannot hit crouchers
  • EX Fuhajin: L + H damage increased to 120 (60 + 60) from 100 (50 + 50)
  • EX Senpusha: Startup invincibility increased to frames 1-7 from frames 1-6; on block now -15 from -14;
  • Shikusen: Light, Medium, and Hard versions can no longer be performed from back jump
  • Second Impact: Hitbox expanded, less likely to miss hits during the move
  • Third Strike: Hitbox expanded, less likely to miss hits during the move
  • EX Shikusen: No longer performs Second Impact/Third Strike followups automatically, requires followup K button presses like the normal version
  • EX Shikusen: Angle can now be controlled outside of the Feng Shui Engine in the exact same way
  • Kasatushi: now takes White Damage when absorbing attacks
  • Feng Shui Engine (UC1): Startup invincibility reduced to frames 1-2 from frames 1-4
  • Kaisen Dankairaku (UC2): Hitbox slightly expanded horizontally

(New to Ultra SFIV Console Digital Release)

  • Close MK: Now Throw Invincible on first frame and airborne frames 2-5, previously only airborne from frames 1-6
  • EX Shikusen: Block Stun reduced by 3 frames (exact data unknown)
  • EX Senpusha: All hits except the final hit pull the opponent in on hit and block

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close LP: Hitbox adjusted during Feng Shui Engine to be the same size as done when normally
  • Close MK: First hit forces stand
  • Close MK: Grounded and throw-invincible from frames 1 to 6
  • Fuhajin: Hard version no longer connects on crouching opponents
  • Fuhajin: Rising kick super meter build reduced to 10 from 20; projectile attack super meter build increased to 30 from 20, 15 from 10 on block
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Ken

SSFIV-Ken Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Guren Senpukyaku
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Stand LP: Give better Hitbox
  • Crouch MP: Recovery improved (exact data unknown)
  • Crouch MK: Active Frames reduced to 2 frames from 4 frames
  • Target Combo (MP --> HP): The Hitbox on the second hit has been improved
  • Shoryuken: Light version recovery given 2 more frames (previous unknown)
  • Shoryuken: Light version damage increased to 120 from 100
  • EX Hadoken: Given better Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: No longer counts as a high hit and can be blocked standing or crouching
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand HK: Startup reduced to 11 frames from 12, recovery reduced to 18 frames from 22 frames
  • Crouch HK: Startup increased to 8 frames from 7 frames, but overall total number of frames are the same
  • Thunder Kick Feint (F + Hold HK): Total frames reduced to 24 frames from 27 frames (exact data unknown)
  • Target Combo (MP --> HP): Hitbox on the second hit has been improved again to make sure it hit all crouching characters
  • Target Combo (MP --> HP): A longer window was given to cancel Close MP into HP (exact data unknown)
  • EX Shoryuken: Damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Walk Speed: Forward and backward walk speeds increased
  • Close MK: Hitbox expanded downward, easier to connect on crouching opponents
  • Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4
  • Crouch HK: Startup reduced back to 7 frames from 8 frames; recovery reduced to 19 frames from 21 frames
  • Thunder Kick (F + HK): On hit now 0 from -1; on block now -1 from -4
  • Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60
  • EX Hadoken: Damage increased to 100 (50 + 50) from 90 (50 + 40)
  • Shoryuken: Medium version 1st hit now causes Soft Knockdown on grounded opponents
  • Shoryuken: Hard version damage increased to 150 (70 + 50 + 30) from 140 (70 + 40 + 30)
  • Shoryuken: Hard version's 2nd hit can no longer be EX Focus Cancelled on block
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku
  • Shinryuken (UC1): Non-cinematic damage increased to 390 from 330
  • Guren Senpukyaku (UC2): Movement distance of first several frames slightly increased
  • L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Walk Speed: Forward and backward walk speeds increased
  • Close MK: Hitbox expanded downward, easier to connect on crouching opponents
  • Crouch HK: Startup reduced back to 7 frames from 8 frames
  • Thunder Kick (F + HK): On hit now 0 from -1; on block now -1 from -4
  • Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60
  • EX Hadoken: Damage increased to 100 (50 + 50) from 90 (50 + 40)
  • Shoryuken: Medium version 1st hit now causes Soft Knockdown on grounded opponents
  • Shoryuken: Hard version damage increased to 150 (70 + 50 + 30) from 140 (70 + 40 + 30)
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • Guren Senpukyaku (UC2): Movement distance of first several frames slightly increased
  • L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch HK: On block now -8 from -6
  • Shoryuken: Hard version's 2nd hit --> EX Focus Cancel --> Forward Dash is now -7F on block at best
  • EX Airborne Tatsumaki Senpukyaku: Now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • Shinryuken (UC1): Non-cinematic damage increased to 360 from 330

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4
  • Crouch HK: Recovery reduced to 19 frames from 21 frames
  • Shoryuken: Hard version's 2nd hit can no longer be EX Focus Cancelled on block
  • EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku
  • Shinryuken (UC1): Non-cinematic damage increased to 390 from 330
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crouch MK: Hitbox adjusted to be exactly the same as Arcade Edition version 2012 release
  • Air Tatsumaki Senpukyaku: Cannot be plinked with a P button to perform an escape manuever
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

M. Bison

SSFIV-MBison Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Psycho Punisher
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand HK: If only the tip connects (where his foot is), the damage is 80 as opposed to 110
  • Crouch LK: Increased Hurtbox, making it easier to hit
  • Double Knee Press: Light version now has increased pushback, leaving him farther from opponent after block
  • Knee Press Knightmare (SC): Now fully Projectile Invincible starting from the 9th frame until the end
  • Psycho Punisher (UC2): Code changed from QCF x 2 + 3K to charge Back, Toward Back Toward + 3P
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stand HK: The damage at the foot was increased to 90 from 80
  • Double Knee Press: All versions have Hitstun on the first hit increased by 1 frame (exact data unknown)
  • Double Knee Press: All versions stun damage increased to 150 total (100 + 50) from 100 total (50 + 50)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames; on hit now +2 from +3; on block now -1 from 0
  • Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack
  • Crouch HP: Startup reduced to 10 frames from 12 frames
  • Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0
  • Bison Warp: Total frames increased to 47 frames from 42 frames
  • Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0
  • EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75)
  • Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30)
  • Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50)
  • Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60)
  • EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames
  • Head Press: Startup reduced to 20 frames from 22 frames
  • EX Devil Reverse: Movement speed slightly increased
  • Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames
  • Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack
  • Crouch HP: Startup reduced to 10 frames from 12 frames
  • Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0
  • Bison Warp: Total frames increased to 47 frames from 42 frames
  • Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0
  • EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75)
  • Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30)
  • Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50)
  • Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60)
  • EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames
  • Head Press: Startup reduced to 20 frames from 22 frames
  • EX Devil Reverse: Movement speed slightly increased
  • Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Damage reduced to 70 from 90
  • Nightmare Booster (UC1): Startup reduced to 10 frames from 12 frames

(Removed from Ultra SFIV Arcade Japan)

  • Stand MP: On hit now +2 from +3; on block now -1 from 0
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame longer
  • Double Knee Press: First hit pushback reduced to make EX Red Focus to connect easier
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Makoto

SSFIV-Makoto Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Health: Increased to 1000 from 950
  • Dash: Forward and Back Dashes both improved to be shorter than before (exact data unknown)
  • Toward LP: Startup reduced to 3 frames from 4 frames
  • Stand LK: Can now be Kara Canceled during startup
  • Crouch LK: Improved Hitbox for better range
  • Crouch MK: Has a lower Hurtbox, making it more effective as an Anti-Air
  • Crouch HP: Active Frames increased (exact data unknown)
  • Crouch HK: Given improved priority with a larger Hitbox and a smaller Hurtbox
  • EX Hayate: Now given Armor Breaker properties; startup also reduced (exact data unknown)
  • Fukiage: Hurtbox from the torso up removed; Hitbox extended downwards (though it still cannot hit non-airborne opponents)
  • Fukiage: Startup improved (exact data unknown)
  • Oroshi: Hard and EX versions now cause Hard Knockdown
  • EX Tsurugi: Height Restriction reduced so that it can be done very low to the ground
  • Seichusan Godanzuki (UC1): Damage redistributed amongst the hits, but does same damage overall
  • Abare Tosanami (UC2): Startup improved (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Health: Decreased to 950 from 1000
  • Stand HK: Hitbox improved downward
  • Neutral Jump MP: Given farther reaching Hitbox, but an extended Hurtbox in that direction as well
  • Target Combo 1 (LK --> MK): The second kick can now be canceled into Super or EX Focus Cancel
  • Hayate: Light version now travels farther at level 3
  • Hayate: Light and Medium versions, at level 4, now behave exactly like Hard Hayate at Level 4
  • Hayate: Light, Medium, and Hard versions at Level 5 given Armor Breaker properties and all behave exactly the same in terms of distance, damage, etc.
  • Hayate: Light, Medium, and Hard versions given a vocal audio cue when reaching Level 5 charge
  • Hayate: Light, Medium, and Hard versions now do 190 damage (exact data unknown)
  • Fukiage: Light, Medium, and Hard versions damage reduced to 90 from 100, EX Fukiage now does 120 down from 140 damage
  • EX Karakusa: Given slightly better throw range, but also a bigger Hurtbox in front
  • Tanden Renki (SC): Lasts 3 seconds longer than it used to, total increased to 12 seconds from 9 seconds
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Forward Throw: Range increased to 0.95 from 0.90
  • Back Throw: Range decreased to 0.85 from 0.90
  • Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
  • Crouch HK: Stun damage increased to 200 from 100
  • Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
  • Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
  • EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
  • EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
  • Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
  • Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
  • Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Forward Throw: Range increased to 0.95 from 0.90
  • Back Throw: Range decreased to 0.85 from 0.90
  • Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
  • Crouch HK: Stun damage increased to 200 from 100
  • Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
  • Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
  • EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
  • EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
  • Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
  • Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
  • Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing

(New to Ultra SFIV Console Digital Release)

  • Ultra Combo W: Ccaling changed from 60% to 75%
  • EX Oroshi: Juggle Potential increased to 2 from 1
  • Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • F + HK: Fixed a bug where Delay Stand was not possible
  • Abare Tosanami (UC2): Fixed a bug where Delay Stand was not possible on air hit when the move did not fully connect
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Oni

SSFIV-Oni Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Added
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Health: Increased to 1000 from 950
  • Diagonal Jumping HP: Active Frames increased to 5 frames from 4 frames
  • Ganka Uchi (B + MP): Now causes a different reeling reaction on crouching opponents to fix a problem where follow-ups could miss
  • Goshoryuken: All versions now push the opponent farther away so that, when FADC canceled from at closest range, Oni no longer dashes under the opponent for a few frames
  • EX Tatsumaki Zankukyaku: Tweaked to more consistently connect fully
  • EX Airborne Tatsumaki Zankukyaku: When canceled out of a Medium or Hard Zanku Hadosho, has been given unique properties and will now immediately gain downward momentum upon activation with 22 Recovery Frames upon landing
  • EX Airborne Tatsumaki Zankukyaku: when canceled out of a Medium or Hard Zanku Hadosho, now only does one hit of 140 damage and 200 stun damage that results in the opponent falling slowly in a spiraling reel
  • Rakan Dantojin: Light version given extra Hitbox to connect against opponents super close to Oni
  • Rakan Dantojin: Medium version Projectile Invincible frames increased by 3 to a total of 19 frames from 16 frames
  • Zanku Hadosho: Light and Hard versions given larger Hitboxes
  • Zanku Hadosho: Can now be canceled into a Messatsu-Gozanku (Air version of Ultra 1) when connecting on opponent, but not on whiff
  • Raging Demon: Damage increased to 370 from 350
  • Air Raging Demon: Changed to a physical hit instead of a Throw, but it can only connect against enemies who are also airborne
  • Air Raging Demon: Given a Juggle Potential of at least 3 (exact data unknown)
  • Messatsu-Gotenha (Kick version of UC1): Startup now invincible until the first Active Frame; given one less Active Frame bringing the total to 9 frames from 10 frames
  • Tenchi Sokaigen (UC2): Now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames
  • F + MK: Startup reduced to 11 frames from 13 frames
  • Focus Attack: Hitbox expanded horizontally
  • Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames
  • Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames
  • Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames
  • Sekisei Jiraiken: Light version on block now -6 from -7
  • Sekisei Jiraiken: Medium version 1 frame of invincibility removed; on block now -4 from -6
  • Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10
  • Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block
  • Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150
  • EX Rakan Dantojin: On block now -9 from -10
  • Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area
  • Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames
  • Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames
  • Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames
  • F + MK: Startup reduced to 11 frames from 13 frames
  • Focus Attack: Hitbox expanded horizontally
  • Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames
  • Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames
  • Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames
  • Sekisei Jiraiken: Medium version 1 frame of invincibility removed
  • Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10
  • Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block
  • Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150
  • EX Rakan Dantojin: On block now -9 from -10
  • Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area
  • Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames
  • Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames
  • Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Health: Reduced to 950 from 1000
  • Sekisei Jiraiken: Light version 1st frame no longer considered airborne but given Throw Invincibility
  • Goshoryuken: All versions 1st hit now causes Hard Knockdown
  • EX Goshoryuken: Bug where if only the 1st hit connects, delayed standing could not be performed fixed

(Removed from Ultra SFIV Arcade Japan)

  • Sekisei Jiraiken: Light version on block now -6 from -7
  • Sekisei Jiraiken: Medium version on block now -4 from -6
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • EX Goshoryuken: Second hit can now be cancelled into EX Focus and EX Red Focus, even on hit
  • Rakan Dantojin: Light version damage increased to 120 from 110; stun increased to 150 from 130
  • Air Raging Demon: Fixed a bug where Delay Stand was not possible on air hit trade
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Poison

SSFIV-Poison Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • N/A
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Added
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(New to Ultra SFIV Console Digital Release)

  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Crouch HK: Can no longer be canceled into Special Moves, Super, or EX Focus Attack
  • Jump HK: Active Frames reduced to 5 frames from 10 frames
  • Focus Attack: Forward Hurtbox reduced
  • EX Kissed by a Goddess: 1st hit Hitbox expanded upward, easier to use as an anti-air
  • Whip of Love: All versions 1st and 2nd hits can now be canceled by Super and EX Focus Attack on block
  • EX Whip of Love: 4th hit no longer jump-cancellable on block; 4th hit now gives Poison a Free Juggle
  • Aeolus Edge: Light, Medium, and Hard versions recovery reduced by 1 frame (exact data unknown)
  • Aeolus Edge: All versions bug where, if overlapping with the opponent's back as they rise, the attack wouldn't connect fixed
  • Backflip: Backward movement distance reduced
  • L, M and H Kissed by a Goddess --> EX Focus Cancel --> Forward Dash now -5F on block at best
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Health: Reduced to 950 from 1000
  • Hurtbox during standing and crouching hit-stun expanded
  • Fixed a bug where special moves could not be activated during pre-jump motion
  • Back Throw: No longer registers during negative edge input
  • Close HP: Fixed a bug where counter-hit damage was taken after attack start up
  • Stand HP: Fixed a bug where counter-hit damage was taken after attack start up
  • EX Aelous Edge: Easier to connect on point blank opponents
  • Whip of Love: Hitbox greatly expanded on all versions
  • Love Me Tender: Light, Medium, and Heavy version damage changed to 70*80 from 90*100; recovery on whiff increased to 19 frames from 16 frames
  • EX Kissed by a Goddess: First hit hitbox expanded
  • Poison Kiss (UC2): Throw range expanded
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Rolento

SSFIV-Rolento Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • N/A
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Added
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(New to Ultra SFIV Console Digital Release)

  • Close MK: Startup reduced to 5 frames from 6 frames; attack recognition range slightly increased
  • Stand MP: Active Frames reduced by to 3 frames from 6 frames
  • Stand MK: Hurtbox at the feet reduced
  • Crouch MK: Startup reduced to 5 frames from 6 frames; on hit now 0 from -2
  • Neutral Jump HP: Active Frames reduced to 4 frames from 6 frames
  • Diagonal Jump HP: Active Frames reduced to 3 frames from 6 frames
  • Focus Attack: Active Frames reduced to 2 frames from 4 frames
  • Stinger: All versions earliest timing for knife throw now earlier
  • EX Stinger: Damage reduced to 90 (30x3) from 120 (40x3)
  • Patriot Circle: Light version on block now -3 from -2
  • Patriot Circle: Medium version 3rd rep Super Meter gain reduced to 6 from 12
  • EX Patriot Circle: Startup invincibility time removed; damage increased to 100 total from 70 total
  • Mekong Delta Attack: Pushback on block reduced by half; on hit or block can now be canceled into Super or EX Focus Attack
  • EX Mekong Delta Attack: On block now -10 from -2
  • EX Mekong Delta Air Raid: Frames 1-10 changed from fully invincibile to only Projectile Invincibile; on hit now +8 from +5; on block now -3 from 0;
  • EX Mekong Delta Air Raid: Pushbox added to Rolento, less likely to fly past the opponent at very close range
  • EX Mekong Delta Escape: Descent trajectory can now be controlled with directional input
  • Mine Sweeper (SC): Damage increased to 350 from 300
  • Take No Prisoners (UC2): Startup increased to 7 frames from 6 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Close MP: Increased juggle potential EX Stinger -> close MP can combo
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close HK: Stun reduced to 150 from 200
  • Stand MP: Active frames increased to 5 frames from 3 frames
  • Stand HP: Second hit hitbox slightly expanded forward; super meter build reduced to 30*30 from 60*60 on hit; 15*15 from 30*30 on block
  • Diagonal Jump HP: Fixed a bug where counter-hit damage was taken after attack start up
  • Patriot Circle: Fixed a bug on all versions where when hitting certain counter moves, Patriot Circle would win
  • EX Patriot Circle: Moves slightly more forward before first hit completes start up
  • Stinger: Hitbox expanded downward on the first frame on Light, Medium, and Heavy versions
  • Mekong Delta Attack: Roll attack keeps the opponent grounded on counter-hit; advantage on hit increased to +2 from -2
  • EX Mekong Delta Attack: Roll attack advantage increased to -5 from -10
  • EX Mekong Delta Attack: All hits except the last results in a knockdown
  • EX Mekong Delta Air-Raid: First 10 frames after activation now strike-invincible and projectile-invincible
  • EX Mekong Delta Air-Raid: Additional attack advantage reduced to -5 from -3
  • Mine Sweeper (SC): Fixed a bug where buffer input didn't register when done as a reversal
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Rose

SSFIV-Rose Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Soul Satellite
  • Crouch HP: Damage increased (exact data unknown)
  • Soul Spark: Recovery reduced (exact data unknown)
  • Soul Throw: All versions damage increased (exact data unknown)
  • Soul Throw: Given Juggle Potential of 1 from 0
  • Soul Reflect: Given more Active Frames for easier Projectile reflection (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Aura Soul Spark (SC): Can no longer perform if a regular Soul Spark is still on the screen
  • Soul Satellite (UC2): Given a frame of startup, up to 1 frame from 0 frames, so that she can be struck before the orbs appear
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close MK: Hit Stun increased by 1 frame (previous unknown)
  • Crouch MK: Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames
  • Soul Piede (F + HK): Reduced overall time to a total of 29 frames from 33 frames
  • Soul Piede (F + HK): Given a better reaching Hitbox and reduced the Hurtbox during Active Frames
  • Soul Spark: Light, Medium, and Hard versions Super Meter gain increased to 30 from 20
  • EX Soul Spiral: Damage increased to 120 from 100
  • EX Soul Reflect: Now made Projectile Invincible until first Active Frame (8th frame), but will start reflecting Projectiles at the 5th frame
  • Soul Satellite (UC1): Fixed a bug where performing the Soul Satellite code would result in an EX Soul Reflect
  • Soul Satellite (UC1): Startup time reduced to 5 frames from 7 frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Forward Dash: Total frames reduced to 20 frames from 21 frames
  • Close MK: Hitbox slightly expanded downward
  • Crouch LP: Damage increased to 30 from 20
  • Crouch LK: Damage increased to 40 from 30
  • Crouch MP: Damage increased to 70 from 60
  • Soul Spiral: Light version forward movement distance slightly increased
  • Soul Spiral: Light, Medium, and Hard versions damage increased to 110 from 100
  • EX Soul Spiral: Damage increased to 130 from 120; stun damage increased to 200 from 100
  • EX Soul Spiral: Startup Strike Invincibile and Projectile Invincibile frames increased to a total of 13 frames from 11 frames; all Throw Invincibile frames removed
  • Soul Spark: Medium version startup reduced to 20 frames from 22 frames
  • Soul Spark: Hard version startup reduced to 27 frames from 29 frames
  • Illusion Spark (UC1): Startup reduced to 10 frames from 12 frames
  • Soul Satellite (UC2): Input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F ? 4F)
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Forward Dash: Total frames reduced to 20 frames from 21 frames
  • Close MK: Hitbox slightly expanded downward
  • Crouch LP: Damage increased to 30 from 20
  • Crouch LK: Damage increased to 40 from 30
  • Crouch MP: Damage increased to 70 from 60
  • Soul Spiral: Light version forward movement distance slightly increased
  • Soul Spiral: Light, Medium, and Hard versions damage increased to 110 from 100
  • EX Soul Spiral: Damage increased to 130 from 120; stun damage increased to 200 from 100
  • EX Soul Spiral: Startup Strike Invincibile and Projectile Invincibile frames increased to a total of 13 frames from 11 frames; all Throw Invincibile frames removed
  • Soul Spark: Medium version startup reduced to 20 frames from 22 frames
  • Soul Spark: Hard version startup reduced to 27 frames from 29 frames
  • Illusion Spark (UC1): Startup reduced to 10 frames from 12 frames
  • Soul Satellite (UC2): Input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F ? 4F)

(New to Ultra SFIV Console Digital Release)

  • Soul Spiral: All versions Juggle Potential increased to 1 from 0
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Forward Throw: Reduced the throw escape window by 1 frame
  • EX Soul Spiral: Fixed damage on counter-hit to 163 from 160
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • EX Soul Spiral: Block damage increased to 33 from 30
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Rufus

SSFIV-Rufus Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Big Gang Typhoon
  • Falcon Kick: Damage reduced (exact data unknown)
  • EX Snake Strike: Damage reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • EX Messiah Kick: Damage of the first part (no followup) was reduced to 80 from 100
  • Big Bang Typhoon (UC2): Now only connects for 10 hits against airborne opponents, doing less damage when used as anti-air
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Target Combo (LK --> HK): Second hit now has a lower Hitbox to ensure hitting all crouching characters
  • EX Galactic Tornado: The first vacuum hit of EX Galactic Tornado now causes 7 more frames of Hit Stun, giving him new combos from FADC'ing that first hit
  • Messiah Kick: Medium version now properly combos into High Attack


Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Forward Throw: Damage reduced to 135 from 150
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand MK: Active Frames increased to 2 frames from 1 frame
  • Target Combo (LK --> HK): On block now -8 from -5
  • Messiah Kick: Light version given Juggle Potential (exact data unknown)
  • Low Attack: Recovery increased to 22 frames from 19 frames
  • Mid Attack: Recovery increased to 19 frames from 17 frames
  • EX Messiah Kick: Reduced maximum height to make it less likely to pass over crouching opponents
  • EX Messiah Kick: Startup invincibility reduced to frames 1-13 from frames 1-16;
  • Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist
  • Space Opera Symphony (UC1): Damage reduced to 420 from 460
  • Big Bang Typhoon (UC2): Damage reduced to 360 from 420
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Forward Throw: Damage reduced to 135 from 150
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand MK: Active Frames increased to 2 frames from 1 frame
  • Target Combo (LK --> HK): On block now -8 from -5
  • Messiah Kick: Light version given Juggle Potential (exact data unknown)
  • Low Attack: Recovery increased to 22 frames from 19 frames
  • Mid Attack: Recovery increased to 19 frames from 17 frames
  • EX Messiah Kick: Reduced maximum height to make it less likely to pass over crouching opponents
  • EX Messiah Kick: Startup invincibility reduced to frames 1-13 from frames 1-16;
  • Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist
  • Space Opera Symphony (UC1): Damage reduced to 420 from 460
  • Big Bang Typhoon (UC2): Damage reduced to 360 from 420

(New to Ultra SFIV Console Digital Release)

  • Close HP: Hitbox expanded downward
  • EX Snake Strike: Bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed
  • High Attack: Juggle Potential increased to 2 from 1
  • EX Messiah Kick: 2nd hit and after now given Juggle Potential (exact data unknown)
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • No changes
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Ryu

SSFIV-Ryu Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Metsu Shoryuken
  • Shoryuken: Medium and Hard versions now both 2 hits
  • Shoryuken: All versions damage and invincibility reduced (exact data unknown)
  • Shoryuken: All versions first non-invincible frame now considered airborne, causing trades with the Shoryuken against airborne opponents to make Ryu flip to the ground, preventing trades into Metsu Hadoken
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Stand MP: Can now be canceled into Special Moves, Supers, and EX Focus Attacks
  • Close MK: Damage increased to 80 from 70
  • Crouch MK: Active Frames reduced to 3 frames from 5 frames
  • Crouch MK: Hurtbox enlarged to extend beyond Hitbox
  • Close HK: Hit Stun and Block Stun increased (exact data unknown)
  • Solar Plexus Strike (F + HP): Damage reduced to a total of 90 from 120
  • Airborne Tatsumaki Senpukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Airborne Tatsumaki Senpukyaku: No longer causes opponent to float higher on every hit, ensuring all hits connect after the first one
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch MK: Active Frames increased back to 5 frames from 3 frames
  • Close HK: Active Frames changed to be equal on hit and block (exact data unknown)
  • Solar Plexus Strike (F + HP): Damage increased to 100 total from 90 total (40 + 60 from 40 + 50)
  • Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60; chip damage remains the same at 15
  • EX Hadoken: On a Counter Hit, first hit gives a Free Juggle, 2nd hit no longer increases Juggle Count on a juggle; on normal hit, first hit starts Juggle Count instantly at 2
  • Shoryuken: Hard version now only 1 hit; does 160 damage on first two Active Frames, 60 on others
  • Shoryuken: Hard version now invincible through the 4th frame; can no longer be EX Focus Canceled; Juggle Potential reduced to 0 from 1
  • Airborne Tatsumaki Senpukyaku: The point in Ryu's jump at which it transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later
  • Metsu Shoryuken (UC2): Hitbox extended upwards on the 3 Active Frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch MK: On block now -2 from -3
  • Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
  • EX Shoryuken: First hit now gives Ryu a Free Juggle
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
  • L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch MK: On block now -2 from -3
  • Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
  • EX Shoryuken: First hit now gives Ryu a Free Juggle
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
  • L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • EX Hadoken: Startup reduced to 11 frames from 12 frames
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Close HK: Recovery increased to 17 frames from 15 frames; hit and block stun on standing opponents increased by 3 frames; hit and block stun on crouching opponents increased by 2 frames
  • Close HK: Second hit can now be cancelled into EX Focus, EX Red Focus, and Shinku Hadoken
  • Hadoken: Light version travel speed reduced; Hard version travel speed increased
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Sagat

SSFIV-Sagat Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Tiger Cannon
  • New Special Move Added: Angry Scar (costs 1 meter)
  • Stand HK: Damage reduced (exact data unknown)
  • Tiger Uppercut: All versions damage reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LK: Overall damage increased (exact data unknown)
  • Tiger Uppercut: Does more damage when connecting on the first or second Active Frame (exact data unknown)
  • Angry Scar: Changed to a QCB QCB + K from QCB QCB + P
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch MP: Hitbox improved (exact data unknown)
  • Tiger Uppercut: Damage increased when performed after Angry Scar, to 150 from 140 for Light, to 170 from 160 for Medium, and 250 total from 240 total for EX (Hard version damage unchanged)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack
  • Tiger Knee: All versions 1st hit now forces stand
  • EX Tiger Knee: On block now 0 from -1
  • Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total;
  • Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits
  • Tiger Cannon (UC2): Now does full hits on airborne opponents; air damage reduced to 309 from 384
  • L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack
  • Tiger Knee: All versions 1st hit now forces stand
  • Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total;
  • Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits
  • Tiger Cannon (UC2): Now does full hits on airborne opponents
  • L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge

(New to Ultra SFIV Console Digital Release)

  • Step Low Kick (F + LK): Pushback on block reduced
  • Step High Kick (F + HK): Damage reduced to 80 from 100
  • High Tiger Shot: Light, Medium, and Hard recovery increased to 42 frames from 39 frames
  • Tiger Cannon (UC2): Air hit damage reduced to 255 from 384; damage on grounded opponents reduced to 357 from 384

(Removed from Ultra SFIV Arcade Japan)

  • EX Tiger Knee: On block now 0 from -1
  • Tiger Cannon (UC2): Air damage reduced to 309 from 384
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • EX Tiger Knee: Fixed a bug where the first hit would build super meter
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame shorter than other normal throws
  • Tiger Canon (UC2): Air-hit damage increased to 303 from 255
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Sakura

SSFIV-Sakura Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Shunku Hadoken
  • Jump MK: Hitbox improved for easier Cross-ups
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Many improvements to Hitboxes, damage startups, and recoveries overall (exact data unknown)
  • Close MP: Recovery improved (exact data unknown)
  • Stand MP: Can now be canceled into Special Moves, Supers, and EX Focus Attacks
  • Stand MK: Hurtbox reduced
  • Hadouken: All versions recovery reduced (exact data unknown)
  • Airborne Shunpukyaku: Second hit given higher Juggle Potential for more hits against airborne opponents (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • EX Hadoken: Level 1 damage changed to 120 total (60 + 60) from 100 total (40 + 60)
  • EX Hadoken: Level 2 damage changed to 130 total (60 + 70) from 120 total (50 + 70)
  • EX Shunpukyaku: Fixed an issue where it would pass through some characters in certain combos when connecting
  • Sakura Otoshi: Given less "command priority" so it's comes out accidentally less often and can no longer be performed with Negative Edge
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Far MP: Hitbox slightly expanded horizontally
  • Diagonal Jump HP: Hurtbox slightly increased
  • Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents
  • Shouoken: All versions Hitbox slightly expanded forward
  • EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames
  • Shinku Hadoken (UC2): Rear Hitbox removed
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Far MP: Hitbox slightly expanded horizontally
  • Diagonal Jump HP: Hurtbox slightly increased
  • Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents
  • Shouoken: All versions Hitbox slightly expanded forward
  • EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames
  • Shinku Hadoken (UC2): Rear Hitbox removed

(New to Ultra SFIV Console Digital Release)

  • Back Throw: Tosses the opponent a shorter distance
  • Close MP: Pushback on hit reduced
  • Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • EX Shunpukyaku: First through third hits force stand on hit
  • EX Shunpukyaku: Pushbox expanded downward to prevent it from flying past the opponent
  • EX Hadoken: Projectile speed now changes according to the buttons pressed
  • EX Hadoken: Recovery after the attack reduced by 4 frames; total frames reduced to 44 frames from 48 frames
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Seth

SSFIV-Seth Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • Added
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Tanden Typhoon
  • Yoga Teleport: Increased recovery (exact data unknown)
  • Diagonal Jumping HP: Startup reduced (exact data unknown)
  • Tandem Stream: Can no longer be activated with a Sonic Boom still on screen
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Health: Increased to 800 from 750
  • Stun Gauge: Increased to 900 from 750
  • Close MP: Startup and recovery oth improved, giving it better Frame Advantage on hit (exact data unknown)
  • Stand MK: Hitbox extended forward and Hurtbox reduced at the foot, making it improved as a poke
  • Crouch MK: Active Frames increased (exact data unknown)
  • Crouch HP: Startup reduced (exact data unknown)
  • Jump HP: Neutral and Back Jump HP (the long, stretching arms punch) removed, replaced by Forward Jump HP
  • Jump HP: Active Frames doubled (exact data unknown)
  • Yosokyaku: Active Frames reduced on all 3 (exact data unknown)
  • Tenmakujinkyaku (Dive Kick): Hit Stun and Block Stun reduced (exact data unknown)
  • Sonic Boom: Recovery reduced to 47 frames from 48 frames
  • EX Sonic Boom: Recovery reduced 58 frames from 61 frames
  • Hyakuretsukyaku: Damage and stun increased (exact data unknown)
  • Tanden Storm (SC): Damage increased; given higher Juggle Potential (exact data unknown)
  • Tanden Stream (UC1): Damage increased, but recovery increased as well (exact data unknown)
  • Tanden Typhoon (UC2): Invincibility reduced heavily to 12 frames from 88 frames; recovery, however, was reduced to make up for it (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Diagonal Jump MK: Seth's foot area during recovery are now Projectile Invincible until he lands
  • Shoryuken: All versions Block Stun on the 2nd hit reduced so that, when FADC canceled, Seth is -3 at best (exact data unknown)
  • Tandem Stream (UC1): Seth is now completely invincible as soon as Tandem Stream connects
  • Tandem Stream (UC1): Now does full, properly damage-scaled damage when combed from Crouching Hard Punch
  • Tandem Stream (UC1): Damage reduced to a total of 340 from 380
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand HP: On hit now -5 from -11; on block now -8 from -15
  • Diagonal Jump MK: Can now cross-up
  • Diagonal Jump HK: Hitbox removed so it can no longer cross-up
  • Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames
  • Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown)
  • Wall Jump: Movement distance reduced
  • Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150
  • Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200
  • Spinning Piledriver: All versions stun damage reduced to 150 from 200
  • Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block
  • Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7
  • Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves
  • Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased
  • Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89
  • L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand HP: On hit now -5 from -11; on block now -8 from -15
  • Diagonal Jump MK: Can now cross-up
  • Diagonal Jump HK: Hitbox removed so it can no longer cross-up
  • Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames
  • Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown)
  • Wall Jump: Movement distance reduced
  • Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150
  • Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200
  • Spinning Piledriver: All versions stun damage reduced to 150 from 200
  • Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block
  • Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7
  • Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves
  • Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased
  • Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89
  • L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch MP: Recovery reduced to 9 frames from 11 frames; on hit now +5 from +3; on block now +1 from -1
  • Diagonal Jump MK: Hitbox changed to match Ver.2012 Diagonal Jump HK
  • Yosokyaku (Headstomp): Hitbox slightly expanded downward
  • Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
  • Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120)
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Health: Increased to 850 from 800
  • Jump MP: Fixed a bug where counter-hit damage and stun were taken during the move's motion
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

T. Hawk

SSFIV-THawk Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • Added
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand LP: Hurtbox reduced
  • Stand HK: Hit Stun and Block Stun increased (exact data unknown)
  • Close HK: Now +4 on block (previous unknown)
  • Neutral Jump HK: Active Frames increased (exact data unknown)
  • EX Condor Dive: Can now be used outside of EX Tomahawk Buster by pressing all three Kicks while in the air
  • Condor Spire: Light version improved Hitbox at the front
  • Condor Spire: Light, Medium, and Hard versions increased Super Meter gain when performed (exact data unknown)
  • Double Typhoon (SC): Increased grab range from to 1.5 from 1.35
  • Raging Slash (UC2): Improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Close HK: Startup reduced to 7 frames from 8 frames; now scaores a Soft Knockdown on hit
  • Crouch HK: First hit now causes 2 more frames of Block Stun (exact data unknown)
  • Crouch HK: Area near T.Hawk's head made Projectile Invincible so that Sagat's High Tiger Shot can now pass over him
  • Thrust Peak (DF + LP): Hit Stun increased by 1 frame (exact data unknown)
  • Heavy Shoulder (Air D + MP): Can now be performed during a Neutral Jump
  • Heavy Body Press (Air D + HP): Can now be performed during a Neutral Jump
  • Tomahawk Buster: Medium version now Throw Invincible until airborne
  • EX Condor Dive: Now fully Projectile Invincible after it hits (not on block) so he can no longer bounce back into a Projectile
  • Raging Slash (UC2): Input made easier to perform (exact data unknown)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Walk Speed: Forward and backward walk speeds increased
  • Close MP: Pushback on hit and block reduced
  • Stand HK: Hurtbox slightly expanded; on block now -5 from -7
  • Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Condor Spire: Input changed to DP + K from RDP + P
  • Condor Spire: Light version startup reduced to 11 frames from 20 frames; on hit now -2 from -5
  • Condor Spire: Medium version startup reduced to 14 frames from 20 frames
  • EX Condor Spire: Forward movement distance slightly increased
  • Tomahawk Buster: Light version startup reduced to 4 frames from 5 frames; recovery reduced to 27 frames from 28 frames
  • EX Tomahawk Buster: Can now be canceled into EX Focus Attack
  • Mexican Typhoon: Light version grab range increased to 1.55 from 1.5
  • Raging Slash (UC2): Input changed to HCB HCB + 3K from HCB HCB + 3P; Hitbox slightly expanded forward horizontally
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Walk Speed: Forward and backward walk speeds increased
  • Close MP: Pushback on hit and block reduced
  • Stand HK: Hurtbox slightly expanded; on block now -5 from -7
  • Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Condor Spire: Input changed to DP + K from RDP + P
  • Condor Spire: Light version startup reduced to 11 frames from 20 frames; on hit now -2 from -5
  • Condor Spire: Medium version startup reduced to 14 frames from 20 frames
  • EX Condor Spire: Forward movement distance slightly increased
  • Tomahawk Buster: Light version startup reduced to 4 frames from 5 frames; recovery reduced to 27 frames from 28 frames
  • EX Tomahawk Buster: Can now be canceled into EX Focus Attack
  • Mexican Typhoon: Light version grab range increased to 1.55 from 1.5
  • Raging Slash (UC2): Input changed to HCB HCB + 3K from HCB HCB + 3P; Hitbox slightly expanded forward horizontally

(New to Ultra SFIV Console Digital Release)

  • EX Condor Spire: Damage reduced to 120 from 150
  • EX Tomahawk Buster: 0 damage bug when only the 1st hit connects fixed

(Removed from Ultra SFIV Arcade Japan) ---* Thrust Peak (DF + LP): Input changed to B + LP from DF + LP

Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Forward throw: Fixed a bug that caused the throw escape window to be 3 frames shorter
  • Condor Spire: Light version start up increased to 15 frames from 11 frames; Medium version start up increased to 17 frames from 14 frames
  • Tomahawk Buster: Medium version changed to having 2 hits; first hit causes grounded hit-stun and forces stand; first hit now cancellable to EX Focus, EX Red Focus, and Super; Damage changed to 90*60 from 150; stun changed to 150*50 from 200
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Vega

SSFIV-Vega Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Splendid Claw
  • Claw and Mask made harder to knock off
  • Piece of Mercury (DF + MK): Now hits as Overhead
  • Bloody High Claw (UC1): Given a Hitbox on the way to the wall
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Crouch MP: Damage reduced (exact data unknown)
  • Crouch MK: Damage reduced (exact data unknown)
  • Crouch MK: Startup reduced to 6 frames from 8 frames
  • Cosmic Heel (DF + HK): Recovery time increased on block (exact data unknown)
  • EX Rolling Crystal Flash: Recovery improved to allow for links afterwards for extended combos (exact data unknown)
  • Splendid Claw (UC2): Startup reduced (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch HK: Damage increased to 100 from 90
  • Cosmic Heel (DF + HK): Increased Block Stun by 1 frame (exact data unknown)
  • Focus Attack: Hitbox improved (exact data unknown)
  • Sky High Claw: All versions now cause Soft Knockdown when connecting on grounded opponents
  • Sky High Claw: Expanded the Hitbox downward to ensure connecting on all crouching characters at closer ranges
  • Bloody High Claw (UC1): Hitbox improved when Vega charges off the wall to make sure it whiffs less often after first hit connects
  • Bloody High Claw (UC1): Juggle Potential of the charge attack from the wall increased to 2 from 1 so it can fully combo off of a Cosmic Heel that hits the opponent very high out of the air
  • Splendid Claw (UC2): Startup was reduced to 8 frames from 9 frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Crouch HP: Active Frames increased to 4 frames from 2 frames
  • Pick Up Mask: Is now a command (D + 2P) while standing near mask
  • Rolling Crystal Flash: Light, Hard, and EX versions --> EX Focus Cancel --> Forward Dash on block now +5 from 0
  • Rolling Crystal Flash: Medium version --> EX Focus Cancel --> Forward Dash on block now +3 from 0
  • Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall
  • Flying Barcelona Special (SC): Gauge consumption timing changed from when Vega reaches the wall to at the time of activation
  • Rolling Izuna Drop (SC): Damage reduced to 300 (100 + 100 + 100) from 400 (100 + 100 + 200)
  • Splendid Claw (UC2): Startup reduced to 7 frames from 8 frames
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Crouch HP: Active Frames increased to 4 frames from 2 frames
  • Pick Up Mask: Is now a command (D + 2P) while standing near mask
  • Rolling Crystal Flash: Light, Hard, and EX versions --> EX Focus Cancel --> Forward Dash on block now +5 from 0
  • Rolling Crystal Flash: Medium version --> EX Focus Cancel --> Forward Dash on block now +3 from 0
  • Flying Barcelona Special (SC): Gauge consumption timing changed from when Vega reaches the wall to at the time of activation
  • Rolling Izuna Drop (SC): Damage reduced to 300 (100 + 100 + 100) from 400 (100 + 100 + 200)
  • Splendid Claw (UC2): Startup reduced to 7 frames from 8 frames

(New to Ultra SFIV Console Digital Release)

  • Close MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 10 frames from 13 frames; on hit now +5 from +2; on block now +2 from -1
  • Diagonal Jump LK: Can now cross-up
  • Rolling Crystal Flash: All versions charge time reduced to 50 frames from 60 frames
  • Flying Barcelona Special (SC): Attack while flying towards the wall damage increased to 100 from 0
  • Bloody High Claw (UC1): Hitbox of the attack while flying towards the wall expanded to match that of EX Flying Barcelona Attack

(Removed from Ultra SFIV Arcade Japan)

  • Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Rolling Crystal Flash: Fixed a bug on the medium version where Vega could not perform EX Red Focus on the last hit against a blocking opponent
  • Flying Barcelona Special (SC): Fixed a bug where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same
  • Flying Barcelona Special (SC): Fixed a bug where Vega would cling to the wall at a lower point if the knee hit on the way up
  • Flying Barcelona Special (SC): Changed to total invincibility when he jumps off the wall after activation
  • Flying Barcelona Special (SC): Fixed the issue to ease the difficulty of grabbing a cornered opponent with Rolling Izuna Drop
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Rolling Crystal Flash: Fixed a bug on all versions versions that caused the hit-stun time on counter-hit to be the same as normal hit
  • Rolling Crystal Flash: Fixed a bug on the Light, Medium, and Heavy versions that doubled the super meter build on the last hit
  • EX Rolling Crystal Flash: Fixed a bug that made super meter increase when Vega had no claw
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Yang

SSFIV-Yang Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Added
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stun Gauge: Reduced to 950 from 1000
  • Senkyuutai and Kaihou commands swapped: Senkyutai now performed with DP + K and Kaihou now performed with QCF + K
  • Wake-up: Fixed a bug where Yang would be invincible when he got up even after he can start moving again
  • Back Dash: Can no longer cancel the 24th and 25th frames with a Special Move
  • Crouch LK: Damage reduced to 20 from 30; given taller Hurtboxes during its Active Frames
  • Stand MP: Hitbox reduced
  • Crouch MP: Damage reduced to 70 from 80 and down to 60 when performed during Sei'ei Enbu
  • Diagonal Jumping MK: Hitbox reduced, cross-ups now much more difficult to land
  • Raigekishu (Dive Kick): Stun damage reduced to 50 from 100
  • Raigekishu (Dive Kick): Added 2 frames of landing recovery making it 6 frames instead of 4 frames
  • Raigekishu (Dive Kick): Hurtbox added at the foot as soon as the move starts up
  • Target Combo 2 (Close MP --> HP --> B + HP): Total damage reduced to 130 from 150 (exact data unknown)
  • Target Combo 2 (Close MP --> HP --> B + HP): 2nd hit pushes opponent away a smaller distance when blocked (exact data unknown) and now recovers 2 frames slower, leaving Yang at -7 frames on block if not chained into third hit
  • Target Combo 3 (Stand LK --> Medium Kick --> Hard Kick): 3rd hit now causes a Soft Knockdown; 3rd hit can now be canceled into Super or EX Focus Attack
  • Torouzan: Light, Medium, and Hard final Torou Zan hits damage reduced to 60, 60, and 60 from 75, 75, and 80
  • EX Torouzan: Made all 5 hits a true block string when performed at the fastest speed
  • EX Torouzan: All parts can no longer be performed with Negative Edge
  • Senkyutai: Medium version no longer has any Projectile Invincibile frames
  • Senkyutai: Hard version now becomes Projectile Invulnerable only after 5 frames
  • Senkyutai: All version Hitboxes reduced
  • Senkyutai: All versions Block Stun decreased, making Yang -4 at best if FADC canceled from
  • Byakku Soshoda: Medium and Hard versions Super Meter gain on whiff now 10 from 20
  • Byakku Soshoda: Light, Medium, and Hard versions recovery increased by 2 frames, but remain the same as before during Sei'ei Enbu (exact data unknown)
  • Byakku Soshoda: Damage reduced to 140 from 150, chip damage reduced to 30 from 38, and stun damage reduced to 200 from 250
  • Byakku Soshoda: Medium and Heavy versions Active Frames reduced to 9 frames from 13 frames
  • EX Zenpou Tenshin: Given less max range, startup increased to 8 frames from 7 frames, and is no longer Throw Invincible
  • Sei'ei Enbu (SC): Now lasts 1 second shorter, reduced to 370 frames from 430 frames
  • Sei'ei Enbu (SC): Chip damage done during Sei'ei Enbu reduced to 1/8 the normal chip damage
  • Tenshin Senkyutai (UC2): Startup increased to 7 frames from 4 frames at closest ranges
  • Tenshin Senkyutai: Non-animation version now does 90 damage on the final hit (previous unknown)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Walk Speed: Forward and backward walk speeds increased
  • Close LK: Startup reduced to 4 frames from 5 frames
  • Close MK: Hitbox expanded downward, easier to connect on crouching opponents
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand LK: Startup reduced to 4 frames from 5 frames
  • Crouch LK: Damage increased to 30 from 20
  • Diagonal Jump MK: Hitbox size expanded, now in between the AE and Ver.2012 versions for slightly easier cross-up potential
  • Torouzan: Light and Medium versions 3rd hit damage increased to 65 from 60
  • Torouzan: Hard version 3rd hit damage increased to 70 from 60
  • Senkyutai: Light version 1st hit hit-stop increased by 4 frames to 12 frames from 8 frames now matching the hit-stop on block
  • Zenpou Tenshin: All versions now do 1 damage from 0 damage
  • Tenshin Senkyutai (UC2): Startup reduced to 6 frames from 7 frames
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Walk Speed: Forward and backward walk speeds increased
  • Close LK: Startup reduced to 4 frames from 5 frames
  • Close MK: Hitbox expanded downward, easier to connect on crouching opponents
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand LK: Startup reduced to 4 frames from 5 frames
  • Crouch LK: Damage increased to 30 from 20
  • Diagonal Jump MK: Hitbox size expanded, now in between the AE and Ver.2012 versions for slightly easier cross-up potential
  • Torouzan: Light and Medium versions 3rd hit damage increased to 65 from 60
  • Torouzan: Hard version 3rd hit damage increased to 70 from 60
  • Senkyutai: Light version 1st hit hit-stop increased by 4 frames to 12 frames from 8 frames now matching the hit-stop on block
  • Zenpou Tenshin: All versions now do 1 damage from 0 damage
  • Tenshin Senkyutai (UC2): Startup reduced to 6 frames from 7 frames

(New to Ultra SFIV Console Digital Release)

  • Torouzan: All versions Hitboxes increased downward, mitigating cases where it was difficult to connect on certain characters' crouching states
  • L Senkyutai --> EX Focus Cancel --> Forward Dash is now -5 at best
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Crouch MK: Fixed a bug that caused hit-stun time on counter-hit to be the same as on normal hit
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Yun

SSFIV-Yun Face.jpg
Street Fighter IV - July 18th, 2008
  • N/A
Street Fighter IV (Console Version) - February 12th, 2009
  • N/A
Super Street Fighter IV - April 27th, 2010
  • N/A
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Added
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Stun Gauge: Reduced to 950 from 1000
  • Crouch LK: Given taller Hurtboxes during its Active Frames
  • Crouch MP: Damage reduced to 50 from 60
  • Stand LK: Given 1 extra frame of Block Stun (exact data unknown)
  • Close LK: Given 1 extra frame of Block Stun (exact data unknown)
  • Senpukyaku (F + MK): During Genei Jin, damage reduced to 80 from 85
  • Raigekishu (Dive Kick): Height restriction added (exact data unknown)
  • Raigekishu (Dive Kick): Added 2 frames of landing recovery making it 6 frames instead of 4 frames
  • Raigekishu (Dive Kick): Hit Stun and Block Stun increased by 2 frames (exact data unknown)
  • Target Combo 2 (Crouch MP --> Crouch HP): Damage reduced to 120 total (50 + 30 + 40) from 150 total (60 + 40 + 50)
  • Target Combo 3 (Crouch HK --> Stand HK): Damage reduced to 120 total (65 + 55) from 150 total (80 + 70); 2nd hit can now be canceled into Super or EX Focus Attack
  • Target Combo 4 (MP -> HP -> B + HP): Damage reduced if started from Far MP, down to 133 total (50 + 35 + 48) from 160 total (50 + 50 + 60)
  • Target Combo 4 (MP -> HP -> B + HP): 2nd hit now recovers 2 frames slower, leaving Yun at -6 frames on block if not chained into third hit
  • Target Combo 5 (Close Light Punch -> Light Kick -> Medium Punch) damage reduced to 72 total (20 + 20 + 32) from 90 total (20 + 30 + 40)
  • EX Zesshou Hohou: Redistributed Active Frames for the 2 hits to 3 + 6 frames from 7 + 2 frames
  • EX Zesshou Hohou: On block now -1 from +1
  • Tetsuzanko: Hard version damage reduced to 100 from 140
  • Tetsuzanko: Hard version now Projectile Invincible starting from the 18th frame, previously the 6th frame
  • Tetsuzanko: All versions have Hurtboxes added mid-move
  • EX Tetsuzanko: Damage reduced to 130 total (90 + 40) from 150 total (80 + 70)
  • Nishokyaku: Light version startup invincibility reduced to 5 frames from 6 frames
  • EX Nishokyaku: Medium, Hard, and EX versions have distance they travel forward reduced
  • Nishokyaku: Light and EX versions recovery increased by 3 frames to the landing on whiff
  • Nishokyaku: Medium version damage reduced to 110 total (70 + 40) from 130 total (70 + 60)
  • Kobokushi: Medium and Hard versions Super Meter gain reduced to 20 from 30 on whiff, no change to meter gain on hit
  • Kobokushi: Light, Medium, and Hard versions recovery increased by 2 frames
  • Kobokushi: Medium and Hard versions damage reduced to 140 from 160, stun damage reduced to 200 from 250
  • Kobokushi: Medium and Hard versions now do 30 damage when blocked, reduced from 40 damage
  • Kobokushi: Medium and Hard versions Active Frames reduced to 10 frames from 15 frames
  • Zenpou Tenshin: Light, Medium, and Hard versions startup increased to 10 frames instead of 7 frames
  • EX Zenpou Tenshin: Startup increased to 8 frames from 5 frames; no longer Throw Invincible
  • Genei Jin (SC): Now lasts 1 second shorter, down to 370 frames from 430 frames
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Stand MP: Damage increased to 60 from 50
  • Crouch MP: Damage increased to 60 from 50
  • Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to lower-body invincibile frames; now airborne starting from 7th frame
  • Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10
  • EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30
  • Zenpou Tenshin: All versions now do 1 damage from 0 damage
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Stand MP: Damage increased to 60 from 50
  • Crouch MP: Damage increased to 60 from 50
  • Nishokyaku: Hard version now airborne starting from 7th frame
  • Zenpou Tenshin: All versions now do 1 damage from 0 damage

(New to Ultra SFIV Console Digital Release)

  • Jump MK: Active Frames reduced to 4 frames from 8 frames; Hitbox slightly expanded backward, can now cross-up
  • Red Focus Attack: Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in regular Focus Attack fixed
  • Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to Strike Invincibile frames
  • Ex Zesshou Hohou: On block now +1 from -1

(Removed from Ultra SFIV Arcade Japan)

  • Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to lower-body invincibile frames
  • Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10
  • EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • Zenpo Tenshin: Adjusted throw range during Super to match normal version
  • Zenpo Tenshin: Fixed the issue that caused Yun to be counter-hit after active frames of the throw have already ended
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Stand LP: Hit effect during Genei-Jin on air counter-hit changed from air reset to knock down
  • Tetsuzanko: Light version stun reduced to 100 from 200; super meter build adjusted to 20 from 30 on activation, 30 from 60 on hit, 14 from 30 on block
  • EX Zesshou Hohou: Advantage on block reduced to -1 from +1
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes

Zangief

SSFIV-Zangief Face.jpg
Street Fighter IV - July 18th, 2008
  • Added
Street Fighter IV (Console Version) - February 12th, 2009
  • No changes
Super Street Fighter IV - April 27th, 2010
  • Ultra II Added: Siberian Blizzard
Super Street Fighter IV: Arcade Edition - December 16th, 2010
  • Stand HP: Range increased
  • EX Banishing Flat: No longer causes Soft Knockdown against grounded opponents on hit
  • Spinning Piledriver: Light version given increased throw range (exact data unknown)
  • Spinning Piledriver: Light and Hard versions damage increased (exact data unknown)
  • Siberian Blizzard (UC2): Now more controllable than before so, for example, it's able to move farther forward; also given more delay on whiff (exact data unknown)
Super Street Fighter IV: Arcade Edition v. 2012 - December 13th, 2011
  • Crouch LP: Hitbox expanded
  • Stand HP: Now causes a Soft Knockdown
  • Crouch HK: Hurtboxes reduced in the middle of the move
  • Spinning Piledriver: Hard version stun damage increased to 150 from 100
  • EX Banishing Flat: Damage increased to 140 (90 + 50) from 130 (80 + 50); stun damage to 150 (100 + 50) from 100 (50 + 50)
Ultra Street Fighter IV (Arcade Japan) - April 18th, 2014
  • Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand MP: Hurtbox slightly expanded; Hurtbox in front sticks out 1 frame before Active Frames
  • Stand MK: On hit now -3 from -7; on block now -7 from -10
  • Diagonal Jump HP: Hurtbox slightly expanded
  • Spinning Piledriver: Light version grab range reduced to 1.70 from 1.75
  • Banishing Flat: Light version startup reduced to 8 frames from 11 frames; on hit now -3 from -5; on block now -8 from -7
  • Banishing Flat: Medium version startup reduced to 11 frames from 13 frames; on block now -6 from -8
  • Banishing Flat: Hard version startup reduced to 14 frames from 16 frames; on hit now -6 from -7; on block now -7 from -9
Ultra Street Fighter IV (Console Version) - June 3rd, 2014

(From Ultra SFIV Arcade Japan)

  • Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand MP: Hurtbox slightly expanded; Hurtbox in front sticks out 1 frame before Active Frames
  • Stand MK: On hit now -3 from -7; on block now -7 from -10
  • Diagonal Jump HP: Hurtbox slightly expanded
  • Spinning Piledriver: Light version grab range reduced to 1.70 from 1.75
  • Banishing Flat: Light version startup reduced to 8 frames from 11 frames
  • Banishing Flat: Medium version startup reduced to 11 frames from 13 frames; on block now -6 from -8
  • Banishing Flat: Hard version startup reduced to 14 frames from 16 frames; on block now -7 from -9

(New to Ultra SFIV Console Digital Release)

  • Crouch LK: On hit now + 5 from +4
  • Close MK: Recovery reduced to 10 frames from 15 frames; on hit now +5 from 0; on block now +2 from -3
  • Banishing Flat: Light version on hit now -2 from -5
  • Final Atomic Buster (SC): Grab range increased to 1.45 from 1.44 to match range of Medium Spinning Piledriver

(Removed from Ultra SFIV Arcade Japan)

  • Banishing Flat: Light version on hit now -3 from -5
  • Banishing Flat: Hard version on hit now -6 from -7
Ultra Street Fighter IV 1.02 Update - August 08, 2014
  • No changes
Ultra Street Fighter IV 1.03 Update - October 15th, 2014
  • No changes
Ultra Street Fighter IV 1.04 Update - December 15th, 2014
  • Banishing Flat: Light version horizontal travel distance reduced; pushback on hit increased
  • EX Banishing Flat: Forces stand on hit to always guarantee a combo into EX Red Focus
Ultra Street Fighter IV 1.05 Update - April 22nd, 2015
  • No changes