Balance Changes, ‘Omega Mode’ & More; Big Ultra Street Fighter IV Patch Drops Today
Having gained a tremendous amount of momentum from this past weekend's all-star Capcom Cup tournament, as well as having released a rather lengthy amount of alpha footage of , the gears keep turning with the release of a new balance patch for Ultra Street Fighter IV.
And not only are characters being tweaked, but an entirely different 'edition' is being added! That's right, Omega Mode is here!
Here's a video showcasing everyone's tweaks and enhanced properties in this wacky mode. (It's a bit lengthy, so maybe you'd want to read over these Omega mode notes, instead. )
As for the balance changes to the /actual/ game, the guys at Eventhubs have got you covered! Since before last weekend, their japanese translators have been hard at work deciphering the numerous buffs and nerfs that have been applied to each character. For more on that, you can head over here to their website. Here's a snippet of the notes for a couple of characters:
Decapre
-far st.LP/cr.LP : Can now be cancelled into rapid dagger on whiff and on chains
-far st.MP : startup reduced from 7f > 5f
-cr.HP : Can now be cancelled into EX focus/EX Red focus/Super
-EX Psycho Sting : Increased the forward movement.
-Increased the blockstun by 4f. Is now -1 on block after fadc
-Psycho Sting all versions : Invincibility time increased from 1-5f to 1-8f
-Rapid Dagger all versions : Increased hitstun and blockstun by 4f on the second to last hit
-Increased blockstun on all the hits, now is more often a true blockstring
-EX Spiral Arrow : Damage reduced from 160 to 120
-EX Scramble (LK+MK) : Reduced the time where Decapre disappears and the cancel window from 13f to 7f
-EX Razor Edge Slicer : Is now projectile invincible until the last active frame
-DCM : When both commands overlap, the anti-air version now has priority over the ground versionDee Jay
• Far-standing HP — On counter-hit, regardless if this move lands on a standing, crouching or aerial opponent, it Will cause the same blowback
knockdown state. • LK Double Rolling Sobat — Has lower-body invincibility from start-up to end of active frames; advantage on-block changed from -3F to -4F.
• EX Jack Knife Maximum — Expanded hitbox to cover lower area, making it easier to hit characters with lower crouching hurtboxes.
• EX Machinegun Upper — Lesser blowback distance on-hit.Dhalsim
-Back+LK reduced recovery frame from 8 to 7, increased frame advantage from 2 to 3
E. Honda
-Crouch LP does 50 damage from 40
-Crouch LK does 40 from 30
-EX slaps moves him forward on its own without directional input
-Bug fix where you couldn't delay-wakeup after headbutt
-U2 is now half circle back twice again, does 500 damage from 450Elena
-bigger crouching hurtbox in neutral/hitstun/blockstun
-fixed a bug where she could not cancel her pre jump frames?
-switching the priorities for lynx tail and scratch wheel
-bigger hitbox on her thigh on cr.LP
-bigger hitbox and hurtbox on cr.MK
-j.HK: fixed a bug where she could be counter hit during the active frames
-L scratch wheel startup reduced from 6f > 3f
-H scratch wheel: bigger hitbox on the third hit
-L/M scratch wheel: fixed a bug where she could be counter hit during the active frames
-L/M/H scratch wheel: first hit forces standing
-M lynx tail: first hit on hit/guard pulls the opponent
-H lynx tail: first to third hits pull the opponent on hit/guard
-fixed a bug where you could not use delayed wake up after getting knocked down by this move
-L/M/H Lynx tail: hitbox extended forward
-M Rhyno horn: fixed a bug where you could not be counter hit during the startup frames
-Rhyno horn all versions: first hit now connects with crouching opponents
-EX Mallet Smash: advantage on block changed from -4 > -5
-Spin Scythe all versions: fixed a bug where the opponent could go through elena if they were behind her