Ultra Street Fighter IV Patch 1.03 Out on October 15, Changelog Detailed

October 14, 2014 Written by Jason Dunning

ultrastreetfighter4patch103

The wait for Ultra Street Fighter patch 1.03 (they previously said it would be 1.04) is coming to an end, with Capcom announcing that the new update will go live tomorrow, October 15 at 2am PT/5am ET on PlayStation 3, with the Xbox 360 and PC updates coming around the same time.

Here’s the list of changes brought along with patch 1.03:

Delayed Standing Option

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

Inconsistency Adjustments and Attack Reversions

  • In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Decapre charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Adjustments

Decapre

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

Rolento

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

Abel

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

Chun-Li

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

Cody

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

Dhalsim

  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.
  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.
  • Yoga Catastrophe- Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

Dudley

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

E. Honda

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

Fei Long

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

Guy

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

Rose

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
  • EX Soul Spiral – Fixed damage on counter hit from 160 to 163.

Sagat

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

Seth

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

Vega

  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.
  • Flying Barcelona Special: Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same; Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up; Modified invincibility from Projectile/Throw Invincibility to Total Invincibility when he jumps off the wall after activation; Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

Yun

  • Zenpo Tenshin: Adjusted throw range during Genei-Jin to match normal version; Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System

  • Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

Capcom will continue to monitor fan feedback for Ultra Street Fighter IV, and later this year they’ll bring Omega Mode to the game.

[Source: Capcom]