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USFIV Patch 1.03 Releases on October 15th

Oct 14, 2014 // haunts

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

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.

Here’s the list of adjustments that will be included in patch 1.03:    

 

Decapre

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

 

Rolento

  • Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) à 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 à 113 if the front part hits.

 

Fei Long

  • Crouching Medium Punch – Adjusted damage on counter hit from 78 à 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 à 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) à (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 à 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.

  

PC Netcode Changes


And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:

  • Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.
  • The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.
  • The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.  

Lastly, here’s the timeframe on 10/15 that each of our player bases can expect the patch to go live:

Xbox 360:  Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)

PS3: Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

Steam: Wednesday 10/15, 08:00 (PST)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available.