Some updates from Capcom Fighters Network detail additional balance tweaks to Street Fighter V.

Dataminers soon noticed that some new balance changes had crept into Street Fighter V: Arcade Edition, along with the version 3.030 update that brought us Falke on Tuesday. Thankfully, Capcom has not remained silent for long on these changes, and tonight revealed additional change lists that cover what balance adjustments followed in the Guardian Hawk’s wake — and a number of changes in the extensive Season 3.5 update that were apparently left off the initial patch notes, and corrections.

Here are the new notes/corrections from Capcom Fighters Network:

The following items were left off the original publication of the adjustment list. [Season 3.5]

RYU

・Crouching MP (V-Trigger)

Increased the advantage on block from +2F to +3F.

M. BISON

・H Psycho Inferno

Changed the cancel timing window from 29F – 30F to 32F – 33F.

・Ultimate Psycho Crusher

Eased the combo count.

CAMMY

・Reverse Edge

⑥Increased the downwards hurtbox.

VEGA

・Flash Arch – Granate

Changed the damage distribution from 40+80 to 60+60.

R. MIKA

・Fightin’ Dirty

①Reduced Nadeshiko’s downward collision box.

②Changed so that it will cause actual damage and not gray damage on block.

RASHID

・Spinning Mixer (Dash Version)

Increased the block stun between the 3rd and 4th hits by 4F.

・EX Whirlwind Shot (Normal)

①Reduced the recovery from 38F to 35F.

②Changed the overall frames from 61F to 58F.

③Increased the advantage on block from +6F to +9F.

・Altair

②Increased the hit properties, recovery, and pushback on hit for the first hit.

・Wall Jump (Jump-Off)

②Expanded the downward hurtbox.

DHALSIM

・Yoga Burner

③Eased the combo count.

JURI

・Standing MP (V-Trigger)

Increased the forward hitbox.

KOLIN

・Inside Slash (V-Trigger)

③Increased the recovery from 20F to 21F.

ABIGAIL

・Standing LK

③Increased the advantage from V-Trigger cancel on hit from +10F to +11F.

④Increased the advantage from V-Trigger cancel on block from +7F to +8F.

・Vroom Vroom

②Increased the pushback on block.

ZEKU

・[Old] Toushi

④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.

・[Old] Shukumyo

②Can be canceled into from EX Bushin Gram – Koku/Teki on block.

・[Young] Toushi

④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.

BLANKA

・Quick Rolling (V-Reversal)

③Changed so that he moves forward slightly on whiff.

・Electric Thunder

②Reduced the recovery from 18F to 17F.

The following are corrections for items that were mistakenly listed on the adjustment list.

AKUMA

・EX Goshoryuken

Mistaken: move versions not specified

Corrected: Added: (Normal/Shiretsu Hasshi Ver.)

ZEKU

・[Old] Shukumyo

Mistaken: Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only.

Corrected: ①Can cancel into Shukumyo from Bushin Gram – Koku/Ban/Teki (regular and EX versions) on hit.

SAKURA

・Sakura Otoshi

Mistaken: ①Changed the stun distribution, from 240 (80 × 3) to 220 (40 + 80 + 120).

Corrected: ①Changed the stun distribution, from 240 (80 × 3) to 240 (40 + 80 + 120).

<2018-04-26 Additional notes>

■Ryu

There was a mistake in the combo counter settings for Jodan Nirengeki and Jodan Sanrengeki on mid-air hit.

>> The combo counter values for Jodan Nirengeki and Jodan Sanrengeki have been fixed to their appropriate values.

■Abigail

There was an unintended change to the advantage/disadvantage for crouching LP on hit and block.

>> The advantage/disadvantage for crouching LP on hit and block was reset to the Ver. 3.001 values.

■Alex

The recovery for Power Bomb and EX Power Bomb on whiff was different from that of the command throw special moves for other characters.

>> The recovery for Power Bomb and EX Power Bomb on whiff was unified to 60F.

■Laura

The recovery for Shock Choke on whiff was different from that of the command throw special moves for other characters.

>> The recovery for Shock Choke on whiff was unified to 60F.

■Sakura

Sakura Rain: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Sakura.

>> The collision box during Sakura Rain was reduced.

■Akuma

Sekia Kuretsuha: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Akuma.

>> The collision box during Sekia Kuretsuha was reduced.

■Blanka

When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, the Rolling Cannon would come out in the opposite direction from the inputs.

>> When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, fixed so that the direction recognition confirms to the direction at the time of the command input.

■Zeku

Upon activation, his V-Trigger Karura Tenzan would not hit opponents who were behind Zeku in mid-air.

>> Fixed so that upon activation, the V-Trigger Karura Tenzan will hit opponents who are behind Zeku in mid-ar.

When performed while the V-Timer is active against an airborne opponent, all of the hits of Karura Tenzan would not connect.

>> Addressed the phenomenon where all of the hits of Karura Tenzan performed while the V-Timer is active would not connect upon hitting an airborne opponent.

With any luck, these lists bring us fully up-to-date with the actual playable state of SFVAE.

Source: Capcom Fighters Network via Street Fighter (Twitter)