Street Fighter V: Arcade Edition – Season 3 Balance Update Andy Wong We’ve been closely monitoring each character and the community’s reception since the start of Season 3 and have decided to implement further balance changes. Season 3 started more than two months ago with the arrival of Street Fighter V: Arcade Edition. Since then, Sakura and Blanka joined the ever-expanding roster with Falke, Cody, G, and Sagat coming later in 2018. Two Premier Events on the Capcom Pro Tour 2018 have also crowned their champions with many more along the way to Capcom Cup 2018. This update will go live on April 3 following the server maintenance. Take a look at the patch notes below, including developer comments to give more insight into the decisions we made. GENERAL Crush Counters Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters. Throw Escape Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break. Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor. Normal Throw Damage Increased parameters for characters that have less reward on hit. V-Reversals Overall rebalancing for the moves’ start-up and performance. CHARACTERS Ryu Shoulder Throw (Forward Throw)

Damage increased from 120 to 130



Recovery increased after the throw by 2F

Somersault Throw (Backwards Throw)

Damage increased from 140 to 150

Standing LP (Normal/V-Trigger)

Reduced the upwards hitbox

Standing MK

Removed the forward hurtbox that appeared before the hitbox active frames

Crouching MK

Changed so that the collision box will emerge forward when the hitbox becomes active

Jodan Nirengeki/Jodan Sanrengeki

Enforced the combo count restrictions



Added float if the final hit hits midair

Denjin Renki

Increased the length of the V-Timer from 800F to 1,000F

Isshin

Changed that the counter judgment will become active from 1F of Isshin receiving an attack



Removed the counter hit judgment from a successful Isshin activation



Can cancel the recovery into EX Jodan Sokuto Geri only on hit



Can be canceled into from Axe Kick and Solar Plexus Strike

V Hadoken

Increased the V-Timer usage of each V Hadoken from 50F to 100F

VEX Hadoken

Changed the position at which movement is possible after the move

H Shoryuken (Normal/V-Trigger)

Damage increased by 10 for 1 st active frame only

active frame only

Hit stop increased for 1 st active frame only

active frame only EX Shoryuken

Expanded the forward hitbox



Changed the opponent’s behavior on the first hit



Note: This has no effect on the battle balance

V Shoryuken/VEX Shoryuken

Changed so that it will consume V-Timer gauge Note: Uses 150F of gauge

Jodan Sokuto Geri

Reduced the opponent’s knockback distance



Increased the forward travel distance during the move



Eased the combo count Developer Notes: Made it easier to use Jodan Sokutogeri in combos. Also adjusted the duration and meter consumption of Denjin Renki, and improved the versatility of Isshin and its rewards when successful. Ken Knee Bash (Forward Throw)

Damage increased from 110 to 120



Added 1F of recovery after the throw

Hell Wheel (Backwards Throw)

Damage increased from 130 to 140

Standing LP

Reduced the upwards hitbox

Crouching LP

Pushback on hit slightly decreased



Pushback on block slightly decreased



Reduced the upwards hitbox

Crouching LK

Increased the pushback on hit

Quick Step (V-Skill)

Damage reduced from 70 to 50



Stun reduced from 150 to 100



Added float value for airborne hit



Eased the combo count



Expanded the collision box only when performed from Chin Buster 2 nd cancel

cancel M Shoryuken

Eased the combo count

EX Shoryuken/VEX Shoryuken

Changed so that it can hit opponents who are behind Ken



Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit

Shinryuken

Eased the combo count



Reduced the horizontal knockback distance for max button press version



Damage reduced from 200 to 180 for max button press version Developer Notes: Increased his ability to continue his rushdown upon making contact with the opponent. For example, Ken will be in normal throw range after Crouching LP, and can quickly trap opponents by comboing with his Quick Step near the corner of the screen. Chun-Li Standing LP and Standing MP (Normal/V-Trigger)

Reduced the upwards hitbox

Koshuto (Forward Throw)

Changed the distance from the opponent after a throw

Rankyaku (V-Skill)

Can be performed from cancelable moves



Decreased the V-Gauge meter gain from 100 to 80

Yokusenkyaku (Normal)

Decreased the advantage on Crush Counter from +19F to +18F



Recovery increased on whiff from 13F to 18F

Kikosho

Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile Developer Notes: Rebalanced the recovery for Yokusenkyaku on whiff, and Chun-Li’s status after Koshuto hits. Also, can cancel into Rankyaku from normal moves, which expands her combo options from successful close-range attacks. Cammy Hurtbox

Expanded her upwards hurtbox while crouching

Stun

Increased from 900 to 950

Gyro Clipper (Forward Throw)

Damage increased from 120 to 130



Stun decreased from 150 to 120

Delta Through (Backwards Throw)

Damage increased from 140 to 150

Crouching LK

Increased the pushback on hit

Lift Upper

Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active

L Cannon Spike

Invincible to airborne attacks from 1F to 6F

V Cannon Spike

Can cancel into V Canon Strike on hit

Delta Step/Delta Ambush

Number of V-Trigger blocks reduced from 3 to 2



The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush

Delta Twist

Expanded the downwards hurtbox

Reverse Edge

Damage increased from 70 to 80



The second attack will be considered a mid attack



The recovery on block will be the same as on hit



Recovery on block decreased from -11F to -5F



Active frames 1F and 2F will be able to hit grounded opponents Developer Notes: Increased options by making it possible to perform Cannon Strike from Cannon Spike during Delta Drive. Additionally, Delta Ambush and Delta Step have been changed to a 2-bar V-Gauge, so the move properties and V-timer consumption have been updated accordingly. M. Bison Crouching LP

Reduced the upwards hitbox

Crouching HP

Expanded the upwards hurtbox

Psycho Impact (Forward Throw)

Damage increased from 130 to 140

Psycho Burst (V-Reversal)

Changed the startup from 16F to 17F

EX Double Knee Press

When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment

Psycho Judgment

Eased the combo count

Psycho Crusher

Damaged increased when the lower body portion hits from 70 to 100 Developer Notes: Rebalanced various post-start up properties of Psycho Nightmare to increase its strength in combos, and to increase the rewards on hit. Nash Dragon Suplex (Forward Throw)

Damage increased from 130 to 140



Stun increased from 120 to 150

Target Down (Backwards Throw)

Damage increased from 140 to 150

Standing MK

Changed so that it will not hit opponents who are behind Nash, only for the base hitbox

Raptor Combination/Bullet Combination

Increased the forward movement distance of the second hit

Bullet Clear (V-Skill)

Increased the advantage on hit from +2F to +5F



Increased the V-Gauge meter gain from 80 to 100

Moonsault Slash

Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F

Sonic Move – Hide

Reduced the recovery by 2F



Throw and projectile invincible from frames 1F-3F

Justice Corridor

Will not be able to perform Stealth Dash on whiff



Changed the behavior when Nash overtakes the opponent character Developer Notes: Made it easier to perform combos in a variety of situations by making adjustments such as increasing the forward movement distance for Raptor Combination and Bullet Combination, and reducing the recovery for Bullet Clear and Sonic Move – Hide . Vega Rainbow Suplex (Forward Throw)

Damage increased from 120 to 140

Crescent Line (Backwards Throw)

Damage increased from 140 to 150

Standing LP and Crouching LP (No Claw/Claw)

Reduced the upwards hitbox

Matador Turn (V-Skill – Attack)

Can cancel into CA on block



Increased the distance at which it triggers the opponent’s blocking motion



Increased the pushback on block

Bloody Kill – Torero and Bloody Kiss – Azul

Damage increased from 100 to 140

L Crimson Terror

Expanded the forward hitbox for the first hit

EX Flying Barcelona Attack

Adjusted the input window

Flash Arch – Rossa

Addressed the phenomenon where the attack would not connect after a successful parry



Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded Developer Notes: Adjusted Matador Turn , Bloody Kiss – Torero/Azul, and Flash Arch – Rossa in order to make his V-System easier to use. Dhalsim Yoga Rocket (Forward Throw)

Damage increased from 110 to 120

Standing MP and MK

and MK Eased the combo count

Drill Kick

Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs

Yoga Mala (V-Reversal)

Startup increased from 16F to 17F

Yoga Gale

Applied the combo count limit

Yoga Burner

Increased the float on hit



Increased the horizontal blowback distance on hit Developer Notes: Made it possible to use Neutral MP and Neutral MK in air combos, and allow juggling when Yoga Fire hits an opponent in the air, to open up new situations that were never possible before in long-range battles. Zangief Standing Heavy Punch (Uncharged Version)

Changed the timing for cancel into V-Trigger II

Flying Head Butt

Reduced the stun from 400 to 200



Changed the hit effect from blowback to mid-air unrecoverable damage



Can now be canceled

Muscle Explosion (V-Reversal)

Increased the pushback on hit



Increased the pushback on block

Tundra Storm

The opponent’s stun gauge will not recover during the animation lock

EX Borscht Dynamite (Normal/V-Trigger)

Added a cancel-specific action Developer Notes: Changed hit effect of Flying Head Butt and made it cancelable. These changes allow Zangief to juggle opponents with EX Borscht Dynamite after hitting a mid-air opponent with Flying Head Butt . Karin Hajotsui (Forward Throw)

Damage increased from 120 to 130

Arakuma Inashi (Backwards Throw)

Damage increased from 140 to 150



Reduced the recovery after the throw by 2F

Jumping HP

Reduced the hurtbox

Ressencho (V-Reversal)

Increased the horizontal blowback distance on hit

Guren Kusabi

Changed the attack active frames from 8F to 11F



Reduced the recovery from 21F to 18F

Meioken (Charge Ver. Included)

Uncharged version: Damage decreased from 60 to 50



Charged version: Damage decreased from 80 to 70



Charged version: V-Gauge meter gain decreased from 100 to 80



Eased the combo count

EX Tenko

Damage decreased from 120 to 100

EX Orochi

Damage increased from 120 to 140

Yasha Gaeshi Tenchi

Can be performed from cancelable moves



Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit



Reduced the damage for the grounded version from 120 to 100 Developer Notes: Readjusted the damage and air combo count of moves that serve as combo parts to make her a more offensive character. R. Mika Crouching MP

Increased the horizontal blowback distance for mid-air hit

H Shooting Peach

Changed the performance when performed as a cancel from Lady Mika

Rainbow Typhoon/EX Rainbow Typhoon

L: Damage increased from 170 to 180



M: Damage increased from 180 to 190



H: Damage increased from 190 to 200



EX: Damage increased from 230 to 240 Developer Notes: Adjusted all versions of Rainbow Typhoon and H Shooting Peach for increased damage on hit at close range. Birdie Bad Skull (Forward Throw)

Stun decreased from 200 to 150

Crouching MP

Active frames reduced from 6F to 5F



Recovery increased from 15F to 16F

Crouching HK

Increased the disadvantage on block from -11F to -14F



Expanded the hurtbox after the active frames end



Delayed the timing at which the post-active frames hurtbox disappears



Increased the pushback on block

Pepper Pot (V-Reversal)

Startup increased from 16F to 17F Developer Notes: Taking Birdie’s overall strength into account, slightly toned down moves that are thought to be extremely good. Necalli Standing LP and Crouching LP (Normal/V-Trigger)

Reduced the upwards hitbox

Soul Stealer (Forward Throw) (Normal/V-Trigger)

Regular version: Damage increased from 110 to 120



V-Trigger version: Damage increased from 120 to 130

Soul Discriminator (Backwards Throw) (Normal/V-Trigger)

Regular version: Damage increased from 100 to 110



V-Trigger version: Damage increased from 110 to 120

Valiant Rebellion (Normal)

The blowback on counter hit was changed to be the same as the regular version

Valiant Rebellion (V-Trigger)

Blowback on hit changed to be the same as the regular version



The blow on counter hit was changed to be the same as the regular version

EX Valiant Rebellion (Normal)

Pushback on hit for the second hit slightly decreased



First hit can be canceled into V-Trigger

EX Valiant Rebellion (V-Trigger)

Pushback on hit for the second hit slightly decreased

EX The Disc’s Guidance (Normal)

Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)



Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)



The second hit can be canceled into V-Trigger



Increased the pushback on hit for the second hit

Clouded Mirror

Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar



Pushback on block slightly decreased for the max charge version



Increased the active frames after landing for the max charge version from 4F to 7F

Soul Offering

Added collision boxes for after the move ends Developer Notes: Can now cancel EX Valiant Rebellion (Normal Version) and EX The Disc’s Guidance (Normal Version) with his V-Triggers, creating more options for movement. Rashid Stun

Decreased from 1000 to 950

Riding Glider (Forward Throw)

Added 2F of recovery after the throw

Rising Sun (Backwards Throw)

Stun decreased from 200 to 150

Standing LK

Advantage on hit decreased from +4F to +2F



Advantage on block decreased from +2F to +1F



Is now a cancelable move

Standing HP

Advantage on block decreased from +0F to -3F Note: Block recovery reduced by 3F

Standing MK

Recovery increased from 15F to 17F



Advantage on hit reduced from +2F to +1F



Disadvantage on block increased from -2F to -4F



Expanded the forward hitbox

Crouching MK

Cancel timing from Easifa delayed by 3F

Crouching HP

Reduced the recovery for the first hit on block by 3F

Flap Spin

Reduced the recovery for the first hit on block by 3F



Sped-up the startup of the second hit by 1F

Wall Jump (Jump-Off)

Increased the interval between clinging to the wall and jump by 2F

L Spinning Mixer

Pushback on block slightly decreased for the rapid button press version



Landing recovery on whiff increased from 11F to 16F on whiff Note: No changed to recovery on hit or block



Block stop for the third hit increased by 4F

L Eagle Spike

Sped up the startup when performed in close range

EX Eagle Spike

Changed so that Rashid will bounce off the opponent when blocked

EX V Eagle Spike

Damage decreased from 140 to 100



Stun decreased from 200 to 150

V Airborne Eagle Spike

Damage decreased from 120 to 100



Stun decreased from 200 to 150

EX V Airborne Eagle Spike

Damage decreased from 150 to 120



Stun decreased from 200 to 150



Advantage on block decreased from +1F to -2F



Increased the pushback on block

V Whirlwind Shot

Damage reduced from 80 to 60



Stun for the M and H versions reduced from 150 to 140

EX V Whirlwind Shot

Damage reduced from 120 to 100



Stun reduced from 200 to 160

Altair

Invincibility frames changed to 1-17F Developer Notes: Overall toned down his move set in light of his rushdown ability at close range, and rewards on hit. Laura Seoi Throw (Forward Throw)

Added 2F of recovery after the throw



Slightly increased the separation distance upon landing the throw in the corner

Standing MP

Reduced the backwards hitbox

Standing MK

Increased the advantage on hit from +3F to +4F

Crouching HK

Recovery increased on whiff and on block by 2F

Linear Movement – Avante/Linear Movement – Esquiva/Linear Movement – Finta (Spark Show Version)

Is now subject to counter-hit



Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap

Linear Movement – Esquiva (Attack, Spark Show Version)

Startup increased from 34F to 32F

Double Slap

Startup increased from 16F to 17F

EX Sunset Wheel

Expanded the forward hitbox for the second active throw frame

Matsuda Sway

Changed so that the dodging motion will not consume V-Timer gauge

Shock Choke

V-Timer consumption amount increased from 500F to 1,000F



Fixed the phenomenon where Laura would have a hurtbox during the move’s animation Developer Notes: Adjusted properties of moves that are frequently used at close/mid-range. Additionally, changed Matsuda Sway so that it does not consume the V-Timer when dodging. F.A.N.G Standing LP

Reduced the upwards hitbox

Shimonshu (Forward Throw)

Added 2F of recovery after the throw

Shishiruirui

Eased the combo count

Nikaiho

Increased the overall movement frames from 30F to 31F



Added a hurtbox from 26F to 31F Developer Notes: Made adjustments to help reduce cases where only the first strike of Shishiruirui would hit during specific combo routes when Koryo Dokuda was activated. Alex Leg Tomahawk (Backwards Throw)

Damage increased from 140 to 160

Standing LP

Reduced the upwards hitbox



Increased the active frames from 2F to 3F



Reduced the recovery from 8F to 7F

Standing HK

Will force the opponent to stand on hit

Crouching LP

Reduced the upwards hitbox

Crouching HP

Increased the float on hit

Lariat

Can be canceled

Chop

Increased the disadvantage on block from -6F to -8F

Flying Cross Chop

Eased the height restriction at which the move can be performed



Eased the combo count



Increased the float for mid-air hit

Big Boot

Startup increased from 16F to 17F

M Flash Chop

Reduced the startup from 19F to 18F

H Flash Chop

Damage increased from 90 to 100

H Air Knee Smash

Eased the combo count



Delayed the timing at which he can move again after hit by 4F



Increased the separation distance after hit

EX Power Bomb

Throw hitbox startup reduced from 6F to 5F

Rage Boost

Reduced the collision box on startup

Choke Sleeper

Throw hitbox startup reduced from 6F to 5F

Flying DDT

Damage decreased from 190 to 180



Sped up the startup by 3F when performed as a cancel Developer Notes: Adjusted moves that has similar properties across varying input strengths and rebalanced combo routes in various situations to allow for new types of movement. Guile Dragon Suplex (Forward Throw)

Damage increased from 120 to 130



Stun increased from 120 to 150

Reverse Back Knuckle (V-Reversal)

Startup increased from 16F to 17F



Recovery increased on hit by 2F

Sonic Boom (Normal/V-Trigger)

Pushback on block slightly decreased

Knife Edge

Cannot be activated by V-Trigger cancel from a regular Sonic Boom. No changes to the EX version

Somersault Kick

Increased the horizontal blowback distance on hit



Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version

EX Somersault Kick

Increased the horizontal blowback distance on hit

V EX Somersault Kick

Decreased the invincibility period from 31F to 11F

Sonic Hurricane

Changed so that until the attack startup, Guile’s body is not pushed into movement



Expanded the collision boxes in the forward direction until directly before attack startup

Sonic Tempest

Changed so that Guile isn’t pushed to a different position until the attack startup Developer Notes: Reduced Sonic Boom’s pushback on block to make it harder to push opponent away. Increased knockback distance after hit on Somersault Kick to make it easier to create distance from opponent.Additionally, it is no longer possible to cancel into Knife Edge from Sonic Boom (normal version) in order to better differentiate it from Solid Puncher . Ibuki Yami Kazura (Forward Throw)

Damage increased from 120 to 130

Kubiori (Backwards Throw)

Damage increased from 140 to 150

Jumping HK

Expanded the downwards hitbox



Expanded the downwards hurtbox

Kazekiri

Changed the damage for the last hit only to 70

Hanagasumi (V-Reversal)

Startup increased from 15F to 17F



Decreased the active frames from 13F to 4F



Reduced the hitbox



Increased the log’s movement speed



Changed to be uniformly -2F on block



Pushback on block slightly decreased

Fuma Shuriken (Haku)

Damage reduced from 100 to 80

Fuma Shuriken (Kokofu)

Damage increased from 80 to 100 Developer Notes: Made minor tweaks such as buffing her jump attacks by adjusting the hit/hurt boxes on her Jumping HK, and changed the damage inflicted by Kazekiri when it is used as an anti-air attack. Also adjusted the damage for Fuma Shuriken Haku/Kokufu after taking into account the situations thatthese attacks would hit in. Balrog Dirty Bomber (Forward Throw)

Damage increased from 130 to 140

Buffalo Head

Startup increased from 16F to 17F

H Screw Smash

Reduced the startup from 24F to 23F



Slightly increased the forward movement distance

B3 (Upon V-Trigger 2 Activation)

Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure



The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush

B3 (No Mercy)

Will combo when performed from a cancelable normal move on hit



Reduced the recovery after the thrown by 8F



Changed the status after hit in the corner to be about the same as in the middle of the screen



Expanded the forward hitbox only when performed from a cancel Developer Notes: Rebalanced B3 ’s move properties and buffed it. Also, by changing the startup frames for H Screw Smash, it is now possible to use it in a combo when successfully Crush Countering with Neutral HK. Juri Chisenkyaku (Forward Throw)

Damage increased from 110 to 120



Added 2F of recovery after the throw

Standing LP

Reduced the upwards hitbox

Standing HK

Reduced the downwards hurtbox

Jumping HK

Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50

Kaisenrenkyaku (V-Reversal)

Startup increased from 15F to 17F



Increased the pushback distance on block

Fuharenkyaku (Normal/V-Trigger)

Normal, V-Trigger: Damage decreased from 100 to 90 Developer Notes: Reduced the hurtbox around Juri’s feet for Neutral HK to make it more effective as a mid-range poke. Urien Spartan Bomb (Forward Throw)

Stun increased from 120 to 150

Spartan Bomb (Backwards Throw)

Stun decreased from 200 to 150

Standing LP

Recovery increased from 9F to 10F Note: No changes to recovery on hit or block

Standing LK

Advantage on hit increased from +3F to +4F



Advantage on block increased from +2F to +3F



Increased the pushback distance on hit and block

Standing HP

Reduced the opponent pushback distance on Crush Counter

Crouching LP

Recovery increased from 8F to 9F No changes to recovery on hit or block



Reduced the upwards hitbox

Crouching MK

Delayed the cancel timing for each version of Tyrant Blaze by 2F

Quarrel Kick

Increased the advantage on hit from +1F to +3F

Terrible Smash

Increased the disadvantage on block from -6F to -8F



Pushback on block slightly decreased

Break Rush

Increased the disadvantage on block from -6F to -8F



Pushback on block slightly increased

Tyrant Pressure

Changed the length of the V-Timer from 3,000 to 3,200F

Tyrant Blaze

Increased the horizontal blowback distance for the 2 nd attack on hit

attack on hit

Increased the V-Timer consumption from 800F to 1,200F



Slightly increased the forward hitbox

Tyrant Blaze (V-Skill/Uncharged Version)

Increased the V-Timer consumption from 800 to 1,200F



Decreased the recovery for the first hit only by 4F



Changed to have armor properties until 8F after the first hi



Expanded the forward hitbox

Tyrant Blaze (V-Skill/Charged Version)

Increased the V-Timer consumption from 800F to 1,200F



Changed to have armor properties until 3F after the first hit



Expanded the forward hitbox

Anger Snap Fist

Startup increased from 16F to 17F Developer Notes: Adjusted numerous light attacks to rebalance Urien’s combo routes and sequences. Additionally, made major adjustments to Tyrant Blaze by making adjustments such as improving its performance after activating Urien’s V-Skill. Akuma Hyakkigosai (Shiretsu Hasshi Ver)

Behavior on whiff unified with the EX version

Standing LP

Reduced the upwards hitbox

Standing MK

Recovery increased from 16F to 18F Note: No changes to advantage/disadvantage

Crouching LP

Reduced the upwards hitbox

Crouching HP

Recovery increased from 16F to 20F No changes to advantage/disadvantage

Gosenkyuku (V-Reversal)

Startup increased from 16F to 17F



Increased the horizontal blowback distance on hit

EX Goshoryuken

Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit



Changed so that the opponent cannot perform a recovery for the 3 rd overall hit

overall hit Shiretsu Hasshi

Can no longer cancel Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff

Dohatsu Shoten/Shiretsu Hasshi

Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move

Sekia Kuretsuha

Changed so that his collision boxes will not move forward during recovery



Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100 Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit. Kolin Pressure Ridge (Forward Throw)

Damage increased from 120 to 130

Standing HP (Normal/V-Trigger)

Increased the disadvantage on block from -2F to -4F

Crouching LP

Reduced the upwards hitbox

Crouching LK

Delayed the timing for canceling into Absolute Zero by 3F

Crouching MK

Expanded the upwards hurtbox



Delayed the timing for canceling into Absolute Zero by 3F



Reduced the backwards hitbox



Reduced the active frames from 3F to 2F

Crouching HK

Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block



Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block

Cold Low

Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block



Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block

Brinicle

Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for both hit for both hit and block



Recovery increased for the normal and V-Trigger versions on hit by 5F

Frost Spike

Can cancel into Absolute Zero on block

Snow Grain

Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge on block

Frost Edge

Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash



Changed so that it will not hit opponents who are behind Kolin Only applies to grounded opponents, has no effect on her juggle combos

Diamond Dust

Damage increased from 90 to 120

Forward Dash (V-Trigger)

Increased the V-Timer consumption from 500F to 700F

Inside Slash (V-Trigger)

Decreased the advantage on hit from +3 to +2F



Increased the disadvantage on block from -7F to -8F

Frost Tower

Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100 Developer Notes: Adjusted move properties and V-Timer consumption upon activating Absolute Zero. Additionally, unified the cancel point for canceling into V-Trigger for I and II, which had differed among moves such as Crouching HK and each of her target combos. Menat Overflowing Nile (Forward Throw) (Bare Handed/Crystal Ball)

Added 1F of recovery after the throw

Standing LP (Crystal Ball)

Expanded the downwards hitbox of the crystal ball

Standing HK (Bare Handed/Crystal Ball)

Reduced the backwards hitbox



Base of the hitbox only – will not hit opponents who are behind Menat

Khamun Kick (Bare Handed/Crystal Ball)

Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs

Soul Reflect: Kamal (Bare Handed)

V-Gauge meter gain increased from 50/25 to 80/40



Can cancel into Wisdom of Thoth/Prophecy of Thoth

Soul Reflect: Kamal (Crystal Ball)

V-Gauge meter gain increased from 80/40 to 100/50



Can cancel into Wisdom of Thoth/Prophecy of Thoth

Soul Reflect: Stella (Bare Handed)

V-Gauge meter gain increased from 50/25 to 80/40



Reduced the hurtbox



Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage



Can cancel into Wisdom of Thoth/Prophecy of Thoth

Soul Reflect: Stella (Crystal Ball)

V-Gauge meter gain increased from 50/25 to 100/50



Reduced the hurtbox



Can cancel into Wisdom of Thoth/Prophecy of Thoth

Guardian of the Sun/EX Guardian of the Sun

Changed the command from F, D, DF +P/PP to F, D, DF, +K/KK

EX Guardian of the Sun

Changed the invincibility timing from 6F to 5F

Soul Spark

Changed the command from F, D, DF + P to D, DF, F + K



Reduced the damage from 100 to 80



Reduced the stun from 200 to 150



Increased the chip damage from 7 to 13 Developer Notes: Rebalanced properties and buffed Soul Reflect: Kamal and Soul Reflect: Stella. Also, changed the commands of certain moves to avoid unintended inputs. Ed Standing LP

Reduced the upwards hitbox

Crouching LP

Reduced the upwards hitbox

Crouching MP

Reduced the advantage on block from +3F to +2F

Crouching HP

Reduced the damage from 90 to 80 Note: Damage on the extended part reduced from 80 to 70



When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent

Kill Step

Increased the overall movement frames from 29F to 31F



Added a hurtbox from 26F to 31F

Psycho Splash/EX Psycho Splash

Increased the move delay from Psycho Rising by 5F

Psycho Snatcher – Ground

Reduced the V-Gauge meter gain for the non-charged version from 100 to 80 The V-Gauge meter gain distribution has been changed in accordance with the damage



Reduced the V-Gauge meter gain for the charged version from 120 to 100



Changed the hit motion for the non-charged version



Added 2F of recovery for the non-charged version on hit



Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit



Reduced the recovery on whiff for the charged version from 57F to 40F

Psycho Snatcher – Air

Reduced the recovery on whiff for the charged version from 50F to 40F



Expanded the downwards hitbox for the non-charged version



Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit



V-Gauge meter gain distribution has been changed in accordance with the damage

Psycho Cannon

Damage increased from 100 to 120



Reduced the startup from 16F to 13F when the move is performed with the forward input



Deleted the hurtbox during the screen freeze

Enhanced Snatcher

Reduced the recovery by 3F when performed from a cancel



Deleted the hurtbox during the screen freeze

Ultra Snatcher – Ground

On block, will deal real chip damage instead of recoverable gray damage



Added a projectile-nullifying hitbox aside from the attack hitbox



Expanded the horizontal hitbox for the first active frame



Reduced the horizontal hurtbox



Reduced the amount of V-Timer consumption from 1,500F to 1,300

Ultra Snatcher – Air

Expanded the hitbox for the attack active frames from 1F to 3F



Changed the position of the hitbox for the attack active frames from 4F to 7F



Reduced the amount of V-Timer consumption from 1,500F to 1,300F

Psycho Barrage

Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100 Developer Notes: Rebalanced properties of Ed’s V-Skills and V-Triggers, and made adjustments to situation on hit and damage. Abigail Vitality

Reduced vitality from 1100 to 1075

Stun

Stun increased from 1050 to 1075

Hurtbox Shape

Changed the height of his hurtbox and collision box for spinning knockdown damage

Red Leaf (Forward Throw)

Increased the spacing distance on hit in the corner

Standing LK

Startup increased from 5F to 6F



Increased the pushback on block

Standing HP (V-Trigger)

Stun decreased for the charge version from 200 to 150

Crouching LP

Startup increased from 5F to 6F



Reduced the downward hitbox for the second and third active frames



Recovery increased from 10F to 12F



Removed the counter hit judgment after the attack startup

Crouching LK

Increased the pushback on hit



Can only be canceled into V-Trigger

Crouching HP

Stun decreased for the charge version from 200 to 150

Vroom Vroom

Increased the pushback on hit

Abi Hammer

Changed so that only the third active frame will hit a downed opponent

Abi Blaster (V-Trigger)

Stun decreased for the charge version from 200 to 150

Abi Twist (V-Trigger)

Stun decreased for the charge version from 200 to 150

Ontario Drop (V-Reversal)

Startup increased from 16F to 17F



Reduced the opponent’s blowback

EX Giant Flip

Damage decreased from 120 to 80



Stun decreased from 200 to 150

M/H Abigail Smash

Made the situation after hit the same as L Abigail Smash



Expanded the hurtbox during recovery

EX Abigail Smash

Damage decreased from 100 to 80



Expanded the hurtbox during recovery

Bay Area Sunrise

Added 4F of recovery after the throw

EX Bay Area Sunrise

Increased the separation distance after hit



Added 3F of recovery after the throw

Hybrid Charge

Fixed the phenomenon where the advantage/disadvantage when performed as a cancel from certain regular moves was different than that of Max Power

Metro Crash

On block, opponent takes actual damage instead of recoverable damage



Reduced the upwards hitbox



Enforced combo count restrictions on the non-charged version



Damage increased for the non-charged version from 120 to 150



Stun increased for the non-charged version from 150 to 200



Damage increased for the charged version from 170 to 200



Damage increased for the max-charge version from 220 to 250

Abigail Punch

Enforced combo count restrictions



Increased the knockdown time for the first hit



Stun decreased for the non-rapid button press version from 180 to 120



Stun decreased for the rapid button press version from 200 to 150



Added 8F of recovery to the rapid button press version (L/H)



Added 7F of recovery to the rapid button press version (M)

EX Abigail Punch

Increased the knockdown time for the first hit



Changed the blowback on first hit counter hit to be the same as the regular hit version



Damage increased for the non-rapid button press version from 130 to 140



Damage decreased for the rapid button press version from 170 to 160



Stun decreased for the non-rapid button press version from 200 to 150



Stun decreased for the rapid button press version from 230 to 200



Recovery increased for the rapid button press version by 8F Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit. Zeku (Old) Tsurigane Otoshi (Forward Throw)

Damage increased from 120 to 130

Mikoshi (Backwards Throw)

Damage increased from 140 to 150

Standing LP

Reduced the upwards hitbox

Standing MP

Reduced the upwards hitbox

Crouching LP

Reduced the upwards hitbox

Jumping HP

Expanded the hitbox at the base

Fukuro

Changed so that it will not build EX gauge on hit or block

Toushi

Reduced the startup from 17F to 12F



Changed the opponent reaction from blowback to stagger on hit



Increased the pushback on block

Bushin Gram – Koku/EX Bushin Gram – Koku

Damage decreased at the base and the part that nullifies projectiles by 10

L Bushin Gram – Ban

Damage decreased from 120 to 100

EX Bushin Gram – Ban

Changed the blowback for the first hit

L Bushin Gram – Teki

Changed the horizontal blowback on hit

M Bushin Gram – Teki

Damage decreased on hit at the base from 90 to 80



Damage decreased on hit for the projectile-nullifying part only from 80 to 70

EX Bushin Gram – Teki

Damage decreased on hit at the base from 120 to 110



Damage decreased on hit for the projectile-nullifying part only from 100 to 90



Expanded the hitbox for the part that physically hits, from the second hit onward

EX Bushin Jakura

Changed the movement distance upon directional key input



Changed the trajectory on startup

Shukumyo

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

Idaten

The first normal move performed from Idaten can be cancelled



Changed the invincibility timing from 6F to 3F



Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand

Karura Tenzan

Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku/Teki



Changed the movement distance for the initial startup



Changed from one-time usage to timer-type, added the special move Karura Tenzan



Damage decreased from 180 to 140



Stun decreased from 200 to 150



On hit, reduced the opponent’s blowback time by 3F



On hit, changed to be projectile invincible until the active frames end

Batsuzan Gaisei

Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100 Zeku (Young) Tesso (Forward Throw)

Damage increased from 120 to 140

Raiju (Backwards Throw)

Damage increased from 120 to 160



Stun increased from 150 to 200



Increased the EX meter gain from 80 to 100

Standing LP

Reduced the upwards hitbox

Jumping HP

Changed the hitboxes and hurtboxes in to match a change in the motion

Jumping HK

Expanded the forward hitbox



Deleted the forward hurtbox



Reduced and expanded the hurtbox

Tenpo Kari

Changed so that it does not build EX gauge on hit or block



Damage increased from 80 to 90



Expanded the upwards hitbox for the startup of the second hit



Expanded the upwards hitbox for the second hit



Active frames from the second hit increased from 2F to 4F

Toushi (V-Reversal)

Attack startup reduced from 17F to 12F



Changed the opponent reaction from blowback to stagger on hit



Increased the pushback on block

Bushin Sho

Eased the combo count

H Bushin Sho

Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated

EX Bushin Sho

Recovery increased from 20F to 21F Note: No changes in advantage/disadvantage

H Hozanto

Attack startup reduced from 27F to 26F

Ashikari

Damage increased from 80 to 100



Eased the combo count

EX Ashikari

Stun increased from 150 to 200



Eased the combo count

Gekkou

Eased the combo count

EX Gekkou

Stun increased from 150 to 200



Eased the combo count

Shukumyo

Can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit only

Idaten

The first normal move performed from Idaten can be cancelled



Invincibility timing changed from 6F to 3F

Karura Tenzan

Changed the movement distance for the initial startup



Changed from one-time usage to timer-type, added the special move Karura Tenzan



Damage decreased from 180 to 140



Stun decreased from 200 to 150



On hit, reduced the opponent’s blowback time by 3F



On hit, changed to be projectile invincible until the active frames end

Batsuzan Gaisei

Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100 Developer Notes: Can cancel into Shukumyo during the recovery on hit for certain special moves to help bring out Zeku’s unique playstyle. Sakura Hanakaze (Forward Throw)

Added 1F of recovery after the throw



Increased the separation distance upon landing the throw in the corner

Sakura Shoulder Throw (Backwards Throw)

Damage increased from 140 to 150

Sailor Hop (Air Throw)

Damage increased from 140 to 160



Landing recovery on whiff increased from 4F to 6F

Haru Kaze

Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho

Standing LP

Reduced the upwards hitbox

Standing LK

Active frames reduced from 4F to 3F



Adjusted the motion Due to the change above, hitboxes were adjusted accordingly

Crouching MP

Advantage on hit increased from +2F to +5F



Pushback on hit slightly decreased



Pushback on block slightly decreased

Furiko Upper

Expanded the forward hitbox for the first active frame



Moved the hitbox forward for active frame 3F



Active frame 3F will no longer trigger a Crush Counter



Reduced the backwards hurtbox

Sakura Otoshi

Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)



Changed the V-Gauge meter build distribution, from 75 (25×3) to 120 (30+40+50)

Oukakyaku

Damage increased from 60 to 80

Floral Spin (V-Reversal)

Startup increased from 15F to 17F



Pushback on block slightly decreased

Hogasho

Reduced the hitbox



Added 5F of recovery on whiff

H Shunpukyaku

Damage increased from 80 to 100



Reduced the startup from 25F to 24F



Expanded the hurtbox for the second hit

Hadoken

Damage increased from 50 to 60

EX Hadoken

Damage increased from 80 to 100



Startup decreased from 17F to 14F Note: No changes to advantage/disadvantage



Changed the overall movement frames from 48F to 45F Note: No changes to advantage/disadvantage



Expanded the forward hitbox



Can now be canceled into V-Trigger

V Hadoken

Changed the overall movement frames from 45F to 42F Note: No changes to advantage/disadvantage



Expanded the forward hitbox



Adjusted the combo count

V Hadoken (Charged)

Changed the overall movement frames from 75F to 60F



Increased the advantage on block from +3F to +10F



Expanded the forward hitbox

Tengyo Hadoken

Reduced the damage from 70 to 60



Changed the overall movement frames from 57F to 45F



Changed the opponent’s blowback on hit



Expanded the forward hitbox



Changed so that it will not hit a crouching opponent



Changed to cause a knockdown on hit



Active frames changed from 24F to 27F

EX Tengyo Hadoken

Reduced the attack active frames from 17F to 15F Note: No changes to advantage/disadvantage



Changed the overall movement frames, from 55F to 45F Note: No changes to advantage/disadvantage



Increased the float on hit



Changed so that it will not hit a crouching opponent



Can now be canceled into V-Trigger

V Tengyo Hadoken

Changed the overall movement frames, from 51F to 45F



Expanded the forward hitbox



Changed the opponent’s float on hit



Changed so that it will not hit a crouching opponent



Adjusted the combo count

V Tengyo Hadoken (Charged)

Damage increased from 100 to 110



Changed the overall movement frames, from 67F to 55F



Adjusted the combo count



Changed the opponent’s float on hit



Changed so that it will not hit a crouching opponent

EX Shououken

Reduced the opponent’s blowback distance on hit

Sakura Rain

Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken/V Hadoken/charged V Hadoken/V Tengyo Hadoken/ charged V Tengyo Hadoken). Developer Notes: Overall improved the effectiveness of her moveset by making adjustments such as changing the parameters and frame advantage of Sakura’s normal and specials. Blanka Quick Rolling (V-Reversal)

Increased the pushback on block



Increased the opponent’s blowback on hit

Jungle Dynamo/Lightning Beast

Reduced 2F of recovery to the V-Trigger cancel

Electric Thunder

Advantage on block increased from +2F to +3F

EX Electric Thunder

Damage increased from 100 to 120



Stun increased from 180 to 200



Can now be canceled into V-Trigger

V Electric Thunder

Stun increased from 180 to 230

Back Step Rolling

Changed to blowback damage on midair hit



Eased the combo count



Decreased the landing recovery from 14F to 11F Note: No changes to advantage/disadvantage

EX Back Step Rolling

Decreased the landing recovery from 13F to 5F Note: There are changes to advantage/disadvantage on hit and block

V Back Step Rolling

Decreased the landing recovery from 14F to 11F Note: No changes to advantage/disadvantage

Ground Shave Rolling

Changed so that the first and second hits will be blocked successively



Reduced the disadvantage on block from -14F to -8F

Ground Shave Rolling (Max Charge)

Reduced the damage from 250 to 220 Changed so that the final hit causes a guard break. Developer Notes: Adjusted to improve Blanka’s rushdown regardless of the opponent’s distance by tweaking moves such as Electric Thunder and Back Step Rolling . Street Fighter arcade-edition patch-notes sfv Previous Post Next Post