Street Fighter V Update Punches Out, Adds Arcade Edition Content

For those disappointed by Street Fighter V when it came out, rejoice! The “Arcade Edition” version is now available to download for existing SFV owners! Just to reiterate that, if you already own Street Fighter V, there’s no need to buy the Street Fighter V: Arcade Edition version hitting store shelves today.

Those who own SFV should see a prompt on their platform regarding a game update, and is it a big one. On the PlayStation 4, it  clocks in at a big meaty 14.2GB, and it adds all the stuff in the Arcade Edition. Expect Arcade and Extra Battle to be added in, as well as a new UI (user interface).

Here’s the complete patch notes straight from Capcom:

GENERAL

Training Mode Options

  • In the Attack Data display, you can now view each action’s frame data.
  • You can now turn on Frame Advantage in Color to determine when each action has advantage.
    • If the character is in blue, they have advantage. If they’re in red, they have disadvantage. Take a look at the example below.

Fighter ID and Home Change

  • As of January 16, you will be able to change your Fighter ID (FID) and Home (flag) using either 200K Fight Money or MSRP $9.99 in the store.
    • One purchase of the “Fighter ID & Home Change” ticket will allow you one access opportunity where you can change your FID and Home once.
    • Even if you change only the FID or only the Home during this access, it will still consume the ticket and count as an instance. So if you want to change both, please change them at this time.
    • All items purchased from the in-game shop and/or the PlayStation Store and/or the Steam Store as well as play data will not be affected when changing your FID and/or Home.
    • Updated FID and Home flag will not be reflected in some portion of the game such as previous play history (e.g. Battle Log, Replay Data, etc.)
    • Please be aware that selecting a Home has no bearing on matchmaking.

Grand Master Rank

  • The Grand Master Rank is now available for players who have League Points of over 35,000.

Overall Balancing

  • Increased active frames for Regular Throws from 2F to 3F
  • Increased combo scaling for combos that include a V-Trigger activation
  • Increased recovery for Command Throws
  • Made revisions to the hurtboxes for jumping attacks, and to the normal moves that are primarily used as anti-airs
  • Changed properties of moves that change the position of the character, which may affect certain combos

CHARACTERS

Ryu

  • Shoulder Throw:
    • Increased stun from 120 to 150
    • Changed positioning after hit
  • Standing LP (Normal/V-Trigger):
    • Changed hitbox and hurtbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger), Mind’s Eye (V-Skill): Changed the collision boxes during the move
  • Crouching LP (Normal/V-Trigger): Changed the hurtbox
  • Crouching MK:
    • Changed the hitbox
    • Increased the pushback distance on hit
  • Jumping HP (Normal/V-Trigger), Jumping HK: Changed the hitbox and hurtbox
  • Axe Kick:
    • Increased startup from 8F to 9F
    • Increased the advantage frames when canceling the 2nd hit into V-Trigger
  • Solar Plexus Strike: Reduced the damage from 90 to 80
  • Tatsumaki Senpukyaku: Changed the collision boxes
  • EX Hadoken:
    • Reduced the total frames from 44F to 42F (No changes in recovery)
    • Can be canceled into V-Trigger.
  • V Hadoken:
    • Total framed for the Hadoken is unified to 42F for all
    • Level 1: Increased damage from 70 to 80
    • Level 1: Decreased disadvantage on block from -6F to -2F
    • Level 2: Decreased disadvantage on block from -4F to 0F
    • Level 2: Increased the damage from 90 to 100
    • Level 3: Increased damage from 120 to 130
  • V EX Hadoken: Changed the total frames from 43F to 40F
  • V Shoryuken: Eased the air combo count
  • V EX Shoryuken:
    • Decreased the stun from 250 to 200
    • Eased the air combo count
  • Joudan Sokuto Geri: Added his “Donkey Kick” as a new move

Ken

  • Increased forward walk speed
  • Knee Bash:
    • Damage increased from 100 to 110
    • Changed the positioning after hit
  • Standing LP:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
    • Changed the hurtbox
  • Standing MP: Increased advantage on block from +1F to +2F
  • Standing MK:
    • Changed the pushback on hit
    • Changed the hurtbox
  • Standing HP, Inazuma Kick, H Tatsumaki Senpukyaku (V-Trigger): Changed the collision boxes during the move
  • Crouching LP, Jumping MP: Changed the hitbox and hurtbox
  • Crouching MP, Jumping HK: Changed the hurtbox
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Thunder Kick:
    • Changed so that the first active frame will not hit crouching opponents
    • Changed the collision boxes during the move
  • L Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 100 to 110
    • Damage for the V-Trigger version increased from 120 to 130
  • M Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 120 to 130
    • Damage for the V-Trigger version increased from 140 to 150
  • H Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 130 to 140
    • Damage for the V-Trigger version increased from 150 to 160
  • EX Shoryuken (Normal/V-Trigger):
    • Damage for the regular version increased from 150 to 160
    • Damage for the V-Trigger version increased from 170 to 180
    • Changed the hitboxes
    • Changed so that the opponent can perform a recovery if the move hits mid-air
  • M Tatsumaki Senpukyaku (Normal/V-Trigger):
    • Normal: If the first hit does not connect, increased the damage for the second and third hits from 20 to 40
    • Normal: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75
    • V-Trigger: If the first hit does not connect, increased the damage for the second and third hits from 30 to 50.
    • V-Trigger: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75.
  • H Tatsumaki Senpukyaku:
    • Reduced the active frames of the first hit by 1F
    • Changed so that the first active frame of the second hit will not hit grounded opponents
    • EX Airborne Tatsumaki Senpukyaku (V-Trigger): Increased the opponent’s recovery on block by 3F.

Chun-Li

  • Standing LP (Normal/V-Trigger): Changed the hitbox
  • Standing MK (Normal/V-Trigger):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Standing HP (Normal/V-Trigger), Crouching LP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching LK (Normal/V-Trigger): Changed the collision boxes during the move
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Tsuitotsuken (Normal/V-Trigger):
    • Normal: Damage increased from 60 to 65
    • V-Trigger: Damage increased from 70 to 75
  • Yokusenkyaku (Normal/V-Trigger): Can trigger a Crush Counter
  • Tenkukyaku (Normal/V-Trigger):
    • Changed the hurtbox
    • Damage increased from 70 to 80
    • Changed so that it can hit opponents who are behind Chun-Li
  • V-Trigger: Extended the time
  • L/M Airborne Hyakuretsukyaku (Normal/V-Trigger): Advantage on hit increased from +3F to +4F
  • L Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 100 to 110
    • V-Trigger: Damage increased from 110 to 120
  • M Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 120 to 130
    • V-Trigger: Damage increased from 130 to 140
  • H Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 140 to 150
    • V-Trigger Damage increased from 150 to 160

Cammy

  • Gyro Clipper: Reduced stun from 200 to 150
  • Delta Through: Damage increased from 130 to 140
  • Neck Spiral: Damage increased from 130 to 150
  • Standing LP:
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
    • Changed the startup from 4F to 3F for the rapid cancel version
  • Standing MK:
    • Recovery increased from 13F to 15F (No changes in advantage/disadvantage)
  • Standing HK:
    • Increased the advantage on hit from +2F to +4F
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Cammy
  • Crouching LP:
    • Changed the hitbox and hurtbox
    • Increased the pushback on hit and block (The rapid canceled version has a larger pushback distance than the regular)
    • Changed the collision boxes during the move
  • Crouching LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Crouching HP, Crouching HK: Changed the hurtbox
  • Jumping MP, Jumping HP, Jumping HK, Lift Upper: Changed the hitbox and hurtbox
  • Quick Spin Knuckle (V-Skill): Advantage on hit increased from +6F to +7F
  • Strike Back (V-Reversal): Disadvantage on block changed from -2F to -4F
  • Delta Drive (V-Trigger):
    • Extended the V-Timer active duration
    • Increased the amount of gauge each V-Trigger move uses

Nash

  • Dragon Suplex: Damage increased from 120 to 130
  • Target Down: Damage increased from 130 to 140
  • Air Jack: Damage increased from 130 to 140
  • Standing MK: Increased active framed from 3F to 4F
  • Standing HK:
    • Changed the hitbox and hurtbox
    • Damage increased from 80 to 90
  • Standing LP, Crouching LP, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping HP: Changed the hurtbox and hitbox
  • Crouching MK:
    • Reduced the hitbox
    • Increased the recovery from 15F to 17F (No changes to advantage/disadvantage)
  • Spinning Back Knuckle: Changed the hitbox
  • Bullet Combination:
    • Changed the status on hit
    • Increased the V-Gauge meter gain on hit
  • EX Sonic Boom: Changed so that the strength of the additional button pressed will control the speed of the second Sonic Boom
  • M Sonic Scythe, Judgement Saber: Eased the air combo count

M. Bison

  • Increased forward walk speed
  • Psycho Impact:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
    • Changed the positioning after hit
  • Psycho Fall
    • Damage decreased from 140 to 130
    • Stun decreased from 170 to 150
  • Standing LP: Advantage on hit increased from +4F to +5F
  • Standing LK:
    • Advantage on hit reduced from +2F to 0
    • Advantage on block decreased from +2F to -2F
  • Standing MP, Standing HP: Changed the collision boxes during the move
  • Standing HK:
    • Changed the hitbox
    • Increased the pushback on block
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Jumping HP: Changed the hurtbox
  • Crouching LP, Jumping HK: Changed the hitbox and hurtbox
  • Psycho Axe:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Shadow Axe, Psycho Blast (Normal/V-Trigger): Changed the collision boxes during the move
  • Psycho Reject (V-Skill): Increased the amount of V-Gauge meter gain upon successfully countering an opponent’s physical attack
  • L Psycho Blast: Startup increased from 10F to 12F
  • EX Devil Reverse:
    • Changed hitbox and hurtbox
    • Increased the recovery on landing by 6F
  • L Double Knee Press
    • Startup decreased from 13F to 11F
    • Changed the pushback on block
  • M Double Knee Press
    • Startup decreased from 15F to 14F
  • H Psycho Inferno: Changed to cause additional launch height on hit

Vega

  • Rainbow Suplex: Changed the positioning after hit
  • Stardust Shot: Damage increased from 130 to 140
  • Standing LP (Claw), Standing MP (No Claw), Standing HP (Claw), Standing HP (No Claw), Buster Claw: Changed the collision boxes during the move
  • Standing LP (No Claw):
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
  • Standing HK:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Vega
  • Crouching LP (No Claw), Crouching MP (No Claw), Jumping HP (Claw/No Claw): Changed the hurtbox
  • Crouching MP (Claw):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching HP (Claw):
    • Changed the hurtbox
    • Changed the active frames from 2F to 3F
    • Changed so that it can hit opponents who are behind Vega
  • Crouching HP (No Claw):
    • Changed the hurtbox and hitbox
    • Changed so that it can hit opponents who are behind Vega
  • Jumping HK: Changed the hurtbox and hitbox
  • Matador Flash:
    • The second hit can be canceled
    • The third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Blitz:
    • Third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Turn (V-Turn): Can cancel into CA
  • Bloody Kiss – Torero (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Azul (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Rojo (V-Trigger)
    • Damage increased from 170 to 180
    • Stun increased from 150 to 200
    • Increased the EX meter gain
  • H Aurora Spin Edge: Changed the hitbox
  • Grand Izuna Drop/EX Grand Izuna Drop: Increased the recovery on whiff by 10F
  • L Crimson Terror: Increased the pushback distance on hit for the second hit
  • EX Barcelona Attack:
    • Changed the attack startup timing
    • Changed the movement value during the move
    • Changed the timing of the final attack on hit

Dhalsim

  • Yoga Rocket: Changed the positioning after hit
  • Standing LP, Standing LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Standing HP, Crouching LK, Divine Kick: Changed the collision boxes during the move
  • Crouching LP, Jumping HP, Jumping HK, Thrust Kick: Changed the hurtbox
  • Crouching MP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • Jumping MP: Can be canceled into V-Skill on hit
  • Yoga Upper: Changed the hitbox and hurtbox
  • Yoga Anvil:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • L/M/H Yoga Gale: Changed the hitbox
  • Yoga Sunburst (Ground/Air): Eased the air combo count
  • Yoga Burner (V-Trigger):
    • Damage increased from 100 to 120
    • Increased amount of EX meter gain

Zangief

  • Atomic Drop/Harasho Choke Slam: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Increased the horizontal pushback distance on mid-air hit
  • Standing LK: Increased recovery from 12F to 15F
  • Crouching LP:
    • Increased the damage from 30 to 40
    • Reduced the active framed from 3F to 2F
    • Increased the total frames from 12F to 14F
    • Decreased the advantage on hit from +4F to +3F
    • Changed the hurtbox
  • Crouching LK:
    • Changed the hitbox
    • Can no longer cancel into a special move
  • Crouching HP, Jumping HP, Jumping HK, Flying Body Press: Changed the hurtbox
  • Knee Hammer: Increased the landing recovery by 3F (No changes to advantage/disadvantage)
  • Screw Pile Driver (Normal/EX):
    • Increased recovery on whiff by 8F
    • Changed the movement distance on whiff
  • Double Lariat: Increased recovery by 5F
  • Tundra Storm:
    • Startup decreased from 4F to 2F
    • Stun increased from 250 to 300
    • Command changed from 623+P to 623+PP
    • Reduced the recovery on whiff by 10F
    • Changed so that it cannot be special move canceled from a regular move
    • Changed the whiff motion
  • Cyclone Lariat (V-Trigger): Increased amount of EX meter gain

Karin

  • Hajotsui: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Standing MK:
    • Increased startup from 7F to 8F
    • Increased the recovery from 15F to 16F
    • Disadvantage on block increased from -2F to -4F
    • Decreased the pushback distance on block
  • Standing HP:
    • Changed the hitbox and hurtbox
    • Can now trigger a Crush Counter
    • Changed the collision boxes during the move
  • Standing HK: Changed the startup from 10F to 12F
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
    • Changed the float value for mid-air hit
  • Crouching MP: Changed the hitbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Karin
  • Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Guren Ken (V-Trigger):
    • Increased the amount of gauge consumption upon activation
    • Changed the timing of gauge consumption upon activation
  • Guren Kyoho (V-Trigger): Changed the timing of gauge consumption upon activation

R. Mika

  • Daydream Headlock: Increased the damage from 130 to 140
  • Dream Driver (while opponent is crouching):
    • Changed the status on hit
    • Damage increased from 100 to 120
    • Stun increased from 120 to 150
  • Standing MP, Crouching LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind R. Mika
  • Crouching MK, EX Shooting Peach: Changed the hitbox
  • Dive Bomb: Increased the landing recovery by 3F
  • Lady Mika: Can be canceled into a special move/V-Skill
  • Passion Press: Changed the collision boxes during the move
  • Mic Performance: Increased the amount of V-Gauge meter gain upon holding down the buttons to the max charge
  • Brimstone/EX Brimstone:
    • Increased the recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
  • L Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 160 to 170
  • M Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 170 to 180
  • H Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 180 to 190
  • EX Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 220 to 230

Birdie

  • Standing MP, Standing HP, Bull Charge, EX Bull Horn/V EX Bull Horn: Changed the collision boxes during the move
  • Standing MK:
    • Fixed an issue where he could move forward by pressing another button immediately after the move begins (kara cancel)
    • Changed the collision boxes during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing LP, Crouching MP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Killing Head/EX Killing Head: Increased the recovery on whiff by 8F
  • EX Killing Head: Removed the throw invincibility
  • H Bull Head/V-Trigger H Bull Head:
    • Normal: Damage increased from 120 to 140
    • V-Trigger: Damage increased from 144 to 168
  • Bull Horn/V-Bull Horn: Reduced the distance at which he drops back at move startup
  • H Hanging Chain: Changed the hitbox for the first active frame

Necalli

  • Soul Stealer:
    • Damage increased for normal version from 100 to 110
    • Changed the status after hit
  • Soul Stealer (V-Trigger):
    • Damage increased for V-Trigger version from 110 to 120
    • Changed the status after hit
    • Reduced throw distance
  • Soul Discriminator: Changed the status after hit
  • Soul Discriminator (V-Trigger):
    • Changed the status after hit
    • Reduced throw distance
  • Standing LP (Normal/V-Trigger):
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger): Changed the collision boxes during the move
  • Standing MK: Increased the pushback on block
  • Crouching LP (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
  • Crouching HP (Normal/V-Trigger): Changed the hurtbox
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Opening Dagger (Normal/V-Trigger): Reduced the pushback distance on block
  • Culminated Power (V-Skill):
    • Can be canceled into V-Trigger
    • Reduced the amount of V-Gauge meter gain
  • Sacrificial Altar (Normal): Reduced the amount of V-Gauge meter gain for the final hit
  • L Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 130 to 140
    • Increased the damage for the V-Trigger version from 150 to 160
  • M Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 140 to 150
    • Increased the damage for the V-Trigger version from 160 to 170
  • H Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 150 to 160
    • Increased the damage for the V-Trigger version from 170 to 180
  • EX Mask of Tlalli (Normal/V-Trigger): Increased recovery on whiff of 8F
  • Clouded Mirror (V-Trigger Only): Gains Clouded Mirror as a move only available during V-Trigger

Rashid

  • Forward Dash: Slightly shortened the distance of the motion at the beginning of the run before he transitions to the full run, and the stopping motion distance.
  • Riding Glider:
    • Recovery increased on hit by 2F
    • Damage increased from 120 to 130
    • Stun increased from 120 to 150
  • Rising Sun: Increased the damage from 130 to 140
  • Standing LP, Crouching MP: Changed the hitbox
  • Standing LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Crouching LP, Crouching MK: Changed the hurtbox
  • Crouching HP:
    • Increased the startup from 9F to 10F
    • Changed the hitbox and hurtbox
    • Decreased the advantage on hit from +7F to +6F
  • Jumping HP: Changed the hitbox and hurtbox
  • Jumping HK:
    • Changed the hurtbox
    • Increased the active frames from 3F to 5F
  • Nail Assault: Increased the V-Gauge meter increase on hit
  • Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling (The damage distribution of each Spinning Mixer has been changed accordingly)
  • M Spinning Mixer: The landing recovery of the second level of the button-mashed version can be canceled into CA
  • Dash Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling
  • Ysaar (V-Trigger): Increased the amount of EX meter gain

Laura

  • Standing LP:
    • Decreased the advantage on block from +2F to +1F
    • Increased the pushback on hit
    • Reduced the pushback distance on block
    • Changed the collision boxes during the move
    • Changed the hurtbox
  • Standing MP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Laura
  • Standing HP: Changed the collision boxes during the move
  • Standing MK:
    • Increased the startup from 5F to 7F
    • Changed the collision boxes during the move
  • Standing HK: Reduced the collision box in the backwards direction during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit
    • Reduced the pushback distance on block
  • Crouching MP, Crouching HK: Changed the collision boxes during the move
  • Crouching MK, Jumping LK, Jumping HP, Jumping HK: Changed the hurtbox
  • Jumping LP: Changed the hitbox and hurtbox
  • Volty Line (Normal):
    • Damage decreased from 80 to 70
    • Increased amount of V-Gauge meter gain on hit
  • Volty Line (V-Trigger):
    • Damage decreased from 100 to 90
    • Increased advantage on hit from +3F to +4F
    • Decreased disadvantage on block from -7F to -6F
    • Reduced the recovery by 1F
  • Spark Show (V-Trigger):
    • Number of V-Gauge blocks increased from 2 to 3
    • Extended the V-Timer effect length time
  • Sunset Wheel/EX Sunset Wheel (Normal/V-Trigger): Increased recovery on whiff by 8F
  • Thunder Clap (Normal): Can be canceled into V-Trigger
  • Thunder Clap (V-Trigger): Can be canceled into V-Skill
  • EX Thunder Clap (V-Trigger):
    • Can be canceled into V-Skill
    • Added 20F to the attack active frames

F.A.N.G.

  • Standing MP, Standing HP, Crouching MP, Nirenko: Changed the collision boxes during the move
  • Standing MK:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Crouching MK:
    • Changed the hitbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Standing LP, Crouching HP, Jumping MK, Jumping HP, Forward Jumping HK: Changed the hurtbox
  • Crouching HK: Changed the hitbox
  • Vertical/Back Jumping HK: Changed the hitbox and hurtbox
  • Nishodoku (V-Skill):
    • Given a hitbox during V-Trigger I
    • Increased amount of V-Gauge meter gain
  • L Sotoja: Damage increased from 60 to 70
  • M Sotoja: Damage increased from 70 to 80
  • H Sotoja: Damage increased from 80 to 100
  • H Ryubenda: Reduced the recovery by 3F

Alex

  • Standing MP: Reduced pushback distance on hit
  • Standing MK, Jumping HK, L Air Knee Smash: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
    • Slightly increased the knock back distance for the second mid-air hit
  • Crouching HK, EX Air Stampede: Changed the collision boxes during the move
  • Standing LP, Jumping MP, Jumping HP: Changed the hitbox and hurtbox
  • Chop:
    • Increased the recovery on block from -4F to -6F
    • Decreased the pushback distance on block
  • Lariat:
    • Increased advantage on hit from +6F to +7F
    • Increased the active frames from 3F to 4F
    • Changed the hurtbox
  • Flying Cross Chop: Changed the collision boxes
  • L Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 160 to 170
    • Stun decreased from 220 to 200
  • M Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 170 to 180
    • Stun increased from 220 to 230
  • H Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 180 to 190
    • Stun increased from 220 to 250
  • EX Power Bomb:
    • Increased the recovery on whiff by 9F
    • Damage increased from 220 to 230
  • Air Knee Smash/EX Air Knee Smash: Fixed so that the charge direction isn’t changed after hit. Also changed so that Slash Elbow can be performed
  • M/H Air Knee Smash:
    • Increased the active framed by 2F
    • Changed the hurtbox
    • Changed the movement distance
    • Increased the landing recovery on whiff by 5F

Guile

  • Judo Throw: Changed the positioning after hit
  • Standing LP, Standing MK, Crouching LP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping MK, Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Knee Bazooka: Recovery increased from 16F to 20F (No changes in advantage/disadvantage)
  • Spinning Back Knuckle: Startup increased from 10F to 11F
  • Rolling Sobat: Slightly increased his forward movement distance
  • Guile High Kick:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Guile

Ibuki

  • Decreased vitality from 950 to 925
  • Standing LP:
    • Decreased advantage on hit from +3F to +2F
    • Decreased advantage on block from +2F to +1F
    • Can no longer rapid cancel
    • Changed the collision boxes during the move
  • Standing LK, Standing HP: Changed the collision boxes during the move
  • Standing HK: Increased the advantage on hit form +1F to +3F
  • Crouching LP, Crouching HP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Recovery increased from 12F to 16F
    • Changed the hurtbox
  • Crouching MK:
    • Increased the advantage on hit from 0 to +3F
    • Decreased the disadvantage on block from -3F to -2F
  • Jumping MP: Changed the combo restrictions
  • Agemen:
    • Changed the hitbox and hurtbox
    • Can no longer special move cancel the second hit
  • Tobikura (Jumping LP > MK): Increased knockback distance on hit
  • Shakunage (2MP > 6HP): Increased the advantage on hit from 0F to +2F
  • EX Kunai:
    • Increased the recovery by 4F
    • Increased the knock back distance for the explosion on hit
  • Tenrai (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • Rokushaku Horokudama (V-Trigger):
    • Decreased the stun from 100 to 80
    • Changed the combo restrictions on hit
    • Increased amount of EX meter gain on hit
  • Kunai Ikkinage: Can be special move canceled

Balrog

  • Dirty Bomber:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 150
    • Changed the situation after hit
  • Standing MP: Changed so that it can hit opponents who are behind Balrog
  • Standing MK, Screw Smash: Changed the collision boxes during the move
  • Standing HP:
    • Increased the startup from 11F to 12F
    • Changed the collision boxes during the move
  • Standing HK:
    • Increased the pushback distance on Crush Counter
    • Changed the hitbox and hurtbox
    • Increased recovery from 19F to 22F (No changes to advantage/disadvantage)
  • Standing LP, Crouching LP, Jumping HP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping HK:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Stomping Combo:
    • Increased the disadvantage on block from -6F to -7F
    • Changed the recovery when canceling into V-Trigger
  • Turn Punch (Lv1):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +1F to +2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv2):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from -1F to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv3):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +3F to +2F
    • Decreased the advantage on block from 0 to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv4):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +1F to -2F
    • Damage decreased from 160 to 140
    • Changed the collision boxes during the move
  • Turn Punch (Lv5):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +2F to -2F
    • Damage decreased from 200 to 160
    • Changed the collision boxes during the move
  • Turn Punch (Lv6):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +3F to -2F
    • Damage decreased from 240 to 180
    • Changed the collision boxes during the move
  • Turn Punch (Lv7):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +4F to -2F
    • Damage decreased from 300 to 210
    • Changed the collision boxes during the move
  • Turn Punch (Lv8):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +5F to -2F
    • Damage decreased from 360 to 240
    • Changed the collision boxes during the move
  • Turn Punch (Lv9):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +6F to -2F
    • Damage decreased from 420 to 270
    • Changed the collision boxes during the move
  • Turn Punch (Lv10):
    • Damage decreased from 500 to 350
    • Changed the collision boxes during the move
  • Buffalo Swing/Buffalo Pressure: Decreased amount of V-Gauge meter gain
  • Hard Smasher/Hard Pressure: Increased the amount of V-Gauge meter gain

Juri

  • Standing MK (Normal/V-Trigger): Increased the timing cancel window
  • Crouching LP (Normal/V-Trigger), Crouching MP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching HP (Normal/V-Trigger), Jumping MP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Jumping HP (Normal/V-Trigger):
    • Increased the startup from 8F to 9F
    • Changed the hurtbox
  • Kyoretsushu: Changed so that it can hit crouching opponents
  • Kasatushu (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • L Fuharenkyaku: Increase the active time
  • M Fuharenkyaku (Normal/V-Trigger):
    • Normal, V-Trigger: Damage increased from 60 to 70
    • V-Trigger: Stun increased from 80 to 100
  • H Fuharenkyaku (Normal/V-Trigger): Normal, V-Trigger: Damage increased from 80 to 100
  • EX Tensenrin: Changed to have complete invincibility until the 12th movement frame
  • Sakkai Fuhazan: Given armor break properties
  • Feng Shui Engine Alpha (V-Trigger):
    • Number of V-Trigger blocks decreased from 3 to 2
    • Increased the amount of gauge that each Fuharenkyaku uses
    • Extended the V-Trigger effect time

Urien

  • Spartan Bomb (Front/Back Throw): Changed the positioning after hit
  • Standing LP: Reduced the advantage on hit from +5F to +4F
  • Standing HP:
    • Greatly decreased the advantage frames on Crush Counter
    • Changed the hurtbox
  • Standing HK: Changed the hitbox and hurtbox
  • Crouching LP: Reduced the advantage on hit from +5F to +4F
  • Crouching HP, Jumping MK, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping LK: Changed the hitbox
  • Jumping MP:
    • Changed the hitbox
    • Extended the active frames from 4F to 5F
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Quarrel Punch: Increased the recovery by 2F
  • Aegis Reflector (V-Trigger): Increased the amount of EX meter gain

Akuma

  • Goshoha:
    • Changed the positioning after hit
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
  • Standing MP, Standing HP, Crouching HK, Rakan (V-Skill – Standing): Changed the collision boxes during the move
  • Crouching LP, Standing MK, Jumping HK: Changed the hurtbox
  • Crouching HP: Changed so that it can hit opponents who are behind Akuma
  • Jumping MP:
    • Startup changed from 5F to 7F
    • Damage decreased from 60 to 50
    • Can cancel into a special move
    • Causes a knockdown on mid-air hit
  • Standing LP, Crouching MP, Jumping HP: Changed the hitbox and hurtbox
  • Sekiseisen:
    • Decreased startup from 33F to 32F
    • Increased advantage on hit from +4F to +5F
    • Decreased advantage on block from +1F to -2F
  • Sekia Kuretsuha: Changed the combo limits after hit
  • M Tatsumaki Zankukyaku:
    • Damage increased for the second and third hits, only when the first hit does not connect, from 20 to 40
    • Stun increased on the second and third hits, only when the first hit does not connect. Second hit increased from 30 to 60, third hit increased from 20 to 60
  • EX Goshoryuken: Changed so that the opponent can recover after mid-air hit
  • Rakan Gosho (V-Skill): Decreased the amount of V-Gauge meter gain
  • Goshoryuken (V-Trigger): Damage decreased from 200 to 180
  • Gohadoken (V-Trigger), Zanku Hadoken (V-Trigger): Reduced the amount of meter usage while active

Kolin

  • Standing LP: Changed the hitbox
  • Standing HP:
    • Damage decreased from 90 to 80
    • Changed the hurtbox
    • Changed the behavior on Crush Counter
  • Standing HK: Changed so that it can hit opponents who are behind Kolin
  • Crouching LK:
    • Increased the pushback on hit and block when performed during M Vanity Step (Same for if performed using a rapid cancel)
    • Delayed the rapid cancel timing when performed during the M Vanity Step
  • Crouching MK: Changed the collision boxes during the move
  • Crouching HP: Changed the hitbox and hurtbox
  • Standing MP, Crouching LP, Jumping HP: Changed the hurtbox
  • Jumping HK: Removed 1F active frame from the final hit
  • Sniping Kick:
    • Decreased startup from 15F to 14F
    • Reduced the move recovery from 21F to 19F (No changes to advantage/disadvantage)
  • Cold Low: The second hit can be canceled into V-Trigger
  • Brinicle:
    • Changed the effect on hit
    • Disadvantage on block reduced from -8F to -2F
    • Reduced pushback distance on block
    • Changed to have inertia at the time of startup
  • Snow Grain
    • Disadvantage on block increased from -2F to -8F
    • Reduced pushback on hit
  • V-Skill (Inside Slash):
    • Reduced the advantage on hit from +3F to +2F
    • Increased disadvantage on block from -7F to -8F
    • Increased recovery by 3F
    • Reduced the amount of V-Gauge meter gain upon successful counter
  • L Vanity Step:
    • Total frames increased from 34F to 43F
    • Increased movement distance
    • Reduced the hurtboxes during the move
    • Extended the input time for Silver Edge
  • H Vanity Step: Can slightly control forward/backwards movement while in the air
  • EX Vanity Step (LK+MK): Extended the input time for Silver Edge
  • Silver Edge:
    • Extended the input time for a CA cancel
    • Changed the amount of time in air on mid-air hit
  • Frost Tower:
    • Hitbox expanded in the upwards direction
    • Expanded the collision box in the upwards direction
  • Frost Touch: Stun gauge will not recover during the animation on hit
  • Frost Touch Low: Damage increased from 180 to 200
  • EX Frost Touch Low: Damage increased from 240 to 260
  • Diamond Dust (V-Trigger): Increased the amount of EX meter gain

Ed

  • Psycho Blow:
    • Damage increased from 120 to 130
    • Changed positioning after hit
  • Back Dash:
    • Increased total movement frames from 21F to 23F
    • Changed the movement value
  • Standing MP, Psycho Flicker: Changed the collision boxes during the move
  • Standing MK:
    • Changed so that it can hit opponents who are behind Ed
    • Can cancel into V-Trigger on the third active frame
  • Standing HK:
    • Changed the collision boxes during the move
    • Reduced the pushback distance on hit
    • Reduced the damage from 90 to 80
  • Crouching MP:
    • Advantage on hit increased from +4F to +5F
    • Advantage on block increased from +2F to +3F
  • Crouching MK:
    • Reduced the pushback distance on hit
    • Changed the hitbox
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Psycho Spark: Reduced the disadvantage on block for the first hit from -3F to -2F
  • Psycho Snatcher:
    • Changed the recovery after hit
    • Changed so that a back recovery is no longer possible

Abigail

  • Hurtboxes:
    • Changed his throw hurtbox when crouching
    • Changed the hurtbox for his non-recoverable mid-air juggle state
  • Regular Throw: Changed the hurtbox for throw whiff
  • Red Leaf: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
  • Standing LK:
    • Reduced the startup from 6F to 5F
    • Changed the hitbox and hurtbox
  • Standing MP, Standing HP, Crouching MK, Jumping MP, Jumping HK: Changed the hurtbox
  • Standing MK, Crouching MP, Jumping LK: Changed the hitbox and hurtbox
  • Standing HK:
    • Changed the knockback distance for normal hit and Crush Counter
    • Eased the air combo count restrictions
  • Crouching LP:
    • Reduced the startup from 6F to 5F
    • Increased amount of attack active frames from 2F to 3F
    • Changed the hurtbox
  • Crouching LK: Increased the advantage on hit from +3F to +5F
  • Crouching HP:
    • Changed hitbox and hurtbox
    • Changed the float value for mid-air hit
    • Changed the float value for Crush Counter hit
    • Changed so that a hit from attack active frame 2F onwards will not trigger a Crush Counter
    • Reduced the attack startup from 12F to 11F
  • Crouching HK: Increased the attack active frames for the first hit from 1F to 2F
  • Jumping MK:
    • Expanded the hitbox
    • Increased the active frames from 3F to 5F
  • Jumping HP: Changed the hitbox
  • Abi Lift:
    • Changed the hitbox and hurtbox
    • Changed the float value for the V-Trigger version
  • Hungabee – High/Low, EX Nitro Hungabee: Eased the air combo count
  • V-Trigger: Extended the V-Timer effect time
  • L Abigail Punch:
    • Changed the knockback distance for the final hit
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • M Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • H Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the hitbox during the attack active frames
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • EX Abigail Punch:
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
  • Abigail Smash:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • Dynamite Punch:
    • Changed the hitbox and hurtbox
    • Increased the pushback on block
  • EX Dynamite Punch:
    • Changed the hitbox
    • Increased the pushback on block
  • Bay Area Sunrise:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • EX Bay Area Sunrise: Increased the recovery on whiff by 8F
  • EX Nitro Charge: Changed the position after the stomp-like hit during V-Trigger

Menat

  • Standing HK (Bare Hands), Crouching HP (Bare Hands), Crouching HP (Crystal Ball), Jumping HP (Bare Hands): Jumping HK (Bare Hands), Jumping HK (Crystal Ball): Changed the hurtbox
  • Soul Spark: Added a new move that can be used while Soul Sphere is placed on the screen

Zeku

  • Standing LP:
    • Old Zeku: Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching MP (Old Zeku): Changed the hurtbox
  • Special KO: Fixed a phenomenon where, if Zeku was KO’ed by a move that plants him into the ground (Birdie, Zangief, and Alex’s Critical Art KO), at the start of the next round Old Zeku would be able to use young Zeku’s moves. After the fix, for the round following the special KO, Zeku’s style change is properly reset.

Here’s a quick rundown of what you can expect if you already own the vanilla version of Street Fighter V (via Reddit):

If I already own SFV…

  • For current owners, the facelift, features and new modes added to AE will be a free DLC patch.
  • I.E. – You do not need to buy this.

Who is this for then?

  • It is to relaunch the game with its new look and features to hopefully bring in new customers.

What will the $40 version have that my vanilla game + patch won’t?

  • All S1 and S2 characters will be included on the AE release. This appears to be a DLC code.
  • Pre-Orders of the physical version from select vendors will come with nine premium costumes. (Bison, Guile, Ibuki & Karin’s 30th Anniversary costume and the Nostalgia costumes for Alex, Ibuki, Akuma, Kolin and Juri) (This seems to apply only to the PS4 version of the game)
  • (Gamestop Pre-Order Link / Best Buy Pre-Order Link / EB Games Canada Pre-Order Link)
  • If you own vanilla, you don’t get any former DLC characters or costumes. It’s just the free patch.
  • Capcom may announce more things in the future. This page will be updated as necessary.

I saw the Deluxe Edition on sale for $40. Is there any benefit for waiting for AE if the DE version is priced the same?

  • As stated above, the physical version pre-ordered from select vendors will have bonus costumes.
  • If you’re not pre-ordering the physical copy, there’s no real reason to wait. That is, unless Capcom announces some other bonus to AE (like extra DLC for free or FM)
  • For retail owners, you’ll get a new cover with AE, but as of now, the Deluxe Edition, which features the game + S1 and S2, will have the same content as AE. Additionally, if you ever see the DE for less than $40, then you’ll be paying less than AE will cost upon launch in January. Again, unless Capcom adds something to AE that we don’t know.

What about my save game?

  • As AE is simply a patch, your save game will carry over. This includes if you had vanilla at any time and got AE separately. I believe save games will cross over between digital and retail discs as well.
  • Of course, buying a different region of AE than your vanilla save will not carry over.

I heard a rumor that…

  • The information in this thread is verified.
  • You may have heard that certain new characters might be free or some other information. As of today, those rumblings are simply rumors and if the info isn’t in this thread, then it’s not verified.

What about S3 DLC characters?

  • This hasn’t been announced yet but it’ll almost certainly be separate from the AE release.
  • It is worth noting that if you’re new and buy AE, you start off with 28 characters and can earn massive amounts of FM by watching their stories, demonstrations, completing Survival mode. You can check the math elsewhere, but doing all the base things will earn you a hefty amount of FM. This means you can likely earn enough to buy several S3 characters.
  • If you have an existing save game, you won’t be able to re-earn that FM, of course.

What is the Valuable Edition?

  • Much like the original SFV, Capcom will be releasing Japan-only package deluxe packages for AE. Titled Valuable Edition II, this is set for release on the 18th of January (two days after its main launch). This will be released in three forms of varying price and will feature bonus artwork, a book, keychains, stuffed animals and the like. It seems a western release is unlikely.
  • All the details here (and an English translation here – Scroll down a bit)

What Is New To AE?

V-Trigger II

  • Like supers in the past, you will be able to choose your V-Trigger before each match.
  • Which you chose will be displayed on the UI during matches.

Arcade Mode

Extra Battle

New UI & Visuals

Gallery

  • There will be more than 200 pieces of artwork which include endings, images, movies and sound.
  • Unlockable items may be limited to arcade mode only.
  • (Maybe you can’t earn FM in arcade mode due to this)

Anything Else

  • New content is coming later.
  • Hope this helps.

Got all of that? Good. If you spot anything game-breaking or a technical issue, let us know below and we’ll follow up with Capcom to see what’s up.

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