Street Fighter V Update Patch Notes Listed, Welcomes Kage to the Roster With New Trailer

street fighter v update patch notes

In a press release, Capcom has announced a new fighter joining the Street Fighter V: Arcade Edition roster, and it’s none other than Kage! Kage is the newest fighter available for this season, and can be bought starting today for $5.99 or 100,000 Fight Money.

Check out the brand new trailer featuring Kage below.

In addition to that, a new title update has also been rolled out, which introduces new moves, gameplay balances and more. Check out the Street Fighter V update patch notes below (via Capcom Unity).

GENERAL

  • Moves with Armor:
    • If your character’s vitality is reduced to zero, they will be KO’d even if they have white gauge remaining
    • Stun values for opponent attacks that are absorbed by the armor state have been reduced from 100% to 50%
  • Invincible Moves that can be counter-hit after the move ends:
    • Among the invincible moves where the counter-hit status continues up to the end of the move, for moves are invincible from 1F, damage dealt during move recovery will be 1.2x that of the normal damage dealt. Please refer to each character to see which moves have been affected.
  • Invincibility on V-Trigger Activation:
    • The invincibility during the screen freeze for V-Trigger activation differed, as there were some characters who took a hit and others who did not. This has been changed so that all characters will take the hit if it lands during the screen freeze of a V-Trigger activation that was not canceled into. See each character’s change list to see which characters are affected by this change. For V-Trigger activation cancels, refer to each character’s change list.
  • Behavior when taking damage during screen freeze:
    • If a character received damage during the V-Trigger screen freeze, the recovery for the character that took damage would be shortened by 1F. This has been fixed to the intended values.
  • Behavior when certain attacks hit during screen freeze and KO animation:
    • Fixed the phenomenon where, if certain attacks connected at the same time as the CA, V-Trigger, or KO animation, the character would behave in an unnatural way. Applies to: Ibuki, Dhalsim
  • Behavior when inputting EX Special Moves as a Reversal:
    • Fixed the phenomenon where, if using a certain button when inputting an EX special move as a reversal, the move would come out 1F slower than usual.
  • Behavior when Inputting certain commands as a Reversal:
    • Fixed the phenomenon where, if a forward or backwards dash was input at the same time as a command at reversal timing, the command move would come out after the dash.

Developer Notes: Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we’ve made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.

Regarding moves with armor, considering that the number of armored moves is increasing while there aren’t very many armor break moves in the game, we’ve changed it so that a character can be KO’ed if their vitality drops below zero even during an armor absorb. As a trade-off, we’ve adjusted it so that the damage dealt to armored moves is reduced.

There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we’ve made changes to make it more universal across the board.

Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.

RYU

  • Standing HP (V-Trigger II): Can be special move canceled
  • Standing MK: Damage increased from 60 to 70
  • Crouching MK: Advantage on hit increased from +1F to +2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Hadoken:
    • Decreased the overall movement frames from 47F to 45F
    • Increased the pushback on block
  • L Hadoken: Reduced the projectile speed
  • H Hadoken: Increased the projectile speed
  • EX Tatsumaki Senpukyaku:
    • Slightly decreased the blowback distance on hit
    • Increased the blowback time for grounded hit
  • Jodan Sokutou Geri:
    • Input command for the regular version changed from 236K to 41236K
    • Input command for the EX version changed from 236KK to 41236KK
  • L Jodan Sokutou Geri:
    • Reduced the startup from 16F to 10F
    • Restricted the air combo count
  • M Jodan Sokutou Geri:
    • Reduced the startup from 18F to 16F
    • Increased the attack movement distance
    • H Jodan Sokutou Geri: Reduced the startup from 20F to 18F
  • EX Jodan Sokutou Geri: Increased the attack movement distance
  • EX Shoryuken (Normal/V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Denjin Renki (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Isshin (V-Trigger II):
    • Recovery reduced from 40F to 36F
    • The attack recovery can be canceled into Shoryuken
    • If Ryu successfully parries an attack, but his counterattack misses, he can cancel the recovery into Mind’s Eye or Isshin
    • Note: When canceled into from recovery, the parry’s startup will be 1F

Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we’ve buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.

The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we’ve changed the inputs.

We’ve also adjusted the ease of use of his combo parts for his overall performance.

KEN

  • Standing HK:
    • Expanded the hurtbox that appears before the hitbox active frames
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Changed so that the blowback on mid-air Crush Counter hit is the same as the grounded version
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Thunder Kick: Recovery on block increased from -4 to -6
  • Hadoken: Damage increased from 50 to 60
  • L Tatsumaki Senpukyaku:
    • Eased the combo count
    • Damage reduced from 70 (40+30) to 50 (20+30)
  • H Tatsumaki Senpukyaku (Normal/V-Trigger I): Reduced the hitbox for the first hit
  • EX Tatsumaki Senpukyaku:
    • Expanded the downwards hitbox for the first hit
    • Expanded the collision box and the hitbox for the first hit
  • H Shoryuken: Eased the combo count
  • EX Shoryuken (Normal/V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Quick Step: V-Gauge meter gain on hit decreased from 120 to 100
  • Quick Step (V-Trigger I): Movement value at the end of the move has been changed to match the regular version
  • Heat Rush (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Shinryuken (V-Trigger II):
    • Expanded the vacuum property box (that draws the opponent in) immediately after startup
    • Unified the number of hits if the move hits an opponent who is behind Ken, to the same amount as if the opponent were in front of Ken
    • Max-rapid button press version only – increased the special move cancel window after landing

Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we’ve increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.

The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.

EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you’re willing to spend a little meter.

Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.

On the other hand, we’ve added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.

Additionally, we’ve increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.

CHUN-LI

  • Standing MK: Damage increased from 60 to 70
  • Standing MK (V-Trigger I): Damage increased from 70 to 80
  • Crouching MK (Normal/V-Trigger I): Reduced the hurtbox that appears before the hitbox active frames
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • H Hyakuretsukyaku:
    • Eased the combo count
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Hyakuretsukyaku (V-Trigger I):
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Kikoken (Normal/V-Trigger I): Disadvantage on hit reduced from -2F to -1F
  • EX Spinning Bird Kick (Normal/V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • On hit, expanded the hitbox of the following attack
  • Rankyaku (Normal/V-Trigger I):
    • Increased the blowback time on hit
    • Increased the upwards blowback
    • Restricted the combo count
    • Expanded the downwards hitbox
    • Regular version only – adjusted the combo count for jump attacks performed from Rankyaku
  • Souseikyaku (Normal/V-Trigger I): Added this new move, performed from Rankyaku
  • Renkiko (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.

We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.

She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.

Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.

NASH

  • Standing MK: Damage increased from 60 to 70
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Spinning Back Knuckle:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Moonsault Slash: Increased advantage on block from +2F to +3F
  • M Tragedy Assault:
    • Reduced the separation distance on hit
    • Eased the combo count
    • Expanded the collision box
  • H Tragedy Assault: Reduced the separation on hit
  • Stealth Dash (V-Trigger II):
    • Can cancel the initial startup of Sonic Boom, regardless of whether it hits the opponent, is blocked, or whiffs.
    • V-Timer increased from 2,000F to 4,000F
    • Special move V-Timer usage increased from 1,000F to 2,000F
  • Stealth Dash (Stop) (V-Trigger II): Reduced the recovery from 13F to 11F
  • Justice Corridor (V-Trigger II): Changed the recovery on block from -6F to +2F
  • Justice Shell (V-Trigger II): Changed to expand the hitbox for the 2nd hit after the first hit connects

Developer Comments: One of Nash’s unique traits is his ability to absorb his opponent’s EX gauge with Tragedy Assualt – as such, we’ve shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.

His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.

As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.

CAMMY

  • Crouching Motion: Expanded the backwards hitbox for her head
  • Normal/Back Recovery: Adjusted the recovery motion
  • Stun: Reduced from 950 to 900
  • Gyro Clipper: Increased the separation distance after the throw
  • Neck Spiral: Increased the throw range
  • Standing HK: Added 3F of recovery on whiff
  • Crouching LP: Decreased the advantage on block from +2F to 0F
  • Crouching MP:
    • Expanded the hurtbox at the arms, from the middle of the attack active frames until the hitbox disappears
    • Added 2F of recovery on whiff
    • Delayed the timing at which the hurtbox at the arms disappears on whiff by 2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Jump HK/Lift Upper: Changed so that it cannot hit opponents who are behind Cammy
  • Spiral Arrow: Reduced the stun from 150 to 120
  • Cannon Spike: Reduced the stun from 200 to 150
  • Cannon Spike (V-Trigger I)/EX Cannon Spike: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Strike Back (V-Reversal): Increased disadvantage on block from -4F to -6F
  • Delta Drive (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Delta Twist (V-Trigger II): Increased the landing recovery from 9F to 13F
  • Reverse Edge (V-Trigger II): Increased the disadvantage on block from -5F to -7F
  • Delta Step (Special Move Version) (V-Trigger II): Reduced the overall movement frames from 20F to 19F. Note: There are also changes to advantage/disadvantage when performed from a normal or special move on hit or block

Developer Comments: Considering how continuously she can keep up the pressure, and her stun, we’ve adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.

As Cammy’s C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.

M. BISON

  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Psycho Axe: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Psycho Blast:
    • Reduced the overall movement frames from 40F to 38F
    • Increased the advantage on block from +4F to +6F
  • EX Psycho Blast (V-Trigger I):
    • Reduced the overall movement frames from 38F to 36F
    • Increased the advantage on block from +5F to +7F
  • EX Double Knee Press: Eased the combo count
  • EX Double Knee Press (V-Trigger I):
    • Eased the combo count
    • Expanded the hitbox for the final hit when the opponent is locked into the move
  • EX Head Press: Adjusted the motion on block
  • Psycho Reflect: If the move comes into contact with a physical attack, or a projectile that’s attached to the character’s body, Bison will perform a physical attack move
  • Psycho Power (V-Trigger I)/Psycho Nightmare (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Psycho Crusher (V-Trigger II): Is now projectile invincible during the attack active frames

Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we’ve changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.

Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison’s various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.

VEGA

  • Stardust Shot (Air Throw): Increased the throw range
  • Standing MP (Claw):
    • Damage increased from 60 to 70
    • Can cancel into Switch Claw
  • Crouching MP (Claw): Can cancel into Switch Claw
  • Crouching HP (Claw):
    • Can cancel into Switch Claw
    • Increased the pushback distance on block
  • Crouching HP (Bare-Handed):
    • Advantage on hit increased from +1F to +5F
    • Changed the advantage on block from -2F to +3F
    • Will no longer trigger a Crush Counter
  • Crouching HK:
    • Eased the combo count
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Buster Claw:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Aurora Spin Edge: Reduced the blowback distance for the 2nd hit
  • L Crimson Terror: Advantage on hit increased from +1F to +2F
  • M Crimson Terror: Reduced the pushback on hit
  • EX Crimson Terror: Changed to a new action
  • EX Flying Barcelona Attack: For the first hit, changed the height of Vega’s kick off the wall for cases where the opponent is within a fixed distance
  • Matador Turn: Reduced the pushback on block
  • Bloody Kiss – Torero, Rojo, Azul (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bloody Rain:
    • Expanded the forward hitbox for the 2nd hit
    • Will be invincible on hit until the attack active frames conclude

Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.

It didn’t seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.

We’ve also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.

DHALSIM

  • Standing HK:
    • Disadvantage on block decreased from -5F to -4F
    • Made the forward hurtbox that appears before the attack active frames projectile invincible
  • Crouching LK:
    • Damage increased from 20 to 30
    • Disadvantage on hit decreased from -4F to -3F
    • Disadvantage on block decreased from -7F to -6F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Jump HP:
    • Eased the air combo count
    • Decreased the damage from 70 to 60
    • Slightly decreased the blowback on mid-air hit
    • Increased the blowback time on mid-air hit
  • Yoga Anvil: Expanded the hitbox
  • L Drill Kick:
    • Reduced the projectile invincibility of the hurtbox
    • Expanded the upper body hurtbox
    • Reduced the downwards hurtbox for the torso
  • M Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox for the torso
    • Expanded the hurtbox at the feet
  • H Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox
  • EX Yoga Fire:
    • Changed so that the strength of the button input will change the projectile speed
    • Slightly decreased the blowback on mid-air hit
  • EX Yoga Flame:
    • Damage decreased from 140 to 120
    • Reduced the stun from 200 to 150
    • Reduced the blowback from the final hit
    • Increased the disadvantage on block from -3F to -8F
  • Yoga Float (V-Skill) (Grounded Version): Changed the hurtbox at the feet to be projectile invincible during the ascent
  • Yoga Burner (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.

We’ve also fixed the hurtboxes for each of his Drill Kicks, which didn’t line up with the visuals before.

ZANGIEF

  • Standing MP:
    • Startup increased from 6F to 7F
    • Active frames increased from 2F to 3F
    • Expanded the forward hitbox
    • Recovery increased from 13F to 15F
    • Note: No changes to the recovery on hit or block
  • Standing HP (Charge): Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • Standing MK:
    • Startup increased from 9F to 10F
    • Advantage on hit increased from 0F to +2F
    • Expanded the forward hitbox
  • Crouching LP: Reduced the pushback on hit
  • Crouching MK: Advantage on hit increased from 0F to +2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Flying Head Butt: Expanded the hitbox
  • L Screw Pile Driver : Damage increased from 180 to 200
  • M Screw Pile Driver: Damage increased from 200 to 210
  • L Screw Pile Driver (V-Trigger II):
    • Damage increased from 310 to 330
    • Damage increased from 230 to 280 when used in a combo
  • M Screw Pile Driver (V-Trigger II):
    • Damage increased from 330 to 340
    • Damage increased from 250 to 290 when used in a combo
  • H Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • EX Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • Double Lariat:
    • Reduced the blowback distance on hit for a grounded opponent
    • If the attack hits on active frames 9F-11F, the recovery will be reduced by 10F
    • If the attack hits on active frames 9F-11F, damage increased from 120 to 130
  • Iron Muscle:
    • Can cancel the button hold into a backwards dash
    • Increased the V-Gauge meter gain on attack hit from 50 to 80
  • Iron Muscle (V-Trigger I): Can cancel the button hold into a backwards dash
  • Muscle Explosion: Damage decreased from 60 to 40
  • Cyclone Lariat (V-Trigger I)
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Delayed the cancel timing from Standing MP, Standing MK, and Crouching MK:
    • Note: There are no changes to the situation upon canceling
  • Cossack Muscle (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Zangief’s true power lies in getting in close and forcing the opponent to guess whether he’s going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we’ve adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.

We’ve also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.

KARIN

  • Vitality: Increased from 900 to 925
  • Standing HP: Will no longer trigger a Crush Counter
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Ressenha: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Kanzuki-Ryu Guren no Kata (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Guren Resshu (V-Trigger I): Reduced the overall movement frames 19F to 13F
  • Yasha Gaeshi Tenchi (Low Attack Counter) (V-Trigger II): Increased the advantage on attack hit by 3F
  • Kanzuki-Ryu Hadorokushiki Hasha no Kata: Will be invincible on hit until the attack active frames conclude

Developer Notes: S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage – as a result we’ve removed the Crush Counter aspect.

Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we’ve made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.

R. MIKA

  • Normal/Back Recovery: Adjusted the recovery motion
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Shooting Peach: Disadvantage on block increased from -10F to -15F
  • Nadeshiko (Above, Front, Behind) (V-Trigger I)/Steel Chair, Fighting Dirty (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren’t any other major changes, she can be played the same as before.

BIRDIE

  • Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter decreased from 200 to 150
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bull Slider:
    • Increased the movement distance
    • Changed so that the hitbox will gradually increase during the active frames
    • Increased the active frames from 5F to 6F
  • Bull Charge: Reduced the blowback during a Crush Counter
  • EX Bull Head (V-Trigger I): Increased the disadvantage on block from -5F to -9F
  • EX Bull Horn: Increased the disadvantage on block from -19F to -21F
    • M Hanging Chain: Sped up the startup when canceled from MP
    • Enjoy Time (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Birdie Time (V-Trigger II):
    • Reduced the size of the V-Gauge from 3 blocks to 2
    • Changes the properties when canceled from EX Bull Horn
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bull Capture (V-Trigger II): Eased the combo count

Developer Notes: We’ve readjusted the functionality of the unique moves Birdie uses to control the opponent. We’ve also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we’ve reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.

NECALLI

  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Opening Dagger: Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • EX Valiant Rebellion (Regular/V-Trigger I/V-Trigger II): If the first hit hits the opponent and causes a knockdown, the opponent will be able to perform all kinds of knockdown recovery
  • EX Raging Light (Regular/V-Trigger I/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Clouded Mirror (V-Trigger I):
    • Can be canceled into from special move cancelable normal moves
    • The 2nd hit of the charged version will cause a crumple instead of a knockdown
    • Changed the travel distance for the charged version, made it easier to control the travel distance using forwards and backwards inputs
    • Increased the recovery for the charged version from 17F to 24F
    • Note: No changes to the advantage/disadvantage on block

Developer Notes: Necalli’s moves are already extremely balanced, so there haven’t been any major changes. However since there wasn’t much usage for his Clouded Mirror during V-Trigger I, we’ve adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.

RASHID

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing MK: Will be enhanced if it comes into contact with Ysaar
  • Crouching MP: Expanded the hurtbox immediately after the active frames end
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Ground Eagle Spike:
    • Changed so that Rashid does not bounce back on hit
    • Note: No changes to the Dash and V-Trigger versions of Eagle Spike
  • L Eagle Spike:
    • Damage decreased from 110 to 100
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • M Eagle Spike:
    • Damage decreased from 130 to 120
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • H Eagle Spike:
    • Damage decreased from 140 to 130
    • Increased the blowback on hit
  • EX Spinning Mixer (Regular/Enchanced):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • The inertia version can now be counter-hit during the move
  • L Spinning Mixer: Damage decreased from 90 to 80
  • M Spinning Mixer: Damage decreased from 110 to 100
  • H Spinning Mixer:
    • Changed the blowback direction if the back-end of the move hits the opponent
    • When used in combos in certain situations, fixed the phenomenon where Rashid would end up behind his opponent
  • Dash Spinning Mixer: Fixed the phenomenon where it would not move forward if it came into contact with Ysaar in certain situations
  • Ysaar (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we’ve reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.

His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.

LAURA

  • Back Recovery: Adjusted the recovery motion
  • Standing MP: Expanded the backwards hitbox after the attack becomes active
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bolt Charge (All Strengths): Changed to give this move command priority over Thunder Clap
  • EX Bolt Charge:
    • Disadvantage on block increased from -11F to -17F
    • Reduced the backwards hurtbox
    • Damage increased – Normal: from 70 to 80, V-Trigger I: from 80 to 90
  • M Sunset Wheel: Damage increased from 170 to 180
  • M Sunset Wheel (V-Trigger I): Damage increased from 190 to 200
  • H Sunset Wheel: Damage increased from 180 to 190
  • H Sunset Wheel (V-Trigger I): Damage increased from 200 to 210
  • Dual Crash:
    • 2nd hit changed from grounded hitstun to knockdown
    • Can cancel the 2nd hit into V-Skill on hit
    • Increased the disadvantage on block from -2F to -6F
    • Stun decreased from 100 to 70
  • Volty Line:
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Volty Line (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Avante (Movement) (V-=Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Avante (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Avante (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Esquiva (V-Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Esquiva (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Esquiva (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Finta (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Finta (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Spark Show (V-Trigger I):
    • Changed the V-Timer from 2,000F to 3,000F
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Matsuda Sway (V-Trigger II): Changed the timing of the hit and projectile invincibility from 4F to 3F
  • Shock Choke (V-Trigger II): Increased the forward throw distance

Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.

F.A.N.G

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LK: Increased the pushback on hit
  • Crouching HK:
    • Increased V-Gauge meter gain from a Crush Counter, from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain on Crush Counter, if caused by the 2nd hit only, from 50 to 100
  • Jump HK: From a forward jump, increased the hitbox in F.A.N.G’s body
  • L Sotoja:
    • Startup reduced from 16F to 13F
    • Recovery reduced from 25F to 23F
    • Note: No changes in advantage/disadvantage on block
    • Reduced the hitbox for the first hit in the backwards direction
    • Changed the effects of the first hit from a knockdown to a grounded hit stun
    • Reduced the disadvantage on hit for the 2nd hit from -4F to 0F
  • M Sotoja: Startup reduced from 20F to 16F
  • EX Ryobenda (Regular/V-Trigger II):
    • The airborne part of this move after the attack startup can be canceled into Nikyoushu
    • Increased the pushback on block for the attack portion, so that on block it’s easier to place the poison
  • Nikyoushu: Added a new airborne-only special move
  • Dokunomu (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Nishidoku (V-Skill) (V-Trigger I):
    • Can be canceled into from special move-cancellable normal moves
    • Changed to blowback damage on mid-air hit
    • Reduced the disadvantage on block from -4F to -2F
    • Advantage on hit increased from +1F to +2F
    • Decreased the projectile speed
  • Shishiruirui: When used as part of a juggle combo in the corner, made it easier for all the hits to connect

Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G’s ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.

Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.

ALEX

  • Standing HP: Added a hitbox that will only hit airborne opponents on 9F of the move
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LP/Crouching MP/Crouching MK: Expanded the hitbox in Alex’s body
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Lariat: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Air Knee Smash:
    • Changed so that it can hit a standing opponent
    • Expanded the downwards hitbox
    • Changed so that he is closer to the opponent after hit
    • Damage decreased from 160 to 140
    • 5F-13F – changed from complete invincibility, to invincibility to airborne attacks and projectiles
  • EX Slash Elbow:
    • First hit only forces stand
    • Increased the disadvantage on block from -11F to -17F
    • Expanded the armor in the backwards direction
  • EX Power Drop: Damage increased from 180 to 200
  • EX Power Bomb: Increased the throw range
  • Overhaul:
    • Can be canceled into from EX Flash Chop, EX Slash Elbow, and EX Air Stampede
    • The Hard Hit effect has been increased from +2F to +5F
    • Increased the advantage frames by 3F if a Hard Hit is performed from a move that can trigger a Crush Counter
  • Rage Shift (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sledge Hammer (V-Trigger I): Increased the input window by 1F when performing each EX move variation with specific timing
  • Rage Boost (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Flying DDT (V-Trigger II): Can be canceled into from the first hit of EX Slash Elbow and L Slash Elbow

Developer Notes: EX Air Knee Smash can now hit grounded opponents.

We’ve made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.

Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.

GUILE

  • Standing LP: Decreased the hitbox in the downward direction
  • Standing MP: Damage increased from 60 to 70
  • Crouching LP: Decreased the hitbox in the downward direction
  • Crouching HP: Increased the startup from 8F to 9F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Rolling Sobat:
    • Increased the startup from 11F to 12F
    • Added 3F of recovery on whiff
    • Reduced the forward movement distance
    • Increased the hurtbox in the forward direction after landing
  • Guile High Kick: Startup reduced from 12F to 11F
  • Spinning Back Knuckle: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Tall Edge: Disadvantage on block increased from -6F to -8F
  • Swing Out:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Bullet Revolver:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Taurus Combination:
    • Can cancel into V-Skill on hit
    • Effect on hit changed from grounded hit stun to knockdown
    • Disadvantage on block increased from -2F to -4F
  • Faultless Move: Increased the movement speed
  • Somersault Kick:
    • Increased damage at the base from 120 to 130
    • Increased damage during the hitbox active frames from 90 to 100
  • L Somersault Kick (Normal/V-Trigger II):
    • Projectile and hit invincibility from 3F to 8F changed to airborne attack invincibility from 1F to 7F
    • Changed the throw hurtbox to match the visuals
  • M Somersault Kick (Normal/V-Trigger II): Changed the throw hurtbox to match the visuals
  • H Somersault Kick (Normal/V-Trigger II): Throw and projectile invincibility from 1F to 9F changed to projectile invincibility from 3F to 9F
  • EX Somersault Kick (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Sonic Boom (Normal/V-Trigger I):
    • Overall movement frames increased from 38F to 40F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Expanded the hurtbox
  • L Sonic Boom (Normal/V-Trigger I): Increased the projectile speed
  • Sonic Blade:
    • Expanded the hitbox
    • Increased the input window by 1F if EX Sonic Cross is performed with specific timing
  • L Sonic Cross: Increased projectile speed
  • Solid Puncher (V-Trigger I)/Knife Edge (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sonic Hurricane/Sonic Tempest (V-Trigger I): Changed to projectile invincibility during the move

Developer Comments: Guile’s ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he’s getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.

Additionally, he can now cancel into V-Skill from his target combos which weren’t getting much use, and we’ve increased his combo options at mid-screen while giving him combos that can be used in the corner as well.

IBUKI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing LK: Can cancel active frame 3F into V-Trigger on hit or block
  • Standing HK: Added 3F of recovery on whiff
  • Crouching MK: Decreased the pushback on hit
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bonshogeri: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Kazekiri: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Tenrai:
    • Expanded the hurtbox in the forward direction
    • Increased the disadvantage on block from -5F to -7F
  • Tenrai (Charged Version): Expanded the hurtbox in the forward direction
  • Rokushaku Horokudama (Akebono, Nizakari, Tasogare):
    • Damage increased from 100 to 120
    • Explosion damage if caused from EX Kunai increased from 150 to 160
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Fuma Shuriken – Haku (V-Trigger): Advantage on block for the first hit changed from +2F to -2F

Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.

On the other hand, we’ve reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.

Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken – Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.

BALROG

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Dash Straight: Extended the CA cancel window by 1F
  • EX Dash Straight:
    • Increased the hit stun for the first hit by 1F
    • Stun distribution changed from 100 + 100 to 50 + 150 (total stun still 200)
    • Addressed the phenomenon where Balrog would end up behind the opponent after certain combos
  • EX Screw Smash:
    • Damage increased from 150 to 160
    • Disadvantage on block increased from -14F to -17F
    • Expanded the armor in the backwards direction
  • KKB:
    • Reduced the recovery by 2F when performed from EX Dash Straight
    • Note: No changes to the advantage/disadvantage if performed from a whiff cancel
  • Buffalo Swing (V-Skill): Decreased the V-Gauge meter gain on hit from 100 to 80

Developer Notes: We have improved Balrog’s Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.

In particular, after the first hit of EX Dash Straight connects, he can transition into KKB – on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.

Considering its highly-versatile usage in combos, footsies, pressure, etc., we’ve slightly decreased the meter gain for Buffalo Swing.

JURI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter reduced from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Enkushu (Normal/V-Trigger I): Effects on grounded hit changed from knockdown to grounded hit stun
  • H Tensenrin: Hit and projectile invincibility window changed from 3F-7F, to 3F-8F
  • EX Tensenrin: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Feng Shui Engine alpha (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Feng Shui Engine beta (V-Trigger II):
    • Each version of Fuharenkyaku can be canceled into from Ryodansatsu
    • Changed so that attacks during activation can hit airborne opponents

Developer Notes: Compared to her VTI, there weren’t many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI.  Also, as it enables juggle hits, this leads to combos that aren’t possible in VTI.

We’ve also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.

URIEN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP (No Charge): Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Quarrel Kick:
    • Active frames increased from 3F to 4F
    • Recovery reduced from 19F to 18F
    • Advantage on hit increased from +3F to +4F
    • Will no longer trigger a Crush Counter
  • EX Dangerous Headbutt: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • L Chariot Tackle: Damage increased from 70 to 80
  • M Chariot Tackle: Damage increased from 80 to 90
  • Aegis Reflector (Back, Front, Above) (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Pressure (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Blaze (V-Trigger II): Damage increased from 90 to 100
  • Tyrant Blaze (V-Trigger II) (Max Charge):
    • Changed so that the attack will retain armor up to immediately after the attack startup
    • The charging portion and the attack portion will have 1 hit of armor each (for a total of 2)
  • Tyrant Blaze w/ V-Skill (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the second attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of armor hits will be shared between the charging portion and the attack portion
    • Damage increased from 90 to 100
  • Tyrant Blaze w/ V-Skill (Max Charge) (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the final attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of hits will be shared between the charging portion and the attack portion

Developer Notes: We’ve improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.

We’ve greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies – it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.

For his VTII Tyrant Blaze, we’ve made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.

AKUMA

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 100
  • Standing HK:
    • Startup reduced from 12F to 11F
    • Reduced the advantage after a Crush Counter from +11F to +10F
  • Crouching HP:
    • Expanded the hurtbox
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Kikokurenzan: Increased the movement distance
  • Gohadoken:
    • Expanded the hurtbox at the hands that appears before the hitbox in the forward direction, and made it projectile invincible
    • Reduced the hitbox at the first active frame
  • L Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Reduced the startup from 21F to 18F
    • Note: No changes to the overall frames
    • Increased the hit and block stop by 3F
  • M Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Decreased the disadvantage on block from -7F to -4F
  • H Sekia Goshoha: Decreased the disadvantage on block from -8F to -4F
  • EX Sekia Goshoha:
    • Damage reduced from 120 to 100
    • Reduced the stun from 200 to 150
  • EX Sekia Goshoha (V-Trigger II): Reduced the fire damage from 21 to 11
  • M Goshoryuken: Damage increased from 110 to 120
  • Goshoryuken (V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • Note: Does not apply if the third hit is performed
    • If the first hit connects, adjusted the hitbox and the blowback for the 2nd hit, addressing the phenomenon where the 3rd hit would miss
  • EX Goshoryuken (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Hyakkishu (Normal/V-Trigger II): Advantage on block changed from +2F to -2F
  • Hyakki Gosai: Landing recovery increased from 16F to 26F
  • EX Hyakki Gosai (Normal/V-Trigger II): Landing recovery increased from 16F to 26F
  • Zanku Hadoken (V-Trigger I): V-Timer consumption increased from 1,000F to 1,500F
  • Ashura Senku (V-Trigger II): Added a Shiretsu Hasshi version
  • Rakan (Crouching Version): Expanded the armor in the backwards direction
  • Shiretsu Hasshi (V-Trigger II): V-Timer consumption for the Shiretsu Hasshi moves reduced from 1,500F to 1,300F with the exception of EX Sekia Goshoha and Ashura Senku

Developer Comments: We’ve changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.

Also, considering their performance, we’ve made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.

We have also made adjustments to both of his V-Triggers – considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.

KOLIN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing LK: Advantage on hit increased from +0F to +1F
  • Crouching MK:
    • Active frames increased from 2F to 3F
    • Changed the recovery from 16F to 15F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Can be canceled into CA
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain from a Crush Counter, if caused by the 2nd hit only, from 50 to 100
  • Jump LK (H Vanity Step Version): Sped up the timing for White Spear by 1F
  • White Spear:
    • Reduced the startup from 4F to 3F
    • Expanded the hitbox in the backwards direction
    • Changed so that it can hit opponents that are in the backward direction
  • Jump HK: Changed the hitbox active frames and hurtbox in accordance with the animation change
  • L EX Vanity Step: Added projectile invincibility from 17F to the end of recovery
  • EX Parabellum:
    • Increased the disadvantage on block from -4F to -7F
    • Changed so that the startup on 6F will move forward
  • Diamond Dust (V-Trigger I): Sped up the startup when canceled from Standing LP and Crouching LP
  • Diamond Dust (Special Move Version (V-Trigger I):
    • Reduced the startup from 21F to 19F
    • Overall movement changed from 40F to 38F
    • Note: No changes to the advantage/disadvantage on block
  • Reverse Javelin (V-Trigger II): Can be canceled into CA

Developer Notes: We’ve slightly improved the performance of her normal moves, giving the ones that didn’t get much usage more versatility. Her character strength hasn’t changed greatly, but there are more little things that she can do.

Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.

ED

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
    • Reduced the active frames from 9F to 5F
    • Recovery on whiff increased from 20F to 22F
    • Recovery on hit and block increased from 20F to 24F
    • Note: No changes to the advantage or disadvantage on hit or block
  • Jumping MK: Reduced the hurtbox that appears before the hitbox active frames
  • Psycho Flicker: Changed the number of necessary button presses to activate the move from 5 to 4
  • Psycho Upper:
    • Expanded the forward hitbox
    • Increased the forward movement when canceled into from crouching MP
  • EX Psycho Upper:
    • Increased the forward movement distance when performed from a cancel
    • Reduced the startup when performed from a cancel from 16F to 13F
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Psycho Shoot: Can cancel into Enhanced Snatcher (V-Trigger II)
  • Psycho Knuckle:
    • Can cancel into Enhanced Snatcher (v-Trigger II)
    • Reduced the stun from 200 to 150
  • Psycho Snatcher – Air (Charge)
    • Eased the air combo count
    • Adjusted to address the phenomenon where the opponent would not get hit with the 2nd hit in certain situations
  • Psycho Cannon (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Enhanced Snatcher (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Ultra Snatcher – Ground (V-Trigger II): Changed to be invincible on hit until the recovery ends
  • Ultra Snatcher – Air (V-Trigger II):
    • Reduced the startup from 21F to 16F
    • Slightly reduced the recovery on hit
    • Changed to be invincible on hit until the recovery ends
    • Changed the float if the first hit connects from a low position
  • Psycho Barrage: Will be invincible on hit until the attack active frames conclude

Developer Notes: Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.

We’ve increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn’t connect.

C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he’ll be at less of a risk on whiff.

ABIGAIL

  • Stun: Reduced from 1075 to 1000
  • All Jumps: Expanded the hurtbox at his feet in the downward direction 1F before landing
  • Abi Scissor: Added a new unique move
  • Standing HP:
    • Damage reduced from 100 to 90
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • After the hitbox disappears, the timing at which the hurtbox at the arms will disappear will be 4F slower
  • Standing HP (V-Trigger I):
    • Charge version: damage reduced from 115 to 103
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter decreased from 200 (100 + 100) to 150 (75 + 75)
    • Increased V-Gauge meter gain from a Crush Counter, if caused by the 2nd hit only, from 100 to 150
  • Jump HK:
    • Damage reduced from 100 to 90
    • Expanded the hurtbox that appears before the hitbox active frames
  • Abi Blaster (Normal/V-Trigger I):
    • Added 5F of recovery on whiff
    • Expanded the hurtbox at the legs in the upwards direction during the move recovery
    • After the hitbox disappears, the timing at which the hurtbox at the legs will disappear will be 12F slower
  • Abigail Smash (All Strengths): Reduced the throw range
  • M/H Giant Glip: Expanded the hurtbox that appears before the hitbox active frames
  • Avalanche Press (Normal/EX): Eased the combo count
  • Bay Area Sunrise: Increased the input window by 1F when Nitro Charge is performed at the fastest timing
  • Hungabee High/Low: V-Gauge meter gain decreased from 150 to 100
  • Nitro Hungabee High/Low (V-Skill):
    • V-Gauge meter gain decreased from 150 to 100
    • V-Gauge meter consumption for EX Nitro Charge reduced from 200 to 150
    • Increased the input window by 1F when Nitro Charge is performed at the fastest timing
  • Max Power (V-Trigger I):
    • Number of V-Gauge blocks increased from 2 to 3
    • V-Timer reduced from 3,500F to 2,800F
    • V-Timer meter consumption for supported moves reduced from 600F to 500F
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Hybrid Charge (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Abigail is known for his long reach and devastating power, so while we haven’t made major changes there, we have increased the risk for him if his opponent makes the appropriate response to him. Also, considering that he is highly functional as both as a brawler and a command throw character, in order to differentiate him from other command throw characters we’ve reduced the situations in which he can go for Abigail Smash.

Considering the ease at which he can activate his V-Trigger I and its effectiveness, we’ve made adjustments to the number of blocks and the timer. While he still has his explosive power after activation, finding the right activation timing, as well as utilizing the powered-up state will be more difficult, so it will require a different battle strategy than before.

His new attack, Abi Scissor, is a long-reaching sweep that doesn’t move him forward. Use it effectively to knock the opponent down even from a distance.

MENAT

  • Back Recovery: Adjusted the recovery motion
  • Standing LP (Bare-Handed):
    • Expanded the hurtbox at the arms in the upwards and downwards directions
    • Delayed the timing at which the hurtbox at the arms disappears by 2F
  • Standing LP (Crystal Ball):
    • Active frames reduced from 5F to 4F
    • Recovery increased from 7F to 8F
    • Note: No changes to advantage/disadvantage on hit or block
    • Added 3F to the recovery on whiff
    • For the final 2F active frames, reduced the hitbox in the backwards direction
    • Expanded the hurtbox at the arms in the upwards and downwards directions
    • After the hitbox disappears, delayed the timing at which the hurtbox at the arms disappears by 5F
    • Changed so that the attack will trigger the opponent’s block until the hitbox disappears
  • Standing MP (Crystal Ball):
    • Disadvantage on block decreased from -11F to -8F
    • Disadvantage on hit decreased from -5F to -3F
  • Standing HP (Crystal Ball):
    • Recovery increased from 16F to 19F
    • Disadvantage on hit increased from -3F to -6F
    • Disadvantage on block increased from -7F to -10F
    • Damage decreased from 90 to 80
  • Standing HP (Base-Handed): Will no longer trigger a Crush Counter
  • Standing LK: After the hitbox disappears, delayed the timing at which the hurtbox at the legs disappears by 4F
  • Standing HK (Crystal Ball):
    • At the base, reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • At the crystal ball, increased the V-Gauge meter gain from a Crush Counter from 100 to 120
  • Standing HK (Bare-Handed): Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LP (Crystal Ball):
    • Reduced the hitbox in the backwards direction for the final 2F active frames
    • After the hitbox disappears, delayed the timing at which the hurtbox at the arms disappears by 3F
    • Added 3F of recovery on whiff
  • Crouching HK (Bare-Handed/Crystal Ball): V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • L EX Soul Sphere: Damage increased from 30 (20 + 10) to 60 (30 + 10)
  • H EX Soul Sphere: Expanded the hitbox after releasing the crystal ball
  • Wisdom of Thoth (V-Trigger I):
    • Changed so that the hitbox will not appear immediately after recovering from a knockdown or blowback
    • Increased the number of V-Gauge blocks from 2 to 3
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Prophecy of Thoth (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Judgment of Thoth (V-Trigger II): The judgment for a successful input differed from that of other special moves, so it has been adjusted to be the same as other special moves
  • Crystal Ball Behavior: Fixed the phenomenon where, under certain conditions, the crystal ball would not return after Menat was hit by Zangief’s Critical Art

Developer Notes: Menat is well known for her long reach, but some of her moves – considering their reach – had little recovery and a small hurtbox, which lead to her being overwhelmingly oppressing. As such, we’ve made adjustments in that area. Accordingly, while her S.LP (Crystal Ball) and S.HP (Crystal Ball) were weakened, the recovery on S.MP (Crystal Ball) has been improved, which makes it easier to use. Also, since she didn’t get much of an advantage off her S.HP (Bare-Handed) Crush Counter, and in order to differentiate it from S.HK (Bare Handed), we removed the Crush Counter.

Menat’s powerful V-Trigger I Wisdom of Thoth is crucial to her gameplay – after activation, her opponent has a great deal of difficulty in dealing with it. However, if we were to nerf its functionality, the fun of using this V-Trigger would be lost. As such, we’ve weakened the defensive aspects of the move, and increased the number of V-Trigger blocks.

ZEKU (OLD)

  • Tsurigane Otoshi (Forward Throw): Quickened the timing at which Zeku can move after the throw by 2F
  • Standing HP: Will no longer trigger a Crush Counter
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LK: After the hitbox disappears, reduced the amount of time for which the forward hurtbox remains
  • Crouching MP: Reduced the hurtbox that appears before the hitbox in the backwards direction
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching MK: Moved the hurtbox in the backwards direction to match with the visuals
  • Crouching HK:
    • Expanded the forward hitbox
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • L Bushin Gram – Koku: Reduced the disadvantage after the projectile portion is blocked from -6F to -3F
  • M Bushin Gram – Koku:
    • If the physical attack part of the move does not hit, reduced the overall frames from 50F to 48F
    • Reduced the disadvantage after the physical attack portion is blocked from -6F to -4F
    • Reduced the disadvantage after the projectile portion is blocked from -8F to -4F
  • H Bushin Gram – Koku:
    • Reduced the overall movement frames on whiff from 55F to 50F
    • Reduced the disadvantage after the physical attack portion is blocked from -6F to -2F
    • Reduced the disadvantage after the projectile portion is blocked from -9F to -5F
  • M Bushin Gram – Ban:
    • Expanded the forward hitbox for the first active frames
    • Damage decreased from 120 to 110
  • EX Bushin Gram – Ban: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Bushin Gram – Teki:
    • Increased the float on hit for the projectile part only
    • Can be canceled into from Bushin Gram – Teki (Normal) on hit only
  • EX Bushin Kirinkyaku: Expanded the downwards hitbox
  • Fukuro:
    • Can be canceled into from Bushin Gram – Teki (Normal) on hit only
    • Expanded the hitbox for the canceled version
  • Toushi:
    • Increased the forward movement distance
    • Damage decreased from 60 to 40
  • Karura Tenzan (Activation Version) (V-Trigger II):
    • Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end
    • Oh hit, will continue to have projectile invincibility upon landing
  • Karura Tenzan (Special Move Version) (V-Trigger II):
    • Startup reduced from 15F to 10F
    • Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end
    • On hit, will continue to have projectile invincibility upon landing

Developer Notes: As most people overwhelmingly used Young Zeku, our adjustments primarily focused on increasing the advantages of playing Old Zeku. The normal moves he uses in footsies and his Bushin Gram – Koku have been improved, making his footsie game at mid to far range stronger.

As there weren’t many uses for M Bushin Gram – Ban, we’ve increased the hitbox and made it easier to combo into from S.LK. Being able to combo into Shukumyo is a strong technique from S.HP, but considering that he didn’t get much off the Crush Counter, and he didn’t get much of an advantage off the Crush Counter compared to other hard attacks, we’ve removed the Crush Counter aspect.

ZEKU (YOUNG)

  • Normal/Back Recovery: Adjusted the recovery motion
  • Back Dash: Increased the timing at which the hurtbox begins to move backwards
  • Standing HP:
    • Increased the disadvantage on block from -2F to -3F
    • After the hitbox disappears, increased the hurtbox in the forward direction, and delayed the timing at which the hurtbox disappears by 2F
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Hayagake: Sped up the timing at which each special move can be performed by 1F
  • Hozanto (All Strengths): Added 4F to the block stop
  • H Hozanto:
    • Extended the float on hit by 3F
    • Sped up the timing at which it can be canceled into Shukumyo by 4F
    • Reduced the recovery when canceled into Shukumyo by 4F
  • Toushi:
    • Increased the forward movement distance
    • Damage decreased from 60 to 40
  • Karura Tenzan (Activation Version) (V-Trigger II):
    • Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end
    • On hit, will continue to have projectile invincibility upon landing
  • Karura Tenzan (Special Move Version) (V-Trigger II):
    • Startup reduced from 15F to 10F
    • Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end
    • On hit, will continue to have projectile invincibility upon landing

Developer Notes: For things that Young Zeku’s opponents had extreme difficulty in dealing with, such as his wakeup, Hozanto, and S.HP, we’ve weakened these things to make them less difficult to deal with. The functionality of Young Zeku’s backdash was quite different than that of Old Zeku, so we’ve made Young’s backdash closer to Old’s.

Compared to the regular version, the startup timing of EX Hayagake was 1F slower, so we changed it to have the same startup. This will open up some new combo possibilities for him.

SAKURA

  • Sakura Hop: As Sakura could hit the opponent with an additional attack in certain situations, the animation for the opponent was changed so that Sakura could no longer hit the opponent after this throw
  • Standing MK: Reduced the recovery on whiff from 19F to 15F
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching MP: Increased the advantage on block from +1F to +2F
  • Crouching HP:
    • Changed the recovery from 26F to 23F
    • Reduced the disadvantage on hit from -5F to -2F
    • Reduced the disadvantage on block from -8F to -5F
  • Crouching MK: Decreased the startup from 7F to 6F
  • Crouching HK:
    • Decreased the startup from 10F to 9F
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • M Shouoken:
    • Decreased the startup from 13F to 9F
    • Decreased the blowback distance
  • H Shouoken: Decreased the startup from 17F to 14F
  • EX Shouoken: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Shouoken (V-Trigger II):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • The opponent will not be able to recover from hits 1-4
  • Hadoken:
    • Decreased the startup from 17F to 15F
    • Changed the overall frames to 48F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Removed the hurtbox at the arms that appeared before the attack startup
  • Hadoken (Charge Version): Removed the hurtbox at the arms that appeared before the attack startup
  • EX Hadoken:
    • Sped up the V-Trigger cancel timing by 2F
    • Increased the advantage for V-Trigger cancel by 5F
    • Removed the hurtbox at the arms that appeared before the attack startup
  • Hadoken (V-Trigger I):
    • Eased the combo count
    • Increased the pushback on hit
    • Removed the hurtbox at the arms that appeared before the attack startup
    • V-Timer gauge usage increased from 500F to 800F
  • Hadoken (Charge Version) (V-Trigger I): Removed the hurtbox at the arms that appeared before the attack startup
  • M Shunpukyaku: Damage increased from 70 to 80
  • H Shunpukyaku: Decreased the pushback on hit
  • Shunpukyaku (V-Trigger II) Startup decreased from 13F to 12F
  • Tengyo Hadoken (V-Trigger I):
    • Eased the air combo restrictions when Tengyo Hadoken is the first hit
    • Restricted its follow-up attack ability
  • EX Tengyo Hadoken:
    • Changed the blowback on hit
    • Increased the blowback time on hit
  • Oukakyaku (V-Skill): Increased the recovery on block by 3F
  • Haru Arashi (V-Trigger I):
    • Increased the effect time from 2,000 to 3,000
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Hogasho (V-Trigger I):
    • Advantage on hit increased from +6F to +9F
    • Increased the advantage on block from +2F to +5F
    • Damage increased from 60 to 80
    • Stun increased from 120 to 150
    • Will consume 500F of V-Timer
  • Sakura Senpu (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sakura Rain (Normal/V-Trigger I): Increased the hitbox in the upwards direction when canceled into from Shouoken

Developer Notes: Sakura didn’t have many moves she could use in footsies, and had to often rely on jumping in or interrupting her opponent’s pressure with light attacks. So we have improved her regular attacks and her Hadoken to make it easier for her to control movement and increase her range of movement.

We’ve also made it easier to keep things going once she lands a hit, giving her more opportunities to do damage off a single chance.

BLANKA

  • Standing HP:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Startup reduced from 11F to 10F
  • Standing HK:
    • Will no longer trigger a Crush Counter
    • Advantage on hit increased from +3F to +6F
    • Disadvantage on block decreased from -5F to -4F
    • Increased the pushback on hit
    • Increased the pushback on block
  • Crouching HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching MK: Can cancel he first frame of movement into Surprise Forward/Surprise Back
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
    • Increased the hurtbox around the arms in the upwards direction
  • Amazon River Run:
    • Changed the recovery from 27F to 25F
    • Added 2F to the advantage on hit
    • Decreased the disadvantage on block from -16F to -14F
  • Raging Bash: The second hit only can be canceled into Surprise Forward/Surprise Back
  • Surprise Back: Reduced the overall frames by 3F
  • Rolling Attack: Reduced the stun from 200 to 150
  • EX Back Step Rolling:
    • Will knock down the opponent if the opponent is grounded by active frame 8F
    • If the opponent is hit in the mid-air by active frame 8F, increased the float height
    • If the attack hits by active frames 8F, changed the timing of the hitbox for the 2nd hit
    • Damage reduced from 130 to 100
    • Reduced the stun from 200 to 150
    • Restricted the combo count
    • When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation
  • EX Electric Thunder:
    • Damage reduced from 120 to 80
    • Reduced the stun from 200 to 150
  • H Vertical Rolling: Reduced the hurtbox in the upwards direction
  • EX Vertical Rolling: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Vertical Rolling (V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Wild Lift: Can be canceled into a special move on hit only
  • Jungle Dynamo (V-Trigger I):
    • Reduced the number of V-Gauge blocked from 3 to 2
    • V-Timer reduced from 4,000 to 2,000
    • V-Timer consumption for supported moves decreased from 1,500 to 600
  • Rolling Attack (V-Trigger I): Damage reduced from 120 to 100
  • Vertical Rolling (V-Trigger I): Damage decreased from 140 to 120
  • Back Step Rolling (V-Trigger I):
    • Damage reduced from 130 to 100
    • When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation
    • Restricted the combo count
  • Electric Thunder (V-Trigger I):
    • Stun decreased from 230 to 200
    • Advantage on block changed from +2F to -2F
  • Ground Shave Rolling (V-Trigger I):
    • Damage reduced from 180 (30 x 6) to 155 (30 + 25 x 5)
    • Stun reduced from 300 (50 x 6) to 240 (40 x 6)
    • Max charge version – Damage reduced from 40 + 220 (40 x 4 + 60) to 30 + 170 (30 x 4 + 50)
    • Max charge version – Stun reduced from 60 +300 (60 x 5) to 50 + 250 (50 x 5)
    • Note: The first two bullet points are the values when all hits connect in the corner. The next two bullet points are for the max charge version where all hits of the charge action and forward charge connect.

Developer Notes: We’ve adjusted the advantage/disadvantage on hit and block for Blanka’s S.HK, and now he can combo off a normal S.HK hit. This will change the way he uses it from before, and since it was difficult for him to follow up on a blown-back opponent, we’ve removed the Crush Counter aspect.

Also, Wild Lift can now be canceled into a special move, which leads to Blanka being able to combo into EX Back Step Rolling. If you can make the right reads, this adjustment will leads to increased combo damage.

Considering the functionality of Blanka’s V-Trigger I moves, and that quicker access leads to easier utilization, we’ve changed the number of V-Trigger blocks, and adjusted move functionality accordingly.

FALKE

  • Windstoss: Increased the throw range
  • Standing LP:
    • Advantage on hit increased from +3F to +4F
    • Increased the pushback on hit
    • Increased the pushback on block
  • Crouching LP:
    • After the hitbox disappears, delayed the timing at which the hurtbox disappears by 3F
    • Reduced the pushback on hit
  • Crouching MP:
    • Damage increased from 60 to 70
    • Reduced the startup from 10F to 9F
    • Advantage on hit increased from +2F to +4F
    • Disadvantage on block reduced from -4F to -2F
    • Increased the Psycho Angriff cancel window by 5F
  • Crouching HP:
    • Damage decreased from 90 to 80
    • Changed the recovery from 25F to 27F
    • Disadvantage on block increased from -6F to -8F
    • Note: No changes to the advantage/disadvantage on hit
    • Expanded the hitbox
    • Reduced the pushback on hit
    • Reduced the height of the hurtbox that appears in front of Falke during the move
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Jump HP: Active frames increased from 2F to 3F
  • Blaukraehe:
    • Increased the advantage on block from +2F to +3F
    • Expanded the forward hitbox
    • Can no longer be canceled into special moves, V-Skill, or her Critical Art
  • Luftjagd:
    • Falke can control her bounce-off direction on hit or block using directional inputs
    • Deleted the forward movement value on hit and block
    • Can cancel into Psycho Feder, Psycho Jaeger on hit or block
    • Increased the descent speed on hit or block
    • Can be performed with a down-back or down-forward input
  • Psycho Spitze:
  • Psycho Angriff cancel timing window by 5F
    • Reduced the hurtbox in the lower direction for the staff
  • Psycho Kugel:
    • Damage reduced from 80 to 60
    • Increased the startup from 13F to 16F
    • Advantage on hit increased from +1F to +7F
    • Recovery on block changed from -3F to +2F
    • Reduced the hitbox in the backwards direction on initial startup
    • Reduced the pushback on hit
    • Increased the pushback on block
  • Psycho Kanonen:
    • Reduced the startup from 25F to 24F
    • Changed the overall frames from 55F to 54F
    • Reduced the hitbox for frames 1F-2F in the horizontal direction
    • Increased the internal hitbox from 3F onward
    • Increased the hit stop and block stop from 3F onward by 2F
    • Note: No changes to the advantage/disadvantage on hit or block if the move hits up close, but there are changes to the advantage/disadvantage on hit or block if it hits from active frame 3F and onwards
    • Delayed the timing for canceling into the V-Trigger II activation move by 2F
    • Adjusted the hurtbox for the back-end of the move, to make it easier to avoid projectiles
  • Psycho Feder: Damage increased from 60 to 80
  • Psycho Schneide:
    • Increased the active frames of the 2nd hit from 2F to 3F
    • Reduced the collision boxes in the vertical direction only during the active frames
    • Changed so that it will move forward if canceled from normal moves only
  • EX Psycho Schneide:
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • Reduced the collision boxes in the vertical direction only during the active frames
    • Changed so that it will move forward if canceled from normal moves only
    • Eased the combo count for the 3rd hit
  • Psycho Trombe:
    • Made part of the hurtbox projectile invincible from the startup until the active frames begin
    • Will build V-Gauge upon canceling out a projectile
    • Reduced the move’s recovery if it cancels out a projectile
    • Changed so that it will move forward if canceled from normal moves only
    • Changed so that it will be easier for all hits to connect when canceled from a normal move
  • Psycho Trombe (V-Trigger II):
    • Made part of the hurtbox projectile invincible from the startup until the active frames begin
    • Damage reduced from 70 to 60
    • Changed so that it will move forward if canceled from normal moves only
    • Changed so that it will be easier for all hits to connect when canceled from a normal move
  • Starken (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Psycho Schrot (V-Trigger I):
    • Expanded the collision box in the forward direction
    • Changed so that Falke will be pushed back if it connects close-range against an opponent in the corner
  • Psycho Angriff (V-Trigger II):
    • Reduced the number of V-Gauge blocks from 3 to 2
    • Changed the V-Timer from 4,000 to 3,000
    • When canceled into from a unique or special move, startup reduced from 3F after screen freeze to 1F after screen freeze
    • Changed the recovery from 41F to 31F
    • Reduced the recovery on block from -42F to -28F
    • Expanded the hitbox for the first hi in the horizontal direction
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Psycho Sturm (V-Trigger II): Increased the pushback on block
  • Psycho Klinge (V-Trigger II):
    • Reduced the landing recovery from 8F to 5F
    • Note: No changes to the recovery on grounded hit or block
    • Adjusted the float on mid-air hit
    • Changed so that the active frame 1F hitbox will not hit grounded opponents

Developer Notes: We noticed that some of Falke’s moves get more usage than others, so we reviewed her overall balance and improved the functionality of the moves that weren’t quite as versatile.

One of her major changes is that although the startup of Psycho Kugel has increased, the active frames have been greatly increased. So while she can no longer combo into it from her light attacks, even on block she will be at an advantage.

Meanwhile, its now easier for her to combo into Psycho Schneide from light attacks. In particular, she moves forward quite a bit for the EX version, which makes it more reliable as a combo part.

Additionally, we’ve made it easier for her to avoid her opponent’s projectiles when using Psycho Kanonen, and if she hits the opponent from a certain distance or greater, she’ll get more frames of advantage.

Due to her V-Trigger II’s nature, it was a lot harder to activate than her V-Trigger I, so in response we’ve changed the number of T-Trigger blocks and adjusted the cancel timing.

CODY

  • Forward Walk: Increased the movement speed
  • Crime Throw:
    • Damage increased from 120 to 150
    • Stun increased from 150 to 200
  • Standing MP:
    • Changed the hurtboxes to be projectile invincible during the attack startup
    • Reduced the hurtbox during the attack startup
    • Reduced the hurtboxes at the arms in the downward direction
    • Reduced the disadvantage on block from -2F to 0F
  • Standing LK
    • Reduced the hitboxes in the horizontal direction
    • Delayed the timing at which the hurtbox disappears after the active frames end by 3F
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LP: Expanded the hurtbox at the arms in the upward direction
  • Crouching MP:
    • Reduced the pushback on block
    • Reduced the pushback on hit
    • Reduced the hurtbox at the legs
    • Added 2F of recovery on whiff
  • Crouching HP: Reduced the hurtbox that appears before the hitbox active frames
  • Crouching MK:
    • Changed the recovery on block from -2F to +1F
    • Advantage on hit increased from +2F to +3F
    • Increased the pushback on block
    • Delayed the V-Trigger cancel timing by 1F
  • Crouching HK:
    • Changed the animation after the attack startup, and changed the hurtbox to match the new animation
    • Increased the disadvantage on block from -12F to -14F
    • Added 1F to the advantage on hit
    • Expanded the hurtbox during the attack startup
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Jump HP:
    • Changed the hitbox to match the visuals
    • Reduced the hurtbox
  • Jump HK: Adjusted the hurtboxes, reinforced in the downward direction
  • Slip Jab:
    • Changed the recovery from 15F to 17F
    • Changed the recovery on hit from 0F to -2F
    • Increased the disadvantage on block from -4F to -6F
    • Increased the block stop
  • Crack Combination (V-Skill): Increased the V-Gauge meter gain from 30 to 50. No change to the increase amount of there is recoverable damage
  • Zonk Knuckle: Advantage on hit increased from +2F to +3F
  • EX Zonk Knuckle: Decreased the hitbox in the downward direction for the first hit
  • L Ruffian Kick: Increased the hitbox in the upwards direction for the final active frame
  • M Ruffian Kick:
    • Active frames increased from 3F to 4F
    • Expanded the forward hitbox
  • H Ruffian Kick: Reduced the hurtbox that appears before the hitbox active frames
  • EX Ruffian Kick:
    • Expanded the forward hitbox
    • Increased the active frames from 4F to 5F
    • Increased the disadvantage on block from -7F to -12F
    • Tornado Sweep: Increased the hitbox in the backwards direction
  • EX Tornado Sweep:
    • Increased the number of projectile-cancelling hits from 2 to 3
    • Note: No changes to the number of physical hits
    • Decreased the projectile speed
  • Double Kick:
    • Extended the invincibility time to last until the active frames of the second attack
    • Expanded the hitbox of the second attack to match the visuals
    • Increased V-Gauge meter gain from 30 to 50
    • Note: No changes to the increase amount if there is recoverable damage
  • Side Arm (V-Trigger I):
    • V-Timer consumption for M knife attacks reduced from 100F to 80F
    • V-Timer consumption for H knife attacks reduced from 200F to 150F
    • V-Timer consumption for Burst Shot MP > HP increased from 200F to 300F
    • Eased the combo count for M and H knife attacks
  • Standing LP (V-Trigger I): Changed so that 1F will face towards the opponent
  • Crouching LP (V-Trigger I): Changed so that 1F will face towards the opponent
  • Crouching HP (V-Trigger I): Expanded the hitbox for the second active attack frame
  • Reload (V-Trigger I):
    • Can be canceled into from Snipe Shot and Anti-air Snipe Shot on whiff
    • If canceled into from Snipe Shot/Anti-air Snipe Shot at the fastest timing, the inputs will be properly registered
  • Crouching HP (V-Trigger II): Decreased the startup from 10F to 9F
  • Gentle Swing (V-Trigger II):
    • Made the active frames for the attack, projectile reflection, and hitting the Bean Ball all 3F
    • Decreased the disadvantage on block from -3F to -2F
  • Gentle Upper Swing (V-Trigger II):
    • Reduced the startup from 15F to 12F
    • Expanded the forward hitbox
    • Quickened the timing at which the hurtbox that appears before the character disappears after the attack active frames
    • Can cancel into Gentle Swing on hit
    • Note: These adjustments do not apply for the version canceled from Bean Ball
  • Criminal Punisher: Expanded the collision boxes and the hitboxes on hit

Developer Notes: Aside from his Zonk Knuckle, Cody didn’t have many ways to get closer to his opponent, so we’ve made adjustments to address that and make it easier for him to engage in close-range attacks. Primarily we’ve increased his movement speed, and revisited the moves he uses as pokes, which increases his footsie ability, and increased the advantage frames on Zonk Knuckle on hit, leading to changes for his post-hit options.

Additionally, in order to improve his low-hit options, we’ve improved the recovery for his C.MK. Although the timing for V-Trigger cancel has become slower, this change does not have any effect on his combos on hit.

Considering overall balance, Cody’s S.LK and C.HK have been weakened, but on hit C.HK has gotten an increase in advantage frames, making it easier for him to apply the pressure on hit than before.

Also, considering that EX Zonk Knuckle is plus on hit, we made it a bit easier to avoid it by jumping.

We’ve adjusted the timer meter usage of knife attacks during V-Trigger I, so basically he can stay in V-Trigger status for a longer period of time.

For V-Trigger II, primarily we’ve made it easier for him to get rewards off his Gentle Upper Swing.

G

  • Vitality: Increased from 1000 to 1025
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
    • Expanded the hitbox in the backwards direction
    • Increased the advantage frames on normal hit by 4F
  • Wild President: Reduced the pushback on hit during a Crush Counter
  • Message to the People: Expanded the hurtbox in the forward direction when performed from crouching HK, G Smash Under
  • G Spin Kick (Lv 3/EX/V-Trigger I): Will become projectile invincible after the first hit connects
  • EX G Smash Under: Increased the advantage frames on hit by 5F
  • Dangerous President (V-Trigger II): V-Timer increased from 2,000F to 3,000F
  • G Explosion (V-Trigger II): V-Timer consumption increased from 1,000F to 1,500F
  • G Rage (V-Trigger II):
    • V-Timer consumption increased from 1,000F to 1,500F for both activations, and successfully landing the throw
    • Armor will continue up to the attack active frames

Developer Notes: G is a character with high attack abilities, but he had moves that didn’t give him a lot of rewards on hit, and moves that didn’t let him keep up the offensive pressure, so we made adjustments to these areas to make him a more offensive character.

On the other hand, while he doesn’t have any changes in defense in particular, we’ve increased his vitality to 1025, which lets him hang in the fight a little longer.

Also, we’ve extended the V-Timer for G’s V-Trigger II, which will effectively let him keep up the pressure while it’s active.

SAGAT

  • Forward Dash:
    • Overall movement changed from 21F to 20F
    • Changed the animation
  • Backwards Dash: Reduced the overall frames from 28F to 24F
  • Standing LP: Expanded the hitbox that will hit crouching opponents in the forward direction
  • Standing HP: Reduced the pushback on hit
  • Standing HK:
    • Increased the startup for the first hit from 7F to 8F. No change to the second hit
    • The first hit can only be canceled into V-Trigger activation
    • If the first hit connects and the second hit does not, cannot be canceled into V-Trigger
    • If only the 2nd hit connects, damage decreased from 90 to 80
    • If only the 2nd hit connects, reduced the pushback on hit
    • If the 2nd hit is canceled into V-Trigger, increased the advantage frames by 5F
  • Crouching HP:
    • Reduced the startup from 11F to 10F
    • Changed the recovery from 18F to 19F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Reduced the pushback on hit
  • Crouching MK: Reduced the recovery from 10F to 9F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Jump MP: Increased the blowback on mid-air hit for the second hit
  • Jump HK: Reduced the hurtbox at the torso
  • Step Low Kick: Changed the timing window for a kara cancel from 15F-18F, to just 18F
  • Tiger Shot:
    • Decreased the blowback on mid-air hit
    • Increased the blowback time on mid-air hit
    • Increased the hitbox in the upwards direction
    • Reduced the projectile nullification on startup in the horizontal direction, and expanded the upwards direction
    • L, M only: Decreased the projectile speed
    • Chip damage increased from 10 to 12
  • EX Tiger Shot:
    • Expanded the hitbox in the upwards direction
    • Expanded the projectile nullification on startup in the upwards direction
  • Grand Tiger Shot:
    • Extended the projectile invincibility at the upper body by 5F
    • Decreased the blowback distance on mid-air hit
    • Increased the blowback time on mid-air hit
    • L, M only: Decreased the projectile speed
    • Reduced the pushback on block
  • Tiger Uppercut (All Strengths): When performed as a kara cancel from Step High Kick or Step Low Kick, decreased the startup by 1F
  • H Tiger Uppercut (Normal, V-Skill): Given invincibility to mid-air attacks from 1F-16F
  • EX Tiger Uppercut (V-Skill Version):
    • Increased the blowback on hit
    • Increased blowback time on hit
    • Reduced the landing recovery time on hit
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Tiger Charge (V-Trigger I):
    • When canceled into from Tiger Shot, increased the advantage on hit/block from +25/+24F to +27F/+26F
    • When canceled into from Grand Tiger Shot, increased the advantage on hit/block from +23F/+19F to +27F/+23F
    • Tiger Cannon (V-Trigger I): Recovery on block changed from -2F to +2F
  • Tiger Rush (V-Trigger II): Reduced the blowback on hit

Developer Comments: Sagat is all about taking control of the situation with his powerful projectiles and anti-air moves, so we’ve made adjustments to better reassert that aspect of his gameplay. Now there is a greater variation in projectile speed depending on the button strength for Tiger Shot and Grand Tiger Shot, which makes it easier to lock the opponent down, and he can get greater returns for mid-air hits.

Also, we’ve increased the anti-air functionality of his H Tiger Uppercut, so together with L Tiger Uppercut, he is better equipped to deal with his opponent’s jump-ins.

In order to create more of a difference between his Step Low Kick kara cancel and Step High Kick, the Step Low Kick cancel can only be performed now at the last possible timing.

We’ve also revised his overall movements, including moves that were difficult to use and his dashes, leading to an overall improvement in the usage of the character.

That’s one big patch! Enjoy the new fighter and the new gameplay changes!

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