(Added Abi, Akuma, Alex notes) |
(Balrog-Ibuki) |
||
Line 223: | Line 223: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Forward throw damage increased from 110 to 130, stun increased from 120 to 150, situation after hit changed so Balrog is further away from opponent | ||
* Stand LP hitbox expanded | |||
* Stand MP adjusted to allow hitting behind Balrog | |||
* Stand MK collision box adjusted | |||
* Stand HP startup increased from 11f to 12f, collision box adjusted | |||
* Stand HK hitbox reduced, hurtbox expanded, recovery increased from 19f to 22f, pushback distance after crush counter increased | |||
* Crouch LP hitbox expanded | |||
* Crouch HP hurtbox reduced, collision box adjusted | |||
* Jump HP hurtbox reduced | |||
* Jump HK startup increased from 8f to 9, hitbox expanded, hurtbox reduced | |||
* Stomping Combo (d+MK > MK) disadvantage on block increased from -6 to -7, recovery when canceled into V-Trigger adjusted | |||
* Screw Smash (f,d,df+P) collision box adjusted | |||
* Turn Around Punch | |||
** Level 1 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, advantage on hit increased from +1 to +2, collision box adjusted | |||
** Level 2 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from -1 to -2, collision box adjusted | |||
** Level 3 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from 0 to -2, advantage on hit decreased from +3 to +2, collision box adjusted | |||
** Level 4 throw invincibility removed on frames 1-18, disadvantage on block increased from +1 to -2, damage reduced from 160 to 140, collision box adjusted | |||
** Level 5 throw invincibility removed on frames 1-18, disadvantage on block increased from +2 to -2, damage reduced from 200 to 160, collision box adjusted | |||
** Level 6 throw invincibility removed on frames 1-18, frames 3-18 adjusted to be upper/projectile invulnerable only, disadvantage on block increased from +3 to -2, damage reduced from 240 to 180, collision box adjusted | |||
** Level 7 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +4 to -2, damage reduced from 300 to 210, collision box adjusted | |||
** Level 8 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +5 to -2, damage reduced from 360 to 240, collision box adjusted | |||
** Level 9 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +6 to -2, damage reduced from 420 to 270, collision box adjusted | |||
** Level 10 damage decreased from 500 to 350, collision box adjusted | |||
* Buffalo Swing/Buffalo Pressure (MP+MK > P/K) V-Gauge gain decreased | |||
* Hard Smasher/Hard Pressure (MK > MP > MP+MK > P/K) V-Gauge gain increased | |||
* Added V-Trigger 2: No Mercy | |||
| | | | ||
* | * Forward Throw damage increased from 130 to 140 | ||
* Buffalo head (f+PPP) startup increased from 16f to 17f | |||
* Heavy Screw Smash (f,d,df+HP) startup reduced from 24f to 23f, forward movement distance slightly increased | |||
* VT2 | |||
** B3 can be canceled into from all V-Skill follow-ups, recovery after Under Impact (LK > MK) unified with VT1 | |||
** No Mercy can be combed into from normals, recovery after throw reduced by 8f, forward hitbox expanded when canceled into, distance after hit in corner increased | |||
}} | }} | ||
Line 235: | Line 265: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Stand LP hurtbox expanded | ||
* Stand MP collision box adjusted | |||
* Stand HP collision box adjusted | |||
* Stand MK kara cancel removed, collision box adjusted | |||
* Crouch LP pushback on hit/block increased, collision box adjusted | |||
* Crouch MP hitbox reduced | |||
* Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted | |||
* Jump HP hurtbox reduced | |||
* Jump HK collision box adjusted | |||
* Bull Charge (f+HP) collision box adjusted | |||
* Killing Head | |||
** (all versions) recovery increased by 8f on whiff | |||
** Killing Head EX throw invincibility removed | |||
* Heavy Bull Head (qcf+HP) damage increased from 120 to 140 | |||
* Bullhorn (charge K) | |||
** Distance at which he moves backwards during startup reduced | |||
** EX Bullhorn collision box adjusted | |||
* Heavy Hanging Change hitbox expanded | |||
* '''V-Trigger''' | |||
** Heavy Bullhead in VT1 damage increased from 144 to 168 | |||
* Added V-Trigger 2: Birdie Time | |||
| | | | ||
* | * Forward Throw stun decreased from 200 to 150 | ||
* Crouch MP active frames reduced from 6f to 5f, recovery increased from 15f to 16f | |||
* Crouch HK disadvantage increased from -11 to -14, hurtbox after active frames end expanded, increased pushback on block, hurtbox after active frames stays longer | |||
* Pepper Pot (f+KKK) startup increased from 16f to 17f | |||
}} | }} | ||
Line 249: | Line 302: | ||
* Added (Season 3 DLC, released February 2018) | * Added (Season 3 DLC, released February 2018) | ||
| | | | ||
* | * Electric Thunder (mash P) | ||
** Regular version advantage on block increased from +2 to +3, recovery reduced from 18f to 17f | |||
** EX version damage increased from 100 to 120, stun increased from 180 to 200, now V-Trigger cancelable | |||
* Backstep Rolling (b,f+K) | |||
** Regular version landing recovery reduced from 14f to 11f, eased combo count, increased blowback on air-to-air hit | |||
** EX recovery reduced from 13f to 5f, advantage on hit/block changed because of this | |||
* Quick Rolling (f+PPP) pushback on block increased, blowback on hit increased, forward distance on whiff increased | |||
* '''VT1''' | |||
** Electric Thunder stun increased from 180 to 230 | |||
** Backstep Rolling recovery reduced from 14f to 11f | |||
** GroundShave roll first two hits now hit successively, disadvantage on block changed from -14 to -8 | |||
*** Max Charged version damage reduced from 250 to 220, now causes guard break | |||
* '''VT1/2''' | |||
** Added 2f of recovery when canceled into | |||
}} | }} | ||
Line 259: | Line 325: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Forward throw stun reduced from 200 to 150 | ||
* Back throw damage increased from 130 to 140 | |||
* Air throw damage increased from 130 to 150 | |||
* Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted | |||
* Stand MK recovery increased from 13f to 15f | |||
* Stand HK advantage on hit increased from +2 to +4, hurtbox reduced, collision box adjusted, changed so it can hit behind Cammy | |||
* Crouch LP hitbox reduced, hurtbox expanded, increased pushback on hit/block with rapid canceled version being further, collision box adjusted | |||
* Crouch LK pushback on hit/block increased, collision box adjusted | |||
* Crouch HP hurtbox expanded | |||
* Crouch HK hurtbox reduced | |||
* Jump MP hitbox expanded, hurtbox reduced | |||
* Jump HP hurtbox reduced | |||
* Jump HK hitbox lowered, hurtbox reduced | |||
* Lift Upper (b+MP > HK) hitbox reduced, hurtbox expanded | |||
* Quick Knuckle (MP+MK) advantage on hit increased from +6 to +7 | |||
* Strike Back (f+KKK) disadvantage on block increased from -2 to -4 | |||
* Delta Drive (HP+HK in VT1) timer increased, amount each move used increased as well | |||
* Added V-Trigger 2: Delta Step | |||
| | | | ||
* | * Hurtbox expanded upwards while crouching | ||
* Stun increased from 900 to 950 | |||
* Forward throw damage increased from 120 to 130, stun decreased from 150 to 120 | |||
* Back throw damage increased from 140 to 150 | |||
* Crouch LK pushback on hit increased | |||
* Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials | |||
* Light Cannon Spike invincible to airborne attacks on 1-6f | |||
* '''VT1''' | |||
** Can cancel Cannon Spike into Cannon Strike on hit | |||
* '''VT2''' | |||
** Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter | |||
** Delta Twist (HP+HK > P) hurtbox expanded downwards | |||
** Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased downward hurtbox | |||
}} | }} | ||
Line 271: | Line 366: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Stand LP hitbox reduced | ||
* Stand MK hurtbox reduced, collision box adjusted | |||
* Stand HP hitbox expanded | |||
* Crouch LP hitbox expanded | |||
* Crouch LK collision box adjusted | |||
* Crouch MK hurtbox expanded | |||
* Jump HP hitbox expanded, hurtbox reduced | |||
* Diagonal Jump HK hitbox expanded, hurtbox reduced | |||
* Tsuitosuken (f/b+MP) damage increased from 60 to 65 | |||
* Yousenkyaku (f+HK) is now a crush counter | |||
* Tenkukyaku (b+HK) damage increased from 70 to 80, reduced hurtbox can now hit behind Chun-Li | |||
* L/M Air Hyakuretsukyaku (u, qcf+K) advantage on hit increased from +3 to +4 | |||
* Spinning Bird Kick (d,u+K) damage increased from 100/120/140 to 110/130/15o for L/M/H versions | |||
* '''V-Trigger''' | |||
** Timer for Renkiko extended | |||
** Tsuitosuken (f/b+MP) damage increased from 70 to 75 | |||
** Spinning Bird Kick damage increased from 110/130/150 to 120/140/160 for L/M/H versions | |||
* Added V-Trigger 2: Kikosho | |||
| | | | ||
* | * Stand LP upwards hitbox reduced | ||
* Stand MP upwards hitbox reduced | |||
* Forward throw distance after hit increased | |||
* Rankyaku (MP+MK) can now be canceled into | |||
* Yousenkyaku crush counter advantage decreased from +19 to +18, recovery increased from 13f to 18f | |||
* '''VT1''' | |||
** Yousenkyaku recovery increased from 13f to 18f | |||
* '''VT2''' | |||
** Kikosho had bug fixed that caused hitbox from second hit onwards to disappear if collided with opponent projectile | |||
}} | }} | ||
Line 295: | Line 415: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Forward throw positioning after hit adjusted | ||
* Stand LP pushback on hit/block increased, collision box adjusted | |||
* Stand HP collision box adjusted | |||
* Stand LK pushback on hit/block increased, collision box adjusted | |||
* Crouch LP hurtbox expanded | |||
* Crouch LK pushback on hit/block increased, collision box adjusted | |||
* Crouch MP hitbox increased, hurtbox reduced, adjusted so can hit opponent behind Dhalsim | |||
* Jump MP can be canceled into Yoga Float (MP+MK) on hit | |||
* Jump HP hurtbox reduced | |||
* Jump HK hurtbox reduced | |||
* Divine Kick (b+MK) collision box adjusted | |||
* Yoga Upper (b+MP) hitbox expanded, hurtbox reduced | |||
* Yoga Anvil (b+HP) hurtbox reduced, adjusted so can hit opponent behind Dhalsim | |||
* Thrust Kick (db+MK) hurtbox expanded | |||
* Yoga Gale (hcb+P) hitbox expanded on all versions | |||
* Yoga Sunburst (qcf, qcf+P) combo count eased | |||
* '''V-Trigger''' | |||
** Yoga Burner (HP+HK) damage increased from 100 to 120, now builds EX meter | |||
| | | | ||
* | * Forward throw damage increased from 110 to 120 | ||
* Stand MP combo count eased | |||
* Stand MK combo count eased | |||
* Drill Kick (d+K in air) input adjusted so df+K and db+K work | |||
* Yoga Mala (f+PPP) startup increased from 16f to 17f | |||
* Yoga Gale combo count applied (?) | |||
* '''VT1''' | |||
** Yoga Burner float increased on hit, horizontal blowback increased, and combo count eased | |||
}} | }} | ||
Line 307: | Line 451: | ||
* Added (Season 2 DLC, released June 2017) | * Added (Season 2 DLC, released June 2017) | ||
| | | | ||
* | * Forward throw damage increased from 120 to 130, changed position after throw to prevent throw loops | ||
* Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames | |||
* Stand LP hurtbox expanded | |||
* Stand MP collision box adjusted | |||
* Stand MK cancels into V-Trigger on 3rd active frame, can now hit behind Ed | |||
* Stand HK damage reduced from 90 to 80, reduced pushback distance on hit, changed collision box | |||
* Crouch LP hurtbox expanded | |||
* Stand MP advantage on hit increased from +4 to +5, on block increased from +2 to +3 | |||
* Crouch MK pushback on hit reduced allowing crMK xx Psycho Upper to hit more consistently, reduced hitbox | |||
* Jump HP hurtbox reduced | |||
* Jump HK hurtbox reduced | |||
* Psycho Flicker (mash P) collision box adjusted | |||
* Psycho Spark (f+MP) disadvantage on block reduced from -3 to -2 | |||
* Psycho Snatcher - Ground (MP+MK) recovery after hit adjusted, can no longer back rise after | |||
* Added V-Trigger 2: Enhanced Snatcher | |||
| | | | ||
* | * Stand LP upwards hitbox reduced | ||
* Crouch LP upwards hitbox reduced | |||
* Crouch MP advantage on block decreased from +3 to +2 | |||
* Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush counter float value is now same if hits against air or grounded opponent | |||
* Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f | |||
* Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f | |||
* Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is counter hit it carries to the second hit | |||
* Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is counter hit it carries to the second hit | |||
* Psycho Snatcher - Air (d+MP+MK) downward hitbox increased, V-Gague gain reduced, adjusted so if first hit is counter hit it carries to the second hit | |||
* Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is counter hit it carries to the second hit | |||
* Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100 | |||
* '''VT1''' | |||
** Psycho Cannon damage increased from 100 to 120, startup decreased from 16f to 13f when canceled into, removed hurtbox during freeze frame | |||
* '''VT2''' | |||
** Enhanced Snatcher recovery reduced by 3f when canceled into, removed hurtbox during freeze frame | |||
** Ultra Snatcher - Ground (HP+HK) on block does real damage instead of white life, added projectile-nullifying hitbox, expanded horizontal hitbox for first active frame, reduced horizontal hurtbox, reduced V-Gauge consumption from 1500 to 1300 | |||
** Ultra Snatcher - Air (d+HK+HP) expanded hitbox for first 3 active frames, adjusted hitbox on active frames 4-7, reduced V-Gauge consumption from 1500 to 1300 | |||
}} | }} | ||
Line 319: | Line 493: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Stand LP hurtbox expanded | ||
* Stand MP collision box adjsuted | |||
* Stand HP collision box adjusted | |||
* Stand MK hurtbox reduced, can hit behidn F.A.N.G. | |||
* Crouch MP collision box adjusted | |||
* Crouch MK hitbox expanded, can now hit behind F.A.N.G. | |||
* Crouch HP hurtbox reduced | |||
* Crouch HK hitbox reduced | |||
* Jump MK hurtbox reduced | |||
* Jump HP hurtbox reduced | |||
* Regular HK (u/ub + HK) upper hitbox reduced, horizontal and lower hitbox exapnded, hurtbox reduced | |||
* Forward Jump HK hurtbox reduced | |||
* Nirenko (df+HP) collision box adjusted | |||
* Sotoja (b,f+P) damage adjusted from 60/70/80 to 70/80/100 for L/M/H versions | |||
* Heavy Ryobenda (b, f+K) recovery reduced by 3f | |||
* Nishodoku (MP+MK) V-Gauge gain increased | |||
* '''V-Trigger''' | |||
** Noshodouku (MP+MK) has hitbox | |||
* Added V-Trigger 2: Koryo Dokuda | |||
| | | | ||
* | * Forward throw recovery increased by 2f | ||
* Stand LP upwards hitbox reduced | |||
* Shishiruirui (qcf, qcf+P) combo count eased | |||
* Nikaiho (f+PPP) movement frames increased from 30f to 31f, addeed hurtbox on 26f-31f | |||
}} | }} | ||
{{Changelist StreetFighterV| | {{Changelist StreetFighterV|Falke|Falke| | ||
* N/A | | * N/A | | ||
| | | | ||
Line 343: | Line 538: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Forward throw position after hit adjusted | ||
* Stand LP hurtbox expanded | |||
* Stand MK hurtbox reduced | |||
* Crouch LP hurtbox exapnded | |||
* Crouch HP hurtbox reduced, collision box adjusted | |||
* Jump MK hitbox expanded, upper hurtbox expanded, lower and horizontal hurtbox around feet reduced | |||
* Jump HP hitbox expanded, horizontal and lower hurtbox reduced during startup, upper hurtbox expanded during startup, hurtbox expanded at arm from 7f onwards | |||
* Jump HK hitbox expanded, reduced hurtbox at feet for 9f, 10f onward lower hurtbox reduced and upper hurtbox expanded | |||
* Knee Bazooka (b/f+LK recovery increased from 16f to 20f | |||
* Spinning Back Knuckle (f+HP) startup increased from 10f to 11f | |||
* Rolling Sobat (b/f+MK) forward distance slightly increased | |||
* Guile High Kick (df+HK) hitbox expanded, hurtbox expanded, can hit opponents behind Guile | |||
* Added V-Trigger 2: Knife Edge | |||
| | | | ||
* | * Forward throw damage increased from 120 to 130, stun increased from 120 to 150 | ||
* Sonic Boom pushback on block slightly decreased | |||
* Somersault Kick blowback distance on hit increased, adjusted so condition after active frames cause counter hit for regular and EX version are the same | |||
* Sonic Hurricane collision box expanded forward until startup, adjusted so until startup Guile's body is not pushed into movement | |||
* '''VT1''' | |||
** Sonic Tempest adjusted so Guile isn't pushed to a different position until attack startup | |||
* '''VT2''' | |||
** Somersault Kick invincibility reduced from 31f to 11f | |||
** Knife Edge cannot be activate from regular Sonic Boom, only EX | |||
}} | }} | ||
Line 355: | Line 570: | ||
* Changes Go Here | * Changes Go Here | ||
| | | | ||
* | * Health reduced from 950 to 925 | ||
* Stand LP advantage on hit reduced from +3 to +2, on block from +2 to +1, cannot rapid cancel, collision box adjusted | |||
* Stand HP collision box adjusted | |||
* Stand LK collision box adjusted | |||
* Stand HK advantage on hit increased from +1 to +3 | |||
* Crouch LP hurtbox expanded | |||
* Crouch MP recovery increased from 12f to 16f, hurtbox expanded | |||
* Crouch HP hurtbox reduced | |||
* Crouch MK advantage on hit increased from 0 to +3, on block reduced from -3 to -2 | |||
* Jump MP combo count eased | |||
* Jump HP hurtbox reduced | |||
* Jump HK hurtbox reduced | |||
* Ageman (b+MP) hitbox expanded, hurtbox reduced, 2nd hit is no longer special cancelable | |||
* Tobikura (Jump LP > MK) knock back distance on hit increased | |||
* Shakunage (crMP > f+HK) advantage on hit increased from 0 to +2 | |||
* EX Kunai recovery increased by 4f, knock back on explosion increased on hit | |||
* Tenrai (MP+MK) V-Gauge gain reduced | |||
* Kunai Ikkinage (hold P > release) can now be special canceled | |||
* '''V-Trigger''' | |||
** Rokushua Horokudama (HP+HK) stun deceased from 100 to 80, combo restrictions on hit adjusted, builds EX Meter on hit | |||
*** When second bomb is used in combo, applies 2 hits of scaling instead of 1 | |||
* Added V-Trigger 2: Fuma Shuriken | |||
| | | | ||
* | * Forward throw damage increased from 120 to 130 | ||
* Back throw damage increased from 140 to 150 | |||
* Jump HK hitbox, hurtbox expanded downwards | |||
* Kazekairi (f,d,df+K) only does 70 damage if only last hit connects | |||
* Hanagasumi (f+PPP) startup increased from 15f to 17f, active frames decreased from 13f to 4f, hitbox reduced, increased log movement speed, pushback on block decreased, universally -2 on block | |||
* '''VT2''' | |||
** Fuma Shuriken Haku (HP+HK) damage reduced from 100 to 80 | |||
** Fuma Shuriken Kokufo (b+HP+HK) damage increased from 80 to 100 | |||
}} | }} | ||
Revision as of 09:05, 31 July 2018
Universal Changes
Abigail
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dhalsim
Ed
F.A.N.G.
Falke
Guile
Ibuki
Juri
Karin
Ken
Kolin
Laura
M. Bison
Menat
Nash
Necalli
R. Mika
Rashid
Ryu
Sakura
Urien
Vega
Zangief
Zeku
File:SFV-Zeku Face.jpg | |
Street Fighter V Season 1 (February 16, 2016) |
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Street Fighter V Season 2 (December 20, 2016) |
|
Street Fighter V - Season 2.5 (May 30, 2017) |
|
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018) |
|
Street Fighter V - Season 3.5 (April 3, 2018) |
|
Street Fighter V - Season 4 (December 16, 2018) | {{{9}}} |
Street Fighter V - Champion Edition (December 15, 2019) | {{{10}}} |