Street Fighter V/Changelist: Difference between revisions

From SuperCombo Wiki
(Added Abi, Akuma, Alex notes)
(Balrog-Ibuki)
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* Changes Go Here
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* 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
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* Changes Go Here
* 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
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* 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
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* Changes Go Here
* 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
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* Added (Season 3 DLC, released February 2018)
* Added (Season 3 DLC, released February 2018)
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* Changes Go Here
* 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
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* Changes Go Here
* Changes Go Here
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* 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
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* Changes Go Here
* 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
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* Changes Go Here
* Changes Go Here
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* 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
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* Changes Go Here
* 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
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* 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
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* Changes Go Here
* 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
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* Added (Season 2 DLC, released June 2017)
* Added (Season 2 DLC, released June 2017)
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* Changes Go Here
* 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
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* Changes Go Here
* 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
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* Changes Go Here
* Changes Go Here
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* 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
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* Changes Go Here
* 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
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{{Changelist StreetFighterV|Karin|Karin|
{{Changelist StreetFighterV|Falke|Falke|
* N/A |
* N/A |
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* Changes Go Here
* Changes Go Here
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* 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
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* Changes Go Here
* 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
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* Changes Go Here
* Changes Go Here
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* 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
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* Changes Go Here
* 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
}}
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Revision as of 09:05, 31 July 2018

Universal Changes

SFV-Header Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Street Fighter V Released
  • September 2016 patch: input delay was decreased by about 1.5 frames
Street Fighter V Season 2 (December 20, 2016)
  • S2 released
  • White life recovery changed from once every 4f to every 8f (slower to recovery)
  • Shortened the inactive frames on input confirm from 12F to 6F after the last key for a charge attack has been input
  • Changed so certain special moves that activate when the button is released can be used as a buffera
  • Meterless invincible f1 reversals removed (Shoryuken)
  • Many characters had their longer ranged pokes startup increased by 1-2 frames
  • Many characters' throw's (Ryu) were modified to prevent looping
  • Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs
Street Fighter V - Season 2.5 (May 30, 2017)
  • S2.5 released
  • The number of frames necessary to complete a charge has been increased from 6F to 10F (takes longer for charge moves)
  • V-Reversal input delay and established frame for crouching block has been shortened by 1F.
  • It is no longer possible to escape throws while inputting up during the throw escape. (this was to prevent the "jump back OS")
  • Invincible reversals reworked; in general light versions are throw invincible, medium versions are air invincible, and heavy versions are invincible on 3f
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • S3 released
  • Increased the active frames from 2F to 3F
  • Upon activation, the counter for combo damage scaling has been increased from 1 to 2
  • Many characters' throw's (Ryu) were modified to prevent looping, almost entirely removing precise throw loops from the game
  • Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs
  • V-Trigger 2's were introduced for all characters
Street Fighter V - Season 3.5 (April 3, 2018)
  • S3.5 released
  • Added to the combo scaling when a Crush Counter has been triggered.(making them less damaging overall)
  • Changed so that if the throw escape command is entered at the same time as a special move upon getting thrown, the throw escape will not be performed
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Abigail

SFV-Abigail Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (part of Season 2 DLC, released July 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Throw hurtbox expanded backwards when crouching, hurtbox reduced for airborne non-recoverable damage
  • Changed positioning after throw
  • Stand LP hit/hurtbox reduced
  • Stand LK reduced from 6f to 5f, hitbox expanded, hurtbox reduced
  • Stand MP upper hurtbox reduced at arm
  • Stand MK hitbox expanded, hurtbox expanded at feet, hurtbox on leg reduced
  • Changed knockback distance on regular/counterhit, eased air combo count
  • Crouch LP startup reduced from 6f to 5f, active frames increased from 2f to 3f, hurtbox expanded
  • Crouch LK advantage increased from +3 to +5
  • Crouch MP hitbox reduced
  • Crouch MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, reduced startup from 12f to 11f, crush counter only happens on first active frame, adjusted float value for mid-air hit
  • Crouch HK active frames increased from 1f to 2f on first hit
  • Jump LK hitbox expanded, hurtbox reduced
  • Jump MP hurtbox reduced
  • Jump HP hitbox expanded
  • Jump HK hurtbox reduced
  • Abi Lift (f+HP) hitbox expanded, hurtbox reduced
  • Hungabee High/Low (MP+MK) Adjusted air combo count allowing further combos against air attacks
  • Abigail Punch (hcb+P)
    • Light version knockback distance increased for final hit, mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Medium version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Heavy version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit, hitbox expanded during attack
    • EX Version collision box adjusted, cannot recover after first hit
  • Abigail Smash (hcb+K) recovery on whiff increased by 8f, amount of EX meter gain increased on hit
  • Dynamite punch (KK > P)
    • Regular version hitbox expanded, hurtbox reduced, pushback on block increased
    • EX version hitbox expanded, pushback on block increased
  • Bay Area Sunrise (KK > LP+LK)
    • Recovery on whiff increased by 8f, EX gain on hit increased
    • EX Recovery increased o nwhiff by 8f
  • EX Nitro Charge (KKK)position after stomps adjusted during V-Trigger
  • EX Nitro Hungabee (KKK > MP+MK) air combo count eased
  • V-Trigger
    • Length of Max Power increased
    • Abi Lift float value adjusted while in V-Trigger
  • Added V-Trigger 2: Hybrid Charge
Street Fighter V - Season 3.5 (April 3, 2018)
  • Health changed from 1100 to 1075
  • Stun increased from 1050 to 1075
  • Hurtbox and collision box adjusted during spinning state (after some crush counters)
  • Forward throw distance increased after successful throw
  • Stand LK startup increased from 5f to 6f, has more pushback on block
  • Crouch LP startup changed from 5f to 6f, recovery increased from 10f to 12f, downwards hitbox reduced on 2nd and 3rd active frames
  • Crouch LK no longer special cancelable, pushback on hit increased, V-Trigger cancel advantage increased to +11/+8 on hit/block from +10/+7
  • Vroom Vroom (LP > LP) pushback on hit/block increased
  • Abi Hammer (f+MP) adjusted so only 3rd active frame can OTG
  • Ontario Drop (f+KKK) startup increased from 16f to 17f, opponent blowback on hit reduced
  • EX Giant Flip (hcb+PP) damage reduced from 120 to 80, stun reduced from 200 to 150
  • Abigail Smash
    • M/H versions after hit united to be same as L version, hurtbox during recovery expanded
    • EX version damage decreased from 100 to 80, hurtbox expanded during recovery
  • Bay Area Sunrise (hcb+P)
    • All normal versions recovery increased by 4f
    • EX version recovery increased by 3f; opponent is left further away on hit
  • Abigail Punch
    • Regular
      • Combo count restrictions adjusted
      • Stun on regular version decreased from 180 to 120, stun on mashed version decreased from 200 to 150
      • Recovery after mashed version increased by 8/8/7f for L/M/H versions
    • EX
      • Knockdown time after first hit increased
      • Blowback on counterhit and regular hit unified to be that of regular
      • Damage for regular version increased from 130 to 140
      • Damage for mashed version decreased from 170 to 160, Stun on mashed version decreased from 230 to 200
      • Recovery on mashed version increased by 8f
  • VT1
    • Stand HP stun changed from 200 to 150
    • Crouch HP charged stun decreased from 200 to 150
    • Abi Blaster (b+HP) charged stun decreased from 200 to 150
    • Abi Twiser (b+HP > HP) charged stun decreased from 200 to 150
  • VT2
    • When Hybrid Charge is canceled into, the advantage/disadvantage is now the same as VT1
    • Metro Crash
      • Opponent now takes real damage instead of white life on block
      • Upward hitbox reduced making easier to jump over
      • Damage for regular version increased from 120 to 150, stun for regular version increased from 150 to 200
      • Damage for charged version increased from 170 to 200, stun increased from 220 to 250
      • Combo counter adjusted
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Akuma

SFV-Akuma Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • Added (part of Season 2 DLC, released December 2016)
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand MK hurtbox expanded
  • Crouch LP hurtbox expanded
  • Crouch MP hurtbox expanded
  • Crouch HP adjusted to hit opponenets behind Akuma
  • Crouch HK collision box adjusted
  • Jump MP startup increased from 5f to 7f, damage decreased from 60 to 50, special cancelable, causes knockdown when hit air-to-air
  • Jump HP upper hitbox reduced, horizontal and lower hitbox expanded, hurtbox reduced
  • Jump HK hurtbox reduced
  • Sekiseisen (f+HP) startup reduced from 33f to 32f, advantage on hit increased from +4 to +5, advantage on block decreased from +1 to -2
  • Sekia Kuretsuha (qcf, qcf+P) combo limits adjusted after hit
  • Medium Tatsumaki Zankukyaku damage increased from 20 to 40 if first hit does not connect
  • EX Goshoryuken adjusted so opponent can recover after mid-air hit
  • Rakam (MP+MK) collision box adjusted
  • Rakan Gosho (MP+MK > P) V-Gauge meter decreased
  • V-Trigger
    • Goshoryuken damage decreased from 200 to 180
    • Gohadoken meter usage decreased
    • Zanku Hadoken (qcf+P in air) increased meter usage
  • Added V-Trigger 2: Shiretsu Hasshi
Street Fighter V - Season 3.5 (April 3, 2018)
  • Stand LP upward hitbox reduced
  • Stand MK recovery increased from 16f to 18f; in Cody Patch on block increased from -2 to -4
  • Crouch LP upwards hitbox reduced
  • Crouch HP recovery increased from 16f to 20f
  • Gosenkyaku (f+KKK) startup increased from 16f to 17f, horizontal blowback distance increased on hit
  • EX Goshoryuken collision box expanded to prevent issue where opponent would fall out, oppponent cannot perform recovery for 3rd overall hit
  • Sekia Kuretsuha (qcf, qcf+P) collision box does not move forward during recovery, EX gauge on hit increased from 60 to 100
  • V-Trigger 2
    • Hyakkigosai (?) behavior on whiff unifed with EX Version
    • Cannot cancel into Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
  • Fixed bug where when canceled into from special moves, Akuma retained invincibility while able to move
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Alex

SFV-Alex Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released March 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Stand LP hitbox reduced, hurtbox expanded
  • Stand MP pushback on hit reduced
  • Stand MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, collision adjusted, and knock back on 2nd hit adjusted (allowing combo into HK Air Knee Smash)
  • Crouch HK collision box adjusted
  • Jump MP hitbox expanded, hurtbox before active frames removed, upper hurtbox increased while lower hurtbox decreased
  • Jump HP hitbox improved, hurtbox decreased, lower hurtbox expanded on 3rd active frame
  • Jump HK hurtbox reduced
  • Chop (f+MP) on block changed from -4 to -6, pushback on block reduced
  • Lariat (f+HP) advantage on hit increased from +6 to +7, active frames increased from 3 to 4, hurtbox reduced
  • Flying Cross Chop (d+HP in air) adjusted
  • Power Bomb
    • Recovery on whiff for all versions increased by 9f
    • Damage increased from 160/170/180/220 to 170/180/190/230 for L/M/H/EX versions
    • Stun adjusted from 220/220/220 to 200/230/250
  • Air Knee Smash
    • Fixed bug that prevented back charge after hit allowing Slash Elbow to be performed
    • LK version hurtbox reduced
    • MK/HK versions active frames increased by 2f, hurtbox reduced, landing recovery on whiff increased by 5f, and movement distance adjusted
  • EX Air Stampede collision box adjusted
  • Added V-Trigger 2: Rage Boost
Street Fighter V - Season 3.5 (April 3, 2018)
  • Back throw damage increased from 140 to 160
  • Stand LP active frames increased from 2f to 3f, recovery reduced from 8f to 7f, upward hitbox reduced
  • Stand HK forces opponent to hit, allowing DDT to allows connect
  • Crouch LP upward hitbox reduced
  • Crouch HP float on hit increased
  • Lariat can now be special canceled
  • Chop (f+MP) disadvantage increased from -6 to -8
  • Flying Cross Chop (d+HP in air) float increased, combo count eased, and minimum height restriction reduced
  • Big Boot (f+KKK) startup increased from 16f to 17f
  • Flash Chop
    • Medium startup decreased from 17f to 16, allow MP xx M Flash Chop to work
    • Heavy damage increased from 90 to 100
  • Heavy Air Knee Smash combo count eased, separation after hit increased, and recovery after hit increased by 4f
  • EX Power Bomb startup decreased from 6f to 5f
  • VT2
    • Rage Boost (VT2) collision box adjusted on startup
    • Choke Sleeper (Flash Chop > HP+HK) startup decreased from 6f to 5f (easier to connect with after MP flash chop, removed gap that allowed it to still grab on block if cancels on last frame
    • Flying DDT (HP+HK) damage decreased from 190 to 180, startup decreased by 3f when cancels into (allows crMK and crMP xx DDT to connect)
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Balrog

SFV-Balrog Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Birdie

SFV-Birdie Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Blanka

SFV-Blanka Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Added (Season 3 DLC, released February 2018)
Street Fighter V - Season 3.5 (April 3, 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Cammy

SFV-Cammy Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Chun-Li

SFV-Chun-Li Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Cody

SFV-Cody Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, released June 2018)
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Dhalsim

SFV-Dhalsim Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Ed

SFV-Ed Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, released June 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

F.A.N.G.

SFV-Fang Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Falke

SFV-Falke Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, added April 2018)
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Guile

SFV-Guile Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released April 2017)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Ibuki

SFV-Ibuki Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • 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
Street Fighter V - Season 3.5 (April 3, 2018)
  • 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
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Juri

SFV-Juri Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Karin

SFV-Karin Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}


Ken

SFV-Ken Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Crouching hurtbox adjusted
  • Neutral jump changed from 39f to 38f
  • Forward throw (Knee Bash) damage changed from 120 to 100, stun from 170 to 120, recovery increased by 2f after grab, less CA gain on hit
  • Stand LP changed from +4 to +5, hitstop on hit and block unifed to prevent OS
  • Stand MP On block changed from 0 to +1, adjusted hit/hurt/collision boxes when hit during the animation or canceled
  • Stand MK recovery changed from 17f to 19f, more pushback on hit
  • Stand HP advantage on Crush Counter increased by 1f, more push back on hit, hit/hurt/collision boxes adjusted when taking damage or canceling
  • Stand HK startup changed from 13f to 14f, recovery increased from 25f to 26f, damage decreased from 90 to 80, pushback on hit reduced, hurtbox added before startup
  • Crouch LP On hitadvantage changed from +3 to +4, active frames increased from 2f to 3f
  • Crouch LK On hit increased from +3 to +4
  • Crouch MP startup increased from 5f to 6f, On hit advantage increased from +4 to +5, On Block changed from +1 to +2, upper hitbox shrunk to make worse anti-air
  • Crouch HK startup changed from 7f to 8f, damage decreased from 100 to 90
  • Jump MP hitbox expanded forward
  • Jump MK hitbox shrunk
  • b+MP (Chin Buster) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block
    • b+MP > HP (Chin Buster 2nd hit) damage decreased from 60 to 50, can be performed on whiff, larger cancel window
  • MK > HK (Lion Breaker) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block
  • b+MK (Inazuma Kick) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6
  • f+HK (Thunder Kick) faint changed from 31f to 34f, On hit advantage changed from 0 to +2, On block changed from -4 to -2, less pushback on hit
  • V-Skill (Quick Step) collision box expanded during kick animation, opponent floats longer on hit
  • V-Reversal (Senpu Nataotoshi) startup changed from 10f to 12f, active frames reduced from 4f to 2f, less pushback on hit, hurt boxes invincibility adjusted
  • Hadoken On Hit advantage changed from -4 to -2, On block changed from -10 to -8, less CA meter on activation, larger delay when canceled into CA
    • EX Hadoken hit box expanded upwards during startup
  • Shoryuken
    • LP Shoryuken advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f
    • MP Shoryuken damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible
    • HP Shoryuken damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible
  • Tatsumaki Senpukyaku
    • LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2
    • MK Tatsu damage reduced from 100 to 80, hurtbox on 3f-5f increased forward, hitboxes shrunk and hurtboxes expanded
    • HK Tatsu startup changed from 16f to 14f, On block advantaged from from -2 to -4, reduced upward movement, reduced time between first and second hit, increased forward distance during startup, increased meter gain, adjusted damage distribution
    • EX Tatsu collision box on landing shrunk, during animation expanded downwards
    • Air Tatsu increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f
    • EX Air Tatsu damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk
    • EX Shoryuken On hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7
  • CA hitbox increased upwards
  • V-Trigger
    • Hadoken: Recovery reduced by 1f, damage reduced from 70 to 60, decreased CA Meter gain on activation but more on hit/block, larger delay when canceled into CA
      • EX Hadoken recovery reduced by 1f, damage reduced from 120 to 110, stun reduced from 200 to 150
    • Shoryuken
      • MP Shoryuken damage decreased from 150 to 140
      • HP Shoryuken damage decreased from 160 to 150
      • EX Shoryuken more consistent against airborne opponents, opponent cannot quick recovery if they are hit by the first 3 while airborne
    • Tatsumaki Senpukyaku
      • LK Tatsu hurbox expanded, hitboxes shrunk, more pushback on block, active frames on each hitbox after initial changed from 4f to 2f
      • MK Tatsu damage changed from 120 to 100, stun changed from 200 to 150, hurtboxes increased on 3-5f, active frames decreased from 5f to 2f, hitboxes shrunk, hurtboxes expanded
      • HK Tatsu On block changed from -2 to -4, stun adjusted from 250 to 200, reduced upward movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block
      • Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f
      • EX Air Tatsu damage adjusted from 55*55 to 40*40, block stun reduced by 6f, expanded hurtbox, shrunk hitbox
Street Fighter V - Season 2.5 (May 30, 2017)
  • b+MK (Thunder Kick) On block changed from -2 to -4
  • MP Shoryuken hurtbox added for 3f-6f, invicibility against airborne added for 1f-6f, increased knockback for first hit
  • HP Shoryuken attack and projectile invincibility added for 3f-6f
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward walk speed increased
  • Forward throw (Knee Bash) damage increased from 100 to 110, distance after hit increased
  • Stand LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack
  • Stand MP changed from +1 to +2
  • Stand MK pushback on hit increased, hurtbox expanded
  • Stand HP collision box adjusted
  • Crouch LP hitbox reduced, hurtbox expanded
  • Crouch MP hurtbox expanded
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup changed from 8f to 9f, hitbox and hurtboxes expanded vertically but reduced horizontally
  • Jump HK hitbox reduced
  • b+MK (Inazuma Kick) collision box adjusted
  • f+HK (Thunder Kick) first active frame will not hit crouching opoonents, collision boxes adjusted
  • Shoryuken
    • Collision box adjusted on all versions
    • LP Shoryuken damage increased from 100 to 110
    • MP Shoryuken damage increased from 120 to 130
    • HP Shoryuken damage increased from 130 to 140
    • EX Shoryuken damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne
  • Tatsumaki Senpukyaku
    • MK Tatsu second and third hits damage increased from 20 to 40 if first does not connect, stun increased from 50 to 75 if first hit does not connect
    • HK Tatsu active frames reduced by 1f, first active frame of second hit will not hit crouching opponent
  • V-Trigger
    • Shoryuken
      • Collision box adjusted on all versions
      • LP Shoryuken damage increased from 120-130
      • MP Shoryuken damage adjusted from 140 to 150
      • HP Shoryuken damage adjusted from 150 to 160
      • EX Shoryuken damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne
    • Tatsumaki Senpukyaku
      • MK Tatsu damage increased from 30 to 50 if first hit does not connect, stun increased from 50 to 75 if first hit does not connect
      • HK Tatsu collision box adjusted
      • EX Air Tatsu On block advantage increased by 3f
  • Added V-Trigger 2: Shinryuken
Street Fighter V - Season 3.5 (April 3, 2018)
  • Forward throw (Knee Bash) damage increased from 110 to 120, recovery increased by 1f
  • Back throw (Hell Wheel) damage increased from 130 to 140
  • Stand LP upward hitbox reduced to make worse anti-air
  • Crouch LP pushback on hit/block slightly decreased, upwards hitbox reduced to make worse anti-air
  • Crouch LK pushback on hit increased
  • V-Skill (Quick Step) damage reduced from 70 to 50, stun reduced from 150 to 100, added float value on airborne hit and eased combo count, collision box expanded when performed from MP > HP xx VS
  • MP Shoryuken combo count increased
  • EX Shoryuken
  • V-Trigger
    • Shoryuken
      • EX Shoryuken adjusted to hit behind Ken, collision box adjusted for first hit
    • VT2 (Shinryuken) damage reduced from 200 to 180 for max version, eased combo count, reduced horizontal knockback distance on max version allowed follow-ups
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Kolin

SFV-Kolin Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Season 2 DLC, released February 2017)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Laura

SFV-Laura Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

M. Bison

SFV-MBison Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Menat

SFV-Menat Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, released August 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Nash

SFV-Nash Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Necalli

SFV-Necalli Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

R. Mika

SFV-RMika Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Rashid

SFV-Rashid Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Ryu

SFV-Ryu Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Forward throw recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent throw loops
  • LP hitbox reduced to make worse anti air
  • MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced
  • HP startup changed from 7f to 8f
  • HK recovery changed from 18f to 20f on whiff
  • crouch LP active frames increased from 2f to 3f, has more pushback on both hit and block
  • crouch MP startup changed from 5f to 6f, hitbox and hurtboxes adjusted forward, hitbox reduced vertically to make worse anti-air
  • crouch MK startup changed from 6f to 7f, active frames increased from 2f to 3f
  • crouch HK startup changed from 7f to 8f, damage adjusted from 100 to 90, hitbox reduced
  • jump LK hit/hurtboxes adjusted to make easier to anti-air
  • jump MP damage adjusted from 80 (40+40) to 60 (30+30), second hit changed to hit
  • jump MK hitbox reduced
  • b+HK (Axe Kick) On block changed from 0f to -2f, is now special cancelable
  • f+MP (Collarbone Breaker) startup changed from 20f to 22f, advantage On hit/block changed from 0/-4f to +1/-6f
  • f+HP (Solar Plexus Strike) stun increased from 100 to 150, advantage changed from +6 to +8
  • MP > HP > HK target combo: second hit damage changed from 60 to 70, stun changed from 70 to 100, third hit stun changed from 80 to 100, second hit now V-Trigger Cancelable
  • Hadoken
    • Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs
    • EX Hadoken On block changed from -2 to +2
  • Shoryuken
    • LP Shoryuken hurtbox increased downwards
    • MP Shoryuken no longer invincible until 3f
    • HP Shoryuken no longer invincible, damage changed from 140 to 120, stun changed from 160 to 130
  • Tatsumaki Senpuyaku
    • LK Tatsu damage changed from 80 to 90, damage changed from 200 to 150
    • MK Tatsu recovery changed from 12f to 14f, chip damage changed from 25/25 to 17/17, stun changed from 200 to 150
    • HK Tatsu recovery changed from 11f to 15f, damage changed from 120 to 110, chip changed from 30/30/30 to 19/19/19, stun changed from 200 to 150
    • EX Tatsu stun changed from 200 to 150
    • Air Tatsu now juggles into CA
    • EX Tatsu damage changed from 160 to 180, stun changed from 200 to 250
  • V-Reversal startup changed from 15f to 17f, pushes further back on hit
  • V-Skill: On whiff total frames changed from 29f to 32f, V-Gauge gain changed from 25 to 50
  • V-Trigger
    • HP is now special cancelable
    • f+HP stun changed from 130 to 180
    • Shoryuken
      • LP Shoryuken damage changed from 120 to 110
      • MP Shoryuken damage changed from 140 to 130
      • HP Shoryuken damage changed from 160 to 130, stun changed from 250 to 200
Street Fighter V - Season 2.5 (May 30, 2017)
  • LK hitbox expanded forward
  • MP hitbox expanded forward
  • MP Shoryuken hurtbox added for frames 3-6, added invincibility for airborne attacks frames 1-6
  • HP Shoryuken fully invincible frames 3-6
  • crouch HP animation changed
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward throw stun changed from 120 to 150
  • LP hit/hurtboxes changed to make a worse anti-air
  • crouch LP hurtbox changed to make worse anti-air
  • crouch MK hitbox expanded forward
  • jump HP hit and hurtboxes adjusted to trade less with jabs
  • jump HK hit and hurtboxes adjusted to trade less with jabs
  • b+HK (Axe Kick) startup changed from 8f to 9f, and larger advantage when 2nd hit canceled into V-Trigger allowing new combos
  • f+HP (Solar Plexus Strike) damage reduced from 90 to 80
  • Tatsumaki Senpuyaku collision box changed
  • EX Hadoken total frames changed from 44f to 42f, and is now V-Trigger cancelable
  • V-Skill collision box changed
  • V-Trigger:
    • Total frames for all Hadokens changed from 44f total to 42f
      • Level 1 damage changed from 70 to 80, On block changed from -6 to -2
      • Level 2 damage changed from 90 to 100, advantage On block changed from -4 to 0
      • Level 3 damage changed from 120 to 130
      • In V-Trigger 1, EX Hadoken total frames changed from 43 to 40
    • In V-Trigger 1, Shoryuken and EX Shoryuken have higher combo count allowing more juggles
    • In V-Trigger 1, EX Shoryuken stun changed from 250 to 200
  • Added new special move: Joudan Sokuto Geri (donkey kick)
  • Added V-Trigger 2: Isshin


Street Fighter V - Season 3.5 (April 3, 2018)
  • Crouch MP (VT1): On block now +3 from +2
  • Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo counter settings
  • Forward throw damage increased from 120 to 130, and recovery increased by 2f after throw
  • LP hitbox reduced to make a worse anti-air
  • MK hurtbox that appeared before active frames removed
  • crouch LP upwards hitbox reduced to make a worse anti-air
  • Jodan Nirengeki/Sanrengekio (target combos) adjusted to float if final hit hits midair (after HP CC)
  • Shoryuken
    • HP Shoryuken does 10 more damage if connects on first active frame
    • EX Shoryuken forward hitbox increased, allowing juggle in VT1 after LK Tatsu
  • VT1:
    • Changed length from 800f to 1000f
    • Hadokens usage changed from 50f to 100f
    • Shoryuken now consumes 150f
  • VT2:
    • Can cancel into EX Donkey Kick on hit
    • Can cancel into VT2 from Axe Kick and Solar Plexus Strike
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Sakura

SFV-Sakura Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Added (Season 3 DLC, added January 2018)
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Urien

SFV-Urien Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Season 1 DLC, added September 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Vega

SFV-Vega Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Zangief

SFV-Zangief Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Zeku

File:SFV-Zeku Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, added October 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Changes Go Here
Street Fighter V - Season 3.5 (April 3, 2018)
  • Changes Go Here
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}