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(Akuma, Alex) |
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* Added (part of Season 2 DLC, released December 2016) | * Added (part of Season 2 DLC, released December 2016) | ||
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* | * Health changed from 875 to 900 | ||
* Goshoryuken | |||
** MP version hurtbox added for 3f-6f, invincibility to airborne attacks added 1f-6f, increased knock back distance on hit, slightly expanded forward hitbox during uppercut animation | |||
** HP version has projectile and hit invincibility 3f-6f | |||
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* Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170 | * Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170 | ||
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* Added (part of Season 1 DLC, released March 2016) | | * Added (part of Season 1 DLC, released March 2016) | | ||
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* | * Size of forward hurtbox while crouching decreased, hitbox when changing directions adjusted | ||
* Forward throw stun decreased from 170 to 120, EX meter gain decreased, collision box no longer moves forward during animation | |||
* Back throw collision box no longer moves forward during animation | |||
* Stand LP 3rd active frame hitbox removed, knock back distance when used as an AA increased, upwards hitbox decreased, hurtbox increased | |||
* Stand MP startup increased from 12f to 14f, pushback distance on block increased, advantage on VTC decreased from +12 to +10, motion timing when special canceled increased by 2f, hurtbox increased to same size as hitbox | |||
* Stand LK motion start point increased when canceled or hit during it, start timing increased by 1f when special canceled into | |||
* Stand MK startup increased from 8f to 9f | |||
* Stand HK damage increased from 90 to 100, advantage on hit increased from -1 to +1 | |||
* Crouch LP pushback distance increased | |||
* Crouch MP startup increased from 7f to 8f, recovery increased from 15f to 17f, active frames reduced from 3f to 2f, hurtbox after hitbox ends increased by 3f | |||
* Crouch HP startup decreased from 12f to 10f | |||
* Crouch MK startup increased from 8f to 10f | |||
* Jump MP startup decreased from 6f to 5f, hitbox expanded forward | |||
* Lariat (f+HP) startup increased from 10f to 11f, advantage on hit increased from +5 to +6 allowing MP to combo after | |||
* Overhaul (MP+MK) now builds 30 V-Gauge on activation | |||
* Big Boot (f+KKK) startup increased from 15f to 16f, active frames reduced from 4f to 2f, advantage/disadvantage when connects adjusted | |||
* Air Knee Smash (f,d,df+K) | |||
** Regular versions damage distribution changed from 10*120 to 50*80, no longer causes proximity guard, KO can now occur during first hit instead of only second | |||
** EX versions damage distribution changed from 10*150 to 50*110, proximity guard removed, separation after hit increased, hurtbox on 4th frame onwards expanded upwards | |||
* Flash Chop (qcf+P) | |||
** LP version startup decreased from 13f to 12f (to allow MP xx LP Flash Chop to still work) | |||
** EX Flash Chop damage decreased from 150 to 140 | |||
* Slash Elbow (b,f+K) | |||
** LK version startup increased from 14f to 16f, recovery increased from 18f to 22f, hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased | |||
** MK version startup increased from 19f to 22f, hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased | |||
** HK version hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased | |||
* Power Bomb / Power Drop (hcb+P / hcb+P after HP Flash Chop) | |||
** EX gain on whiff decreased, EX gain on hit increased, startup increased from 5f to 6f, adjusted collision box to not move forward during motion | |||
* Air Stampede (d, u+K) | |||
** Regular version active frames increased from 2f to 3f, hitbox expands forward as time progresses (2nd frame is large than 1st active frame, 3rd large than both) | |||
** EX version projectile invincibility time changed from 3f - 30f to 1f - 30f, active frames increased from 2f to 3f | |||
* Head Crush (d,u+P) | |||
** Recovery changed from 45f/50f/56f for L/M/H versions to 30f for all | |||
* Heavy Hammer (qcf, qcf+P) damage decreased from 350 to 340 | |||
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* | * Health increased from 1000 to 1025 | ||
* Fixed bug in collision box where it would shrink in opposite direction of opponent when Alex turned around when crouching allow opponents to cross him up when landing form mid air recovery when they should not have been able to | |||
* Stand MP recovery decreased from 14f to 12f | |||
* Stand MK startup decreased from 9f to 8f | |||
* Crouch MK startup decreased from 10f to 9f | |||
* Overhaul (MP+MK) total frames reduced from 55f to 52f | |||
* LK Slash Elbow (b,f+LK) disadvantage on block reduced from -4 to -2 | |||
* EX Air Knee Smash (f,d,df+KK) hurtbox activation reverted to S1 | |||
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* Stand LP hitbox reduced, hurtbox expanded | * Stand LP hitbox reduced, hurtbox expanded |
Revision as of 15:02, 18 August 2018
Universal Changes
Abigail
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dhalsim
Ed
F.A.N.G.
Falke
G
Guile
Ibuki
Juri
Karin
Ken
Kolin
Laura
M. Bison
Menat
Nash
Necalli
R. Mika
Rashid
Ryu
Sagat
Sakura
Urien
Vega
Zangief
Zeku
File:SFV-Zeku Face.jpg | |
Street Fighter V Season 1 (February 16, 2016) |
|
Street Fighter V Season 2 (December 20, 2016) |
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Street Fighter V - Season 2.5 (May 30, 2017) |
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Street Fighter V - Season 3 (Arcade Edition, January 16, 2018) |
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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}}} |