(S4 and 5 Universal Changes) |
(Nash S2, fixes for Ryu and Ken to match format) |
||
Line 509: | Line 509: | ||
** Fatal Leg Twister (LP+LK against grounded opponent) stun increased from 200 to 250, increased CA gain, active frames reduced from 4f to 2fg | ** Fatal Leg Twister (LP+LK against grounded opponent) stun increased from 200 to 250, increased CA gain, active frames reduced from 4f to 2fg | ||
** Cross Scissor Pressure (LP+LK against air opponent) recovery on hit reduced by 2f, stun increased from 200 to 250, increased meter gain, reduced active frames from 4f to 2f | ** Cross Scissor Pressure (LP+LK against air opponent) recovery on hit reduced by 2f, stun increased from 200 to 250, increased meter gain, reduced active frames from 4f to 2f | ||
* Spiral Arrow ( | * Spiral Arrow (qcf+K) | ||
** LK version recovery on whiff increased by 3f, damage reduced from 80 to 70, juggle potential increased from 0 to 1, adjusted float on hit | ** LK version recovery on whiff increased by 3f, damage reduced from 80 to 70, juggle potential increased from 0 to 1, adjusted float on hit | ||
** MK version damage reduced from 90 to 80, increased juggle potential from 0 to 1, adjusted advantage to match HK version | ** MK version damage reduced from 90 to 80, increased juggle potential from 0 to 1, adjusted advantage to match HK version | ||
Line 515: | Line 515: | ||
** EX version damage increased from 120 to 140, increased juggle potential from 0 to 1, changed projectile invincibility from 3-15f to 1-15f | ** EX version damage increased from 120 to 140, increased juggle potential from 0 to 1, changed projectile invincibility from 3-15f to 1-15f | ||
'''V-Trigger''' | '''V-Trigger''' | ||
* Cannon Strike (DP+K) | ** Cannon Strike (DP+K) | ||
** Increased meter gain | *** Increased meter gain on hit and block | ||
| | | | ||
* Cannon Spike | * Cannon Spike | ||
Line 610: | Line 610: | ||
* Hoyokusen (qcf, qcf+K) damage decreased from 340 to 330, collision box expanded vertically | * Hoyokusen (qcf, qcf+K) damage decreased from 340 to 330, collision box expanded vertically | ||
'''V-Trigger''' | '''V-Trigger''' | ||
* Can be canceled into from Hyakuretsukyaku or Kikoken, total length reduced from 1000f to 700f | ** Can be canceled into from Hyakuretsukyaku or Kikoken, total length reduced from 1000f to 700f | ||
* Stand HP recovery increased from 14f to 16f, advantage on block increased from -3 to -5 | ** Stand HP recovery increased from 14f to 16f, advantage on block increased from -3 to -5 | ||
* Stand HK juggle increase reduced from 1 to 0 for combos, increased how long opponent is frozen in air on Crush Counter | ** Stand HK juggle increase reduced from 1 to 0 for combos, increased how long opponent is frozen in air on Crush Counter | ||
* Crouch LP damage increased from 30 to 40 | ** Crouch LP damage increased from 30 to 40 | ||
* Crouch LK advantage on hit increased from +3 to +4 | ** Crouch LK advantage on hit increased from +3 to +4 | ||
* Crouch HK damage decreased from 110 to 100 | ** Crouch HK damage decreased from 110 to 100 | ||
* Hakkei (b+HP) increased length opponent is frozen in air on Crush Counter by 4f | ** Hakkei (b+HP) increased length opponent is frozen in air on Crush Counter by 4f | ||
* Senenshu (df+MK) advantage on hit increased from +3 to +4 | ** Senenshu (df+MK) advantage on hit increased from +3 to +4 | ||
* Hyakuretsukyaku (qcf+K) | ** Hyakuretsukyaku (qcf+K) | ||
** MK version damage decreased from 110 to 90 | *** MK version damage decreased from 110 to 90 | ||
** HK version damage decreased from 130 to 110 | *** HK version damage decreased from 130 to 110 | ||
* Airborne Hyakuretsukyaku (qcf+K in air) | ** Airborne Hyakuretsukyaku (qcf+K in air) | ||
** LK version damage reduced from 90 to 80 | *** LK version damage reduced from 90 to 80 | ||
** MK version damage reduced from 120 to 100 | *** MK version damage reduced from 120 to 100 | ||
** HK version damage reduced from 130 to 110, disadvantage on block reduced from -6 to -3 | *** HK version damage reduced from 130 to 110, disadvantage on block reduced from -6 to -3 | ||
* Spinning Bird Kick (d,u+K) | ** Spinning Bird Kick (d,u+K) | ||
** LK version damage decreased from 130 to 110 | *** LK version damage decreased from 130 to 110 | ||
** MK version damage decreased from 150 to 130 | *** MK version damage decreased from 150 to 130 | ||
** HK version damage decreased from 170 to 150 | *** HK version damage decreased from 170 to 150 | ||
** EX version damage decreased from 180 to 160 | *** EX version damage decreased from 180 to 160 | ||
| | | | ||
* Hyakuretsukyaku (qcf+K or mash K) inputs needed when rapidly pressing increased from 4 to 5 | * Hyakuretsukyaku (qcf+K or mash K) inputs needed when rapidly pressing increased from 4 to 5 | ||
Line 800: | Line 800: | ||
* Shishiruirui (qcf, qcf+P) startup decreased from 12f to 10f | * Shishiruirui (qcf, qcf+P) startup decreased from 12f to 10f | ||
'''V-Trigger''' | '''V-Trigger''' | ||
* Canceling into moves does not require charge while active | ** Canceling into moves does not require charge while active | ||
| | | | ||
* Stand LP advantage on hit decreased from +6 to +5, on block decreased from +3 to +2, increased hitbox on second active frame, increased hit hold from second and third active frames by 1f | * Stand LP advantage on hit decreased from +6 to +5, on block decreased from +3 to +2, increased hitbox on second active frame, increased hit hold from second and third active frames by 1f | ||
Line 1,065: | Line 1,065: | ||
* Jump MP hitbox expanded forward | * Jump MP hitbox expanded forward | ||
* Jump MK hitbox shrunk | * Jump MK hitbox shrunk | ||
* b+MP | * Chin Buster (b+MP) 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 (b+MP > HP) damage decreased from 60 to 50, can be performed on whiff, larger cancel window | ||
* MK > HK | * Lion Breaker (MK > HK) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block | ||
* b+MK | * Inazuma Kick (b+MK) 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 (f+HK) 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 | ||
* | * Quick Step (MP+MK) collision box expanded during kick animation, opponent floats longer on hit | ||
* | * Senpu Nataotoshi (f+KKK) 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 | * Hadoken (qcf+P) | ||
** 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 | ** EX Hadoken hit box expanded upwards during startup | ||
* Shoryuken | * Shoryuken (f,d,df+P) | ||
** LP | ** LP version advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f | ||
** MP | ** MP version damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible | ||
** HP | ** HP version damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible | ||
* Tatsumaki Senpukyaku | ** EX version on hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7 | ||
* Tatsumaki Senpukyaku (qcb+K) | |||
** 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 | ** 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 | ** 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 | ** 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 | ** EX Tatsu collision box on landing shrunk, during animation expanded downwards | ||
** | * Air Tatsumaki Senpukyaku (qcb+K in air) | ||
** EX | ** All versions increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f | ||
* | ** EX version damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk | ||
* Guren Enjinkyaku (qcf, qcf+K) hitbox increased upwards | |||
* '''V-Trigger''' | * '''V-Trigger''' | ||
** Hadoken | ** 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 | *** EX Hadoken recovery reduced by 1f, damage reduced from 120 to 110, stun reduced from 200 to 150 | ||
** Shoryuken | ** Shoryuken | ||
Line 1,098: | Line 1,101: | ||
*** 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 | *** 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 | *** 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 Tatsumaki Senpukyaku (qcb+K in air) | |||
*** Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f | *** 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 | *** EX Air Tatsu damage adjusted from 55*55 to 40*40, block stun reduced by 6f, expanded hurtbox, shrunk hitbox | ||
| | | | ||
* b+MK | * Thunder Kick (b+MK) On block changed from -2 to -4 | ||
* MP | * Shoryuken (f,d,df+P) | ||
* HP | ** MP version hurtbox added for 3f-6f, invicibility against airborne added for 1f-6f, increased knockback for first hit | ||
** HP version attack and projectile invincibility added for 3f-6f | |||
| | | | ||
* Forward walk speed increased | * Forward walk speed increased | ||
* Forward throw | * Forward throw 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 LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack | ||
* Stand MP changed from +1 to +2 | * Stand MP changed from +1 to +2 | ||
Line 1,116: | Line 1,121: | ||
* Jump HP startup changed from 8f to 9f, hitbox and hurtboxes expanded vertically but reduced horizontally | * Jump HP startup changed from 8f to 9f, hitbox and hurtboxes expanded vertically but reduced horizontally | ||
* Jump HK hitbox reduced | * Jump HK hitbox reduced | ||
* b+MK | * Inazuma Kick (b+MK) collision box adjusted | ||
* f+HK | * Thunder Kick (f+HK) first active frame will not hit crouching opoonents, collision boxes adjusted | ||
* Shoryuken | * Shoryuken (f,d,df+P) | ||
** Collision box adjusted on all versions | ** Collision box adjusted on all versions | ||
** LP | ** LP version damage increased from 100 to 110 | ||
** MP | ** MP version damage increased from 120 to 130 | ||
** HP | ** HP version damage increased from 130 to 140 | ||
** EX | ** EX version damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne | ||
* Tatsumaki Senpukyaku | * Tatsumaki Senpukyaku (qcb+K) | ||
** MK | ** MK version 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 | ** HK version active frames reduced by 1f, first active frame of second hit will not hit crouching opponent | ||
* '''V-Trigger''' | * '''V-Trigger''' | ||
** Shoryuken | ** Shoryuken | ||
*** Collision box adjusted on all versions | *** Collision box adjusted on all versions | ||
*** LP | *** LP version damage increased from 120-130 | ||
*** MP | *** MP version damage adjusted from 140 to 150 | ||
*** HP | *** HP version damage adjusted from 150 to 160 | ||
*** EX | *** EX version damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne | ||
** Tatsumaki Senpukyaku | ** Tatsumaki Senpukyaku (qcb+K) | ||
*** MK | *** MK version 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 | *** HK version collision box adjusted | ||
*** EX | ** Air Tatsumaki Senpukyaku (qcb+K in air) | ||
*** EX version on block advantage increased by 3f | |||
* Added V-Trigger 2: Shinryuken | * Added V-Trigger 2: Shinryuken | ||
| | | | ||
Line 1,145: | Line 1,151: | ||
* Crouch LP pushback on hit/block slightly decreased, upwards 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 | * Crouch LK pushback on hit increased | ||
* | * Quick Step (MP+MK) 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 | * Shoryuken (f,d,df+P) | ||
* EX Shoryuken | ** MP Shoryuken combo count increased | ||
** EX Shoryuken | |||
* '''V-Trigger''' | * '''V-Trigger''' | ||
** Shoryuken | ** Shoryuken (f,d,df+P) | ||
*** EX | *** EX version 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 | |||
| | | | ||
| | | | ||
Line 1,356: | Line 1,363: | ||
* Added (Launch Character) | | * Added (Launch Character) | | ||
| | | | ||
* | * Adjusted hurtbox when changing direction while croucuhing | ||
* Forward throw stun reduced from 170 to 120, meter gain reduced, increased separation distance after throw, increased recovery by 3f | |||
* Back throw damage reduced from 140 to 130 | |||
* Forward dash changed from 17f to 19f, sped up when Nash begins moving forward by 1f, shrunk collision box while moving | |||
* Back dash distance moved reduced | |||
* Stand LP hurtbox added around feet during 4-8f | |||
* Stand MP recovery increased from 13f to 15f, added hurtbox around feet during 6-10f | |||
* Stand HP startup increased from 7f to 8f, 1f added to total animation, added hurtbox around feet during 8-14f, shrunk forward hitbox during first active frame, shrunk lower hitbox during active 2-3f and expanded upper hitbox | |||
* Stand MK startup reduced from 8f to 7f, overall animation reduced by 1f | |||
* Stand HK torso hitbox reduced, forward hitbox reduced, hurtbox during active 1-2f expanded forward and upwards, hurtbox expanded forward and downards during active frames 3-6 | |||
* Crouch LP upper hitbox shrunk on first active frame, expanded hurtbox during active frames 1-3 upwards, increased pushback on hit | |||
* Crouch HP advantage on hit increased from +6 to +7, expanded hurtbox 1-6f forward, reduced pushback on hit, changed hit property to force standing on hit | |||
* Crouch MK upper and inner hitboxes shrunk, moved position that animation begins after canceling or taking damage, sped up activation when canceling into V-Trigger by 1f | |||
* Crouch HK damage reduced from 100 to 90, increased advantage on hit by 2f | |||
* Jump HP startup increased from 6f to 7f, shrunk lower hitbox, expanded hurtbox that appears onm first active frame upwards, active frames increased from 4f to 5f | |||
* Jump MK active frames reduced from 7f to 5f, lower hitbox shrunk | |||
* Jump HK startup increased from 8f to 9f, lower hitbox shrunk | |||
* Neutral Jump HK hurtbox during active 1-6 and recovery frames expanded downwards | |||
* Chopping Assault (f+MP) forward hitbox shrunk | |||
* Knee Bazooka (f+LK) forward and lower hitboxes shrunk, moved position animation begins after taking damage or canceling attack | |||
* Windshear (MP > LK > HP) increased damage on 3rd hit from 60 to 70, increased stun on third hit from 80 to 100 | |||
* Raptor Combination (MK > HK > MK) recovery on second hit increased by 4f, reduced damage on second and third hits from 70 to 55, increased distance moved forward during second hit, can be used even if second hit whiffs, changed disadvantage on block from -6 to -10 | |||
* Bullet Combination (MP > HK > MP+MK) added | |||
* Side Knee Attack (b+MK) recovery reduced from 15f to 14f, advantage on hit increased from +3 to +4, advantage on block increased from 0 to +2, reduced pushback on hit, reduced pushback on block to match reduced pushback on hit | |||
* Step Kick (f+HK) startup increased from 13f to 14f, total animation increased by 1f, advantage on hit increased from +2 to +3, disadvantage on block increased from -2 to -3 | |||
* Bullet Clear (MP+MK) damage increased from 60 to 70, reduced V-Gauge gain on projectile absorbtion from 100 to 80, increased V-Gauge gain on hit from 60 to 80 | |||
* Sonic Move - Avoid (f+PPP) reduced distance moved | |||
* Sonic Boom (qcf+P) | |||
** LP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from -3 to -2, advantage on block increased from -7 to -6, reduced pushback on block, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery | |||
** MP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from -1 to 0, advantage on block increased from -5 to -4, reduced pushback on block, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery | |||
** HP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from _4 to +4, reduced pushback on block, added hurtbox around feet during active 1-15f, added hurtbox around arms during recovery | |||
** EX version reduced pushback on block, increased advantage on block for second hit from +1 to +2, extended input buffer between first and second hit by 4f, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery | |||
* Moonsault Slash (qcf+K) | |||
** All regular versions damage reduced from 70 to 60, expanded startup hurtbox downwards | |||
** HK version bug fixed that caused no counter box from when Nash leaps until he falls down | |||
** EX version damage reduced from 130 to 120, increased advantage on hit from +6 to +7 | |||
* Sonic Scythe (qcb+K) | |||
** MK version upper hitbox shrunk, reduced pushback on block, increased disadvantage on block from -8 to -10, reduced knockback on hit | |||
** HK version damage reduced from 120 to 110, stun reduced from 200 to 150, extened length opponent is frozen in air on second hit for second hit | |||
** EX version thro invincibility during animation removed, shrunk upper hitbox during active 1-2f | |||
* Tragedy Assault (f,d,df+P) | |||
** LP version stun increased from 100 to 150 | |||
** MP version stun increased from 100 to 150 | |||
** HP version damage reduced from 150 to 140, stun increased from 100 to 150 | |||
** EX version stun increased from 100 to 150 | |||
* Judgement Saber (qcb,qcb+P) damage reduced from 340 to 330 | |||
* '''V-Trigger''' | |||
** Sonic Move - Hide (HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f | |||
** Sonic Move - Blitz Air (b+HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f, extended hurtbox when Nash reappears in air | |||
** Sonic Move - Steel Air (f+HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f, extended hurtbox when Nash reappears in air | |||
| | | | ||
* Forward dash decreased from 19f to 18f | * Forward dash decreased from 19f to 18f | ||
Line 1,548: | Line 1,604: | ||
| | | | ||
* Forward throw recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent throw loops | * 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 | * Stand LP hitbox reduced to make worse anti air | ||
* MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced | * Stand MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced | ||
* HP startup changed from 7f to 8f | * Stand HP startup changed from 7f to 8f | ||
* HK recovery changed from 18f to 20f on whiff | * Stand 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 (b+HK) On block changed from 0f to -2f, is now special cancelable | ||
* f+MP | * Collarbone Breaker (f+MP) startup changed from 20f to 22f, advantage On hit/block changed from 0/-4f to +1/-6f | ||
* f+HP | * Solar Plexus Strike (f+HP) stun increased from 100 to 150, advantage changed from +6 to +8 | ||
* MP > HP > HK | * Jodan Sarengeki (MP > HP > HK) 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 (qcf+P) | ||
** Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs | ** Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs | ||
** EX | ** EX version on block changed from -2 to +2 | ||
* Shoryuken | * Shoryuken (f,d,df+P) | ||
** LP | ** LP version hurtbox increased downwards | ||
** MP | ** MP version no longer invincible until 3f | ||
** HP | ** HP version no longer invincible, damage changed from 140 to 120, stun changed from 160 to 130 | ||
* Tatsumaki Senpuyaku | * Tatsumaki Senpuyaku (qcb+K) | ||
** LK | ** LK version damage changed from 80 to 90, damage changed from 200 to 150 | ||
** MK | ** MK version recovery changed from 12f to 14f, chip damage changed from 25/25 to 17/17, stun changed from 200 to 150 | ||
** HK | ** HK version 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 | ** EX version stun changed from 200 to 150 | ||
** | * Air Tatsumaki Senpuyaku (qcb+K in air) | ||
** EX | ** All normal versionsnow juggles into CA | ||
* | ** EX version damage changed from 160 to 180, stun changed from 200 to 250 | ||
* | * Hashogeki (f+PPP) startup changed from 15f to 17f, pushes further back on hit | ||
* Mind's Eye (MP+MK) on whiff total frames changed from 29f to 32f, V-Gauge gain changed from 25 to 50 | |||
* '''V-Trigger''' | * '''V-Trigger''' | ||
** HP is now special cancelable | ** HP is now special cancelable | ||
** f+HP stun changed from 130 to 180 | ** Solar Plexus Strike (f+HP) stun changed from 130 to 180 | ||
** Shoryuken | ** Shoryuken (f,d,df+P) | ||
*** LP | *** LP version damage changed from 120 to 110 | ||
*** MP | *** MP version damage changed from 140 to 130 | ||
*** HP | *** HP version damage changed from 160 to 130, stun changed from 250 to 200 | ||
| | | | ||
* LK hitbox expanded forward | * Stand LK hitbox expanded forward | ||
* MP hitbox expanded forward | * Stand MP hitbox expanded forward | ||
* MP | * Crouch HP animation changed | ||
* HP Shoryuken fully invincible frames 3-6 | * Shoryuken (f,d,df+P) | ||
** MP version hurtbox added for frames 3-6, added invincibility for airborne attacks frames 1-6 | |||
** HP version Shoryuken fully invincible frames 3-6 | |||
| | | | ||
* Forward throw stun changed from 120 to 150 | * Forward throw stun changed from 120 to 150 | ||
* LP hit/hurtboxes changed to make a worse anti-air | * Stand 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 (b+HK) startup changed from 8f to 9f, and larger advantage when 2nd hit canceled into V-Trigger allowing new combos | ||
* f+HP | * Solar Plexus Strike (f+HP) damage reduced from 90 to 80 | ||
* Tatsumaki Senpuyaku collision box changed | * Tatsumaki Senpuyaku (qcb+K) | ||
* EX | ** All versions collision box changed | ||
* | * Hadoken (qcf+P) | ||
** EX version total frames changed from 44f to 42f, and is now V-Trigger cancelable | |||
* Mind's Eye (MP+MK) collision box changed | |||
* '''V-Trigger''': | * '''V-Trigger''': | ||
** | ** Hadoken (qcf+P) | ||
*** Level 1 damage changed from 70 to 80, On block changed from -6 to -2 | *** All versions total frames changed from 44f total to 42f | ||
*** Level 2 damage changed from 90 to 100, advantage On block changed from -4 to 0 | **** Level 1 damage changed from 70 to 80, On block changed from -6 to -2 | ||
*** Level 3 damage changed from 120 to 130 | **** Level 2 damage changed from 90 to 100, advantage On block changed from -4 to 0 | ||
*** In V-Trigger 1, EX Hadoken total frames changed from 43 to 40 | **** Level 3 damage changed from 120 to 130 | ||
** | **** In V-Trigger 1, EX Hadoken total frames changed from 43 to 40 | ||
** | ** Shoryuken (f,d,df+P) | ||
*** All versions have higher combo count allowing more juggles | |||
*** EX version stun changed from 250 to 200 | |||
* Added new special move: Joudan Sokuto Geri (donkey kick) | * Added new special move: Joudan Sokuto Geri (donkey kick) | ||
* Added V-Trigger 2: Isshin | * Added V-Trigger 2: Isshin | ||
| | | | ||
* Crouch MP (VT1): On block now +3 from +2 | * Crouch MP (VT1): On block now +3 from +2 | ||
* Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo counter settings | * 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 | * Forward throw damage increased from 120 to 130, and recovery increased by 2f after throw | ||
* LP hitbox reduced to make a worse anti-air | * Stand LP hitbox reduced to make a worse anti-air | ||
* MK hurtbox that appeared before active frames removed | * Stand 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) | * Jodan Nirengeki/Sanrengekio (target combos) adjusted to float if final hit hits midair (after HP CC) | ||
* Shoryuken | * Shoryuken (f,d,df+P) | ||
** HP | ** HP version does 10 more damage if connects on first active frame | ||
** EX | ** EX version forward hitbox increased, allowing juggle in VT1 after LK Tatsu | ||
* '''VT1''': | * '''VT1''': | ||
** Changed length from 800f to 1000f | ** Changed length from 800f to 1000f |
Revision as of 11:24, 3 February 2020
Official patch notes can be found at https://game.capcom.com/cfn/sfv/adjust/201701
Universal Changes
Abigail
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dhalsim
Ed
Edmond Honda
F.A.N.G.
Falke
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
M. Bison
Menat
Nash
Necalli
Poison
R. Mika
Rashid
Ryu
Sagat
Sakura
Seth
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) |
|
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) | |
Street Fighter V - Champion Edition (December 15, 2019) |