Morgen komt de Street Fighter V: Arcade balans update uit

Hieronder vind je een gigantische changelog aan veranderingen die Capcom gaat doorvoeren in de Street Fighter V: Arcade Edition. De update volgt op 3 april nadat de servers offline zijn geweest en het gaat hier vooral om een balans update. Ryu wordt met de update wat sterker en Abigail en Rashid lijken de grootste klap te krijgen van alle wijzigingen.

Check hieronder dus of jouw personage een nerf of buff krijgt, vanaf morgen is de patch beschikbaar.

Street Fighter V Arcade: Season 3 Balance

■ General

Crush Counters

Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.

Throw Escape

Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break.

Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor.

Normal Throw Damage

Increased parameters for characters that have less reward on hit.

V-Reversals

Overall rebalancing for the moves’ start-up and performance.

■ Characters

Ryu

  • Shoulder Throw (Forward Throw)
    • Damage increased from 120 to 130
    • Recovery increased after the throw by 2F
  • Somersault Throw (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP (Normal / V-Trigger)
    • Reduced the upwards hitbox
  • Standing MK
    • Removed the forward hurtbox that appeared before the hitbox active frames
  • Crouching MK
    • Changed so that the collision box will emerge forward when the hitbox becomes active
  • Jodan Nirengeki / Jodan Sanrengeki
    • Enforced the combo count restrictions
    • Added float if the final hit hits midair
  • Denjin Renki
    • Increased the length of the V-Timer from 800F to 1,000F
  • Isshin
    • Changed that the counter judgment will become active from 1F of Isshin receiving an attack
    • Removed the counter hit judgment from a successful Isshin activation
    • Can cancel the recovery into EX Jodan Sokuto Geri only on hit
    • Can be canceled into from Axe Kick and Solar Plexus Strike
  • V Hadoken
    • Increased the V-Timer usage of each V Hadoken from 50F to 100F
  • VEX Hadoken
    • Changed the position at which movement is possible after the move
  • H Shoryuken (Normal / V-Trigger)
    • Damage increased by 10 for 1st< / sup> active frame only
    • Hit stop increased for 1st< / sup> active frame only
  • EX Shoryuken
    • Expanded the forward hitbox
    • Changed the opponent’s behavior on the first hit
      • Note: This has no effect on the battle balance
  • V Shoryuken / VEX Shoryuken
    • Changed so that it will consume V-Timer gauge
      • Note: Uses 150F of gauge
  • Jodan Sokuto Geri
    • Reduced the opponent’s knockback distance
    • Increased the forward travel distance during the move
    • Eased the combo count

Developer Notes: Made it easier to use Jodan Sokutogeri in combos. Also adjusted the duration and meter consumption of Denjin Renki, and improved the versatility of Isshin and its rewards when successful.

Ken

  • Knee Bash (Forward Throw)
    • Damage increased from 110 to 120
    • Added 1F of recovery after the throw
  • Hell Wheel (Backwards Throw)
    • Damage increased from 130 to 140
  • Standing LP
    • Reduced the upwards hitbox
  • Crouching LP
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
    • Reduced the upwards hitbox
  • Crouching LK
    • Increased the pushback on hit
  • Quick Step (V-Skill)
    • Damage reduced from 70 to 50
    • Stun reduced from 150 to 100
    • Added float value for airborne hit
    • Eased the combo count
    • Expanded the collision box only when performed from Chin Buster 2nd< / sup> cancel
  • M Shoryuken
    • Eased the combo count
  • EX Shoryuken / VEX Shoryuken
    • Changed so that it can hit opponents who are behind Ken
    • Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit
  • Shinryuken
    • Eased the combo count
    • Reduced the horizontal knockback distance for max button press version
    • Damage reduced from 200 to 180 for max button press version

Developer Notes: Increased his ability to continue his rushdown upon making contact with the opponent. For example, Ken will be in normal throw range after Crouching LP, and can quickly trap opponents by comboing with his Quick Step near the corner of the screen.

Chun-Li

  • Standing LP and Standing MP (Normal / V-Trigger)
    • Reduced the upwards hitbox
  • Koshuto (Forward Throw)
    • Changed the distance from the opponent after a throw
  • Rankyaku (V-Skill)
    • Can be performed from cancelable moves
    • Decreased the V-Gauge meter gain from 100 to 80
  • Yokusenkyaku (Normal)
    • Decreased the advantage on Crush Counter from +19F to +18F
    • Recovery increased on whiff from 13F to 18F
  • Kikosho
    • Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile

Developer Notes: Rebalanced the recovery for Yokusenkyaku on whiff, and Chun-Li’s status after Koshuto hits.Also, can cancel into Rankyaku from normal moves, which expands her combo options from successful close-range attacks.

Cammy

  • Hurtbox
    • Expanded her upwards hurtbox while crouching
  • Stun
    • Increased from 900 to 950
  • Gyro Clipper (Forward Throw)
    • Damage increased from 120 to 130
    • Stun decreased from 150 to 120
  • Delta Through (Backwards Throw)
    • Damage increased from 140 to 150
  • Crouching LK
    • Increased the pushback on hit
  • Lift Upper
    • Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
  • L Cannon Spike
    • Invincible to airborne attacks from 1F to 6F
  • V Cannon Spike
    • Can cancel into V Canon Strike on hit
  • Delta Step / Delta Ambush
    • Number of V-Trigger blocks reduced from 3 to 2
    • The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush
  • Delta Twist
    • Expanded the downwards hurtbox
  • Reverse Edge
    • Damage increased from 70 to 80
    • The second attack will be considered a mid attack
    • The recovery on block will be the same as on hit
    • Recovery on block decreased from -11F to -5F
    • Active frames 1F and 2F will be able to hit grounded opponents

Developer Notes: Increased options by making it possible to perform Cannon Strike from Cannon Spike during Delta Drive. Additionally, Delta Ambush and Delta Step have been changed to a 2-bar V-Gauge, so the move properties and V-timer consumption have been updated accordingly.

M. Bison

  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Expanded the upwards hurtbox
  • Psycho Impact (Forward Throw)
    • Damage increased from 130 to 140
  • Psycho Burst (V-Reversal)
    • Changed the startup from 16F to 17F
  • EX Double Knee Press
    • When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
  • Psycho Judgment
    • Eased the combo count
  • Psycho Crusher
    • Damaged increased when the lower body portion hits from 70 to 100

Developer Notes: Rebalanced various post-start up properties of Psycho Nightmare to increase its strength in combos, and to increase the rewards on hit.

Nash

  • Dragon Suplex (Forward Throw)
    • Damage increased from 130 to 140
    • Stun increased from 120 to 150
  • Target Down (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing MK
    • Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
  • Raptor Combination / Bullet Combination
    • Increased the forward movement distance of the second hit
  • Bullet Clear (V-Skill)
    • Increased the advantage on hit from +2F to +5F
    • Increased the V-Gauge meter gain from 80 to 100
  • Moonsault Slash
    • Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
  • Sonic Move – Hide
    • Reduced the recovery by 2F
    • Throw and projectile invincible from frames 1F-3F
  • Justice Corridor
    • Will not be able to perform Stealth Dash on whiff
    • Changed the behavior when Nash overtakes the opponent character

Developer Notes: Made it easier to perform combos in a variety of situations by making adjustments such as increasing the forward movement distance for Raptor Combination and Bullet Combination, and reducing the recovery for Bullet Clear and Sonic Move – Hide.

Vega

  • Rainbow Suplex (Forward Throw)
    • Damage increased from 120 to 140
  • Crescent Line (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP and Crouching LP (No Claw / Claw)
    • Reduced the upwards hitbox
  • Matador Turn (V-Skill – Attack)
    • Can cancel into CA on block
    • Increased the distance at which it triggers the opponent’s blocking motion
    • Increased the pushback on block
  • Bloody Kill – Torero and Bloody Kiss – Azul
    • Damage increased from 100 to 140
  • L Crimson Terror
    • Expanded the forward hitbox for the first hit
  • EX Flying Barcelona Attack
    • Adjusted the input window
  • Flash Arch – Rossa
    • Addressed the phenomenon where the attack would not connect after a successful parry
    • Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded

Developer Notes: Adjusted Matador Turn, Bloody Kiss – Torero / Azul, and Flash Arch – Rossa in order to make his V-System easier to use.

Dhalsim

  • Yoga Rocket (Forward Throw)
    • Damage increased from 110 to 120
  • Standing MP and MK
    • Eased the combo count
  • Drill Kick
    • Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  • Yoga Mala (V-Reversal)
    • Startup increased from 16F to 17F
  • Yoga Gale
    • Applied the combo count limit
  • Yoga Burner
    • Increased the float on hit
    • Increased the horizontal blowback distance on hit

Developer Notes: Made it possible to use Neutral MP and Neutral MK in air combos, and allow juggling when Yoga Fire hits an opponent in the air, to open up new situations that were never possible before in long-range battles.

Zangief

  • Standing Heavy Punch (Uncharged Version)
    • Changed the timing for cancel into V-Trigger II
  • Flying Head Butt
    • Reduced the stun from 400 to 200
    • Changed the hit effect from blowback to mid-air unrecoverable damage
    • Can now be canceled
  • Muscle Explosion (V-Reversal)
    • Increased the pushback on hit
    • Increased the pushback on block
  • Tundra Storm
    • The opponent’s stun gauge will not recover during the animation lock
  • EX Borscht Dynamite (Normal / V-Trigger)
    • Added a cancel-specific action

Developer Notes: Changed hit effect of Flying Head Butt and made it cancelable. These changes allow Zangief to juggle opponents with EX Borscht Dynamite after hitting a mid-air opponent with Flying Head Butt.

Karin

  • Hajotsui (Forward Throw)
    • Damage increased from 120 to 130
  • Arakuma Inashi (Backwards Throw)
    • Damage increased from 140 to 150
    • Reduced the recovery after the throw by 2F
  • Jumping HP
    • Reduced the hurtbox
  • Ressencho (V-Reversal)
    • Increased the horizontal blowback distance on hit
  • Guren Kusabi
    • Changed the attack active frames from 8F to 11F
    • Reduced the recovery from 21F to 18F
  • Meioken (Charge Ver. Included)
    • Uncharged version: Damage decreased from 60 to 50
    • Charged version: Damage decreased from 80 to 70
    • Charged version: V-Gauge meter gain decreased from 100 to 80
    • Eased the combo count
  • EX Tenko
    • Damage decreased from 120 to 100
  • EX Orochi
    • Damage increased from 120 to 140
  • Yasha Gaeshi Tenchi
    • Can be performed from cancelable moves
    • Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit
    • Reduced the damage for the grounded version from 120 to 100

Developer Notes: Readjusted the damage and air combo count of moves that serve as combo parts to make her a more offensive character.

R. Mika

  • Crouching MP
    • Increased the horizontal blowback distance for mid-air hit
  • H Shooting Peach
    • Changed the performance when performed as a cancel from Lady Mika
  • Rainbow Typhoon / EX Rainbow Typhoon
    • L: Damage increased from 170 to 180
    • M: Damage increased from 180 to 190
    • H: Damage increased from 190 to 200
    • EX: Damage increased from 230 to 240

Developer Notes: Adjusted all versions of Rainbow Typhoon and H Shooting Peach for increased damage on hit at close range.

Birdie

  • Bad Skull (Forward Throw)
    • Stun decreased from 200 to 150
  • Crouching MP
    • Active frames reduced from 6F to 5F
    • Recovery increased from 15F to 16F
  • Crouching HK
    • Increased the disadvantage on block from -11F to -14F
    • Expanded the hurtbox after the active frames end
    • Delayed the timing at which the post-active frames hurtbox disappears
    • Increased the pushback on block
  • Pepper Pot (V-Reversal)
    • Startup increased from 16F to 17F

Developer Notes: Taking Birdie’s overall strength into account, slightly toned down moves that are thought to be extremely good.

Necalli

  • Standing LP and Crouching LP (Normal / V-Trigger)
    • Reduced the upwards hitbox
  • Soul Stealer (Forward Throw) (Normal / V-Trigger)
    • Regular version: Damage increased from 110 to 120
    • V-Trigger version: Damage increased from 120 to 130
  • Soul Discriminator (Backwards Throw) (Normal / V-Trigger)
    • Regular version: Damage increased from 100 to 110
    • V-Trigger version: Damage increased from 110 to 120
  • Valiant Rebellion (Normal)
    • The blowback on counter hit was changed to be the same as the regular version
  • Valiant Rebellion (V-Trigger)
    • Blowback on hit changed to be the same as the regular version
    • The blow on counter hit was changed to be the same as the regular version
  • EX Valiant Rebellion (Normal)
    • Pushback on hit for the second hit slightly decreased
    • First hit can be canceled into V-Trigger
  • EX Valiant Rebellion (V-Trigger)
    • Pushback on hit for the second hit slightly decreased
  • EX The Disc’s Guidance (Normal)
    • Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)
    • Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)
    • The second hit can be canceled into V-Trigger
    • Increased the pushback on hit for the second hit
  • Clouded Mirror
    • Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar
    • Pushback on block slightly decreased for the max charge version
    • Increased the active frames after landing for the max charge version from 4F to 7F
  • Soul Offering
    • Added collision boxes for after the move ends

Developer Notes: Can now cancel EX Valiant Rebellion (Normal Version) and EX The Disc’s Guidance (Normal Version) with his V-Triggers, creating more options for movement.

Rashid

  • Stun
    • Decreased from 1000 to 950
  • Riding Glider (Forward Throw)
    • Added 2F of recovery after the throw
  • Rising Sun (Backwards Throw)
    • Stun decreased from 200 to 150
  • Standing LK
    • Advantage on hit decreased from +4F to +2F
    • Advantage on block decreased from +2F to +1F
    • Is now a cancelable move
  • Standing HP
    • Advantage on block decreased from +0F to -3F
      • Note: Block recovery reduced by 3F
  • Standing MK
    • Recovery increased from 15F to 17F
    • Advantage on hit reduced from +2F to +1F
    • Disadvantage on block increased from -2F to -4F
    • Expanded the forward hitbox
  • Crouching MK
    • Cancel timing from Easifa delayed by 3F
  • Crouching HP
    • Reduced the recovery for the first hit on block by 3F
  • Flap Spin
    • Reduced the recovery for the first hit on block by 3F
    • Sped-up the startup of the second hit by 1F
  • Wall Jump (Jump-Off)
    • Increased the interval between clinging to the wall and jump by 2F
  • L Spinning Mixer
    • Pushback on block slightly decreased for the rapid button press version
    • Landing recovery on whiff increased from 11F to 16F on whiff
      • Note: No changed to recovery on hit or block
    • Block stop for the third hit increased by 4F
  • L Eagle Spike
    • Sped up the startup when performed in close range
  • EX Eagle Spike
    • Changed so that Rashid will bounce off the opponent when blocked
  • EX V Eagle Spike
    • Damage decreased from 140 to 100
    • Stun decreased from 200 to 150
  • V Airborne Eagle Spike
    • Damage decreased from 120 to 100
    • Stun decreased from 200 to 150
  • EX V Airborne Eagle Spike
    • Damage decreased from 150 to 120
    • Stun decreased from 200 to 150
    • Advantage on block decreased from +1F to -2F
    • Increased the pushback on block
  • V Whirlwind Shot
    • Damage reduced from 80 to 60
    • Stun for the M and H versions reduced from 150 to 140
  • EX V Whirlwind Shot
    • Damage reduced from 120 to 100
    • Stun reduced from 200 to 160
  • Altair
    • Invincibility frames changed to 1-17F

Developer Notes: Overall toned down his move set in light of his rushdown ability at close range, and rewards on hit.

Laura

  • Seoi Throw (Forward Throw)
    • Added 2F of recovery after the throw
    • Slightly increased the separation distance upon landing the throw in the corner
  • Standing MP
    • Reduced the backwards hitbox
  • Standing MK
    • Increased the advantage on hit from +3F to +4F
  • Crouching HK
    • Recovery increased on whiff and on block by 2F
  • Linear Movement – Avante / Linear Movement – Esquiva / Linear Movement – Finta (Spark Show Version)
    • Is now subject to counter-hit
    • Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap
  • Linear Movement – Esquiva (Attack, Spark Show Version)
    • Startup increased from 34F to 32F
  • Double Slap
    • Startup increased from 16F to 17F
  • EX Sunset Wheel
    • Expanded the forward hitbox for the second active throw frame
  • Matsuda Sway
    • Changed so that the dodging motion will not consume V-Timer gauge
  • Shock Choke
    • V-Timer consumption amount increased from 500F to 1,000F
    • Fixed the phenomenon where Laura would have a hurtbox during the move’s animation

Developer Notes: Adjusted properties of moves that are frequently used at close / mid-range.

Additionally, changed Matsuda Sway so that it does not consume the V-Timer when dodging.

F.A.N.G

  • Standing LP
    • Reduced the upwards hitbox
  • Shimonshu (Forward Throw)
    • Added 2F of recovery after the throw
  • Shishiruirui
    • Eased the combo count
  • Nikaiho
    • Increased the overall movement frames from 30F to 31F
    • Added a hurtbox from 26F to 31F

Developer Notes: Made adjustments to help reduce cases where only the first strike of Shishiruirui would hit during specific combo routes when Koryo Dokuda was activated.

Alex

  • Leg Tomahawk (Backwards Throw)
    • Damage increased from 140 to 160
  • Standing LP
    • Reduced the upwards hitbox
    • Increased the active frames from 2F to 3F
    • Reduced the recovery from 8F to 7F
  • Standing HK
    • Will force the opponent to stand on hit
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Increased the float on hit
  • Lariat
    • Can be canceled
  • Chop
    • Increased the disadvantage on block from -6F to -8F
  • Flying Cross Chop
    • Eased the height restriction at which the move can be performed
    • Eased the combo count
    • Increased the float for mid-air hit
  • Big Boot
    • Startup increased from 16F to 17F
  • M Flash Chop
    • Reduced the startup from 19F to 18F
  • H Flash Chop
    • Damage increased from 90 to 100
  • H Air Knee Smash
    • Eased the combo count
    • Delayed the timing at which he can move again after hit by 4F
    • Increased the separation distance after hit
  • EX Power Bomb
    • Throw hitbox startup reduced from 6F to 5F
  • Rage Boost
    • Reduced the collision box on startup
  • Choke Sleeper
    • Throw hitbox startup reduced from 6F to 5F
  • Flying DDT
    • Damage decreased from 190 to 180
    • Sped up the startup by 3F when performed as a cancel

Developer Notes: Adjusted moves that has similar properties across varying input strengths and rebalanced combo routes in various situations to allow for new types of movement.

Guile

  • Dragon Suplex (Forward Throw)
    • Damage increased from 120 to 130
    • Stun increased from 120 to 150
  • Reverse Back Knuckle (V-Reversal)
    • Startup increased from 16F to 17F
    • Recovery increased on hit by 2F
  • Sonic Boom (Normal / V-Trigger)
    • Pushback on block slightly decreased
  • Knife Edge
    • Cannot be activated by V-Trigger cancel from a regular Sonic Boom.
      • No changes to the EX version
  • Somersault Kick
    • Increased the horizontal blowback distance on hit
    • Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version
  • EX Somersault Kick
    • Increased the horizontal blowback distance on hit
  • V EX Somersault Kick
    • Decreased the invincibility period from 31F to 11F
  • Sonic Hurricane
    • Changed so that until the attack startup, Guile’s body is not pushed into movement
    • Expanded the collision boxes in the forward direction until directly before attack startup
  • Sonic Tempest
    • Changed so that Guile isn’t pushed to a different position until the attack startup

Developer Notes: Reduced Sonic Boom’s pushback on block to make it harder to push opponent away. Increased knockback distance after hit on Somersault Kick to make it easier to create distance from opponent. Additionally, it is no longer possible to cancel into Knife Edge from Sonic Boom (normal version) in order to better differentiate it from Solid Puncher.

Ibuki

  • Yami Kazura (Forward Throw)
    • Damage increased from 120 to 130
  • Kubiori (Backwards Throw)
    • Damage increased from 140 to 150
  • Jumping HK
    • Expanded the downwards hitbox
    • Expanded the downwards hurtbox
  • Kazekiri
    • Changed the damage for the last hit only to 70
  • Hanagasumi (V-Reversal)
    • Startup increased from 15F to 17F
    • Decreased the active frames from 13F to 4F
    • Reduced the hitbox
    • Increased the log’s movement speed
    • Changed to be uniformly -2F on block
    • Pushback on block slightly decreased
  • Fuma Shuriken (Haku)
    • Damage reduced from 100 to 80
  • Fuma Shuriken (Kokofu)
    • Damage increased from 80 to 100

Developer Notes: Made minor tweaks such as buffing her jump attacks by adjusting the hit / hurt boxes on her Jumping HK, and changed the damage inflicted by Kazekiri when it is used as an anti-air attack. Also adjusted the damage for Fuma Shuriken Haku / Kokufu after taking into account the situations that these attacks would hit in.

Balrog

  • Dirty Bomber (Forward Throw)
    • Damage increased from 130 to 140
  • Buffalo Head
    • Startup increased from 16F to 17F
  • H Screw Smash
    • Reduced the startup from 24F to 23F
    • Slightly increased the forward movement distance
  • B3 (Upon V-Trigger 2 Activation)
    • Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure
    • The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush
  • B3 (No Mercy)
    • Will combo when performed from a cancelable normal move on hit
    • Reduced the recovery after the thrown by 8F
    • Changed the status after hit in the corner to be about the same as in the middle of the screen
    • Expanded the forward hitbox only when performed from a cancel

Developer Notes: Rebalanced B3’s move properties and buffed it. Also, by changing the startup frames for H Screw Smash, it is now possible to use it in a combo when successfully Crush Countering with Neutral HK.

Juri

  • Chisenkyaku (Forward Throw)
    • Damage increased from 110 to 120
    • Added 2F of recovery after the throw
  • Standing LP
    • Reduced the upwards hitbox
  • Standing HK
    • Reduced the downwards hurtbox
  • Jumping HK
    • Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50
  • Kaisenrenkyaku (V-Reversal)
    • Startup increased from 15F to 17F
    • Increased the pushback distance on block
  • Fuharenkyaku (Normal / V-Trigger)
    • Normal, V-Trigger: Damage decreased from 100 to 90

Developer Notes: Reduced the hurtbox around Juri’s feet for Neutral HK to make it more effective as a mid-range poke.

Urien

  • Spartan Bomb (Forward Throw)
    • Stun increased from 120 to 150
  • Spartan Bomb (Backwards Throw)
    • Stun decreased from 200 to 150
  • Standing LP
    • Recovery increased from 9F to 10F
      • Note: No changes to recovery on hit or block
  • Standing LK
    • Advantage on hit increased from +3F to +4F
    • Advantage on block increased from +2F to +3F
    • Increased the pushback distance on hit and block
  • Standing HP
    • Reduced the opponent pushback distance on Crush Counter
  • Crouching LP
    • Recovery increased from 8F to 9F
      • No changes to recovery on hit or block
    • Reduced the upwards hitbox
  • Crouching MK
    • Delayed the cancel timing for each version of Tyrant Blaze by 2F
  • Quarrel Kick
    • Increased the advantage on hit from +1F to +3F
  • Terrible Smash
    • Increased the disadvantage on block from -6F to -8F
    • Pushback on block slightly decreased
  • Break Rush
    • Increased the disadvantage on block from -6F to -8F
    • Pushback on block slightly increased
  • Tyrant Pressure
    • Changed the length of the V-Timer from 3,000 to 3,200F
  • Tyrant Blaze
    • Increased the horizontal blowback distance for the 2nd< / sup> attack on hit
    • Increased the V-Timer consumption from 800F to 1,200F
    • Slightly increased the forward hitbox
  • Tyrant Blaze (V-Skill / Uncharged Version)
    • Increased the V-Timer consumption from 800 to 1,200F
    • Decreased the recovery for the first hit only by 4F
    • Changed to have armor properties until 8F after the first hi
    • Expanded the forward hitbox
  • Tyrant Blaze (V-Skill / Charged Version)
    • Increased the V-Timer consumption from 800F to 1,200F
    • Changed to have armor properties until 3F after the first hit
    • Expanded the forward hitbox
  • Anger Snap Fist
    • Startup increased from 16F to 17F

Developer Notes: Adjusted numerous light attacks to rebalance Urien’s combo routes and sequences. Additionally, made major adjustments to Tyrant Blaze by making adjustments such as improving its performance after activating Urien’s V-Skill.

Akuma

  • Hyakkigosai (Shiretsu Hasshi Ver)
    • Behavior on whiff unified with the EX version
  • Standing LP
    • Reduced the upwards hitbox
  • Standing MK
    • Recovery increased from 16F to 18F
      • Note: No changes to advantage / disadvantage
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching HP
    • Recovery increased from 16F to 20F
      • No changes to advantage / disadvantage
  • Gosenkyuku (V-Reversal)
    • Startup increased from 16F to 17F
    • Increased the horizontal blowback distance on hit
  • EX Goshoryuken
    • Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit
    • Changed so that the opponent cannot perform a recovery for the 3rd< / sup> overall hit
  • Shiretsu Hasshi
    • Can no longer cancel Gohadoken / EX Gohadoken / Sekia Goshoha / EX Sekia Goshoha on whiff
  • Dohatsu Shoten / Shiretsu Hasshi
    • Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move
  • Sekia Kuretsuha
    • Changed so that his collision boxes will not move forward during recovery
    • Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100

Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.

Kolin

  • Pressure Ridge (Forward Throw)
    • Damage increased from 120 to 130
  • Standing HP (Normal / V-Trigger)
    • Increased the disadvantage on block from -2F to -4F
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching LK
    • Delayed the timing for canceling into Absolute Zero by 3F
  • Crouching MK
    • Expanded the upwards hurtbox
    • Delayed the timing for canceling into Absolute Zero by 3F
    • Reduced the backwards hitbox
    • Reduced the active frames from 3F to 2F
  • Crouching HK
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge for the first hit for both hit and block
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge for the second hit for both hit and block
  • Cold Low
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge for the first hit for both hit and block
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge for the second hit for both hit and block
  • Brinicle
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge for both hit for both hit and block
    • Recovery increased for the normal and V-Trigger versions on hit by 5F
  • Frost Spike
    • Can cancel into Absolute Zero on block
  • Snow Grain
    • Unified the cancel timing for Diamond Dust / Absolute Zero / Frost Edge on block
  • Frost Edge
    • Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash
    • Changed so that it will not hit opponents who are behind Kolin
      • Only applies to grounded opponents, has no effect on her juggle combos
  • Diamond Dust
    • Damage increased from 90 to 120
  • Forward Dash (V-Trigger)
    • Increased the V-Timer consumption from 500F to 700F
  • Inside Slash (V-Trigger)
    • Decreased the advantage on hit from +3 to +2F
    • Increased the disadvantage on block from -7F to -8F
  • Frost Tower
    • Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100

Developer Notes: Adjusted move properties and V-Timer consumption upon activating Absolute Zero. Additionally, unified the cancel point for canceling into V-Trigger for I and II, which had differed among moves such as Crouching HK and each of her target combos.

Menat

  • Overflowing Nile (Forward Throw) (Bare Handed / Crystal Ball)
    • Added 1F of recovery after the throw
  • Standing LP (Crystal Ball)
    • Expanded the downwards hitbox of the crystal ball
  • Standing HK (Bare Handed / Crystal Ball)
    • Reduced the backwards hitbox
    • Base of the hitbox only – will not hit opponents who are behind Menat
  • Khamun Kick (Bare Handed / Crystal Ball)
    • Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  • Soul Reflect: Kamal (Bare Handed)
    • V-Gauge meter gain increased from 50 / 25 to 80 / 40
    • Can cancel into Wisdom of Thoth / Prophecy of Thoth
  • Soul Reflect: Kamal (Crystal Ball)
    • V-Gauge meter gain increased from 80 / 40 to 100 / 50
    • Can cancel into Wisdom of Thoth / Prophecy of Thoth
  • Soul Reflect: Stella (Bare Handed)
    • V-Gauge meter gain increased from 50 / 25 to 80 / 40
    • Reduced the hurtbox
    • Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage
    • Can cancel into Wisdom of Thoth / Prophecy of Thoth
  • Soul Reflect: Stella (Crystal Ball)
    • V-Gauge meter gain increased from 50 / 25 to 100 / 50
    • Reduced the hurtbox
    • Can cancel into Wisdom of Thoth / Prophecy of Thoth
  • Guardian of the Sun / EX Guardian of the Sun
    • Changed the command from F, D, DF +P / PP to F, D, DF, +K / KK
  • EX Guardian of the Sun
    • Changed the invincibility timing from 6F to 5F
  • Soul Spark
    • Changed the command from F, D, DF + P to D, DF, F + K
    • Reduced the damage from 100 to 80
    • Reduced the stun from 200 to 150
    • Increased the chip damage from 7 to 13

Developer Notes: Rebalanced properties and buffed Soul Reflect: Kamal and Soul Reflect: Stella. Also, changed the commands of certain moves to avoid unintended inputs.

Ed

  • Standing LP
    • Reduced the upwards hitbox
  • Crouching LP
    • Reduced the upwards hitbox
  • Crouching MP
    • Reduced the advantage on block from +3F to +2F
  • Crouching HP
    • Reduced the damage from 90 to 80
      • Note: Damage on the extended part reduced from 80 to 70
    • When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent
  • Kill Step
    • Increased the overall movement frames from 29F to 31F
    • Added a hurtbox from 26F to 31F
  • Psycho Splash / EX Psycho Splash
    • Increased the move delay from Psycho Rising by 5F
  • Psycho Snatcher – Ground
    • Reduced the V-Gauge meter gain for the non-charged version from 100 to 80
      • The V-Gauge meter gain distribution has been changed in accordance with the damage
    • Reduced the V-Gauge meter gain for the charged version from 120 to 100
    • Changed the hit motion for the non-charged version
    • Added 2F of recovery for the non-charged version on hit
    • Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
    • Reduced the recovery on whiff for the charged version from 57F to 40F
  • Psycho Snatcher – Air
    • Reduced the recovery on whiff for the charged version from 50F to 40F
    • Expanded the downwards hitbox for the non-charged version
    • Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
    • V-Gauge meter gain distribution has been changed in accordance with the damage
  • Psycho Cannon
    • Damage increased from 100 to 120
    • Reduced the startup from 16F to 13F when the move is performed with the forward input
    • Deleted the hurtbox during the screen freeze
  • Enhanced Snatcher
    • Reduced the recovery by 3F when performed from a cancel
    • Deleted the hurtbox during the screen freeze
  • Ultra Snatcher – Ground
    • On block, will deal real chip damage instead of recoverable gray damage
    • Added a projectile-nullifying hitbox aside from the attack hitbox
    • Expanded the horizontal hitbox for the first active frame
    • Reduced the horizontal hurtbox
    • Reduced the amount of V-Timer consumption from 1,500F to 1,300
  • Ultra Snatcher – Air
    • Expanded the hitbox for the attack active frames from 1F to 3F
    • Changed the position of the hitbox for the attack active frames from 4F to 7F
    • Reduced the amount of V-Timer consumption from 1,500F to 1,300F
  • Psycho Barrage
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100

Developer Notes: Rebalanced properties of Ed’s V-Skills and V-Triggers, and made adjustments to situation on hit and damage.

Abigail

  • Vitality
    • Reduced vitality from 1100 to 1075
  • Stun
    • Stun increased from 1050 to 1075
  • Hurtbox Shape
    • Changed the height of his hurtbox and collision box for spinning knockdown damage
  • Red Leaf (Forward Throw)
    • Increased the spacing distance on hit in the corner
  • Standing LK
    • Startup increased from 5F to 6F
    • Increased the pushback on block
  • Standing HP (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Crouching LP
    • Startup increased from 5F to 6F
    • Reduced the downward hitbox for the second and third active frames
    • Recovery increased from 10F to 12F
    • Removed the counter hit judgment after the attack startup
  • Crouching LK
    • Increased the pushback on hit
    • Can only be canceled into V-Trigger
  • Crouching HP
    • Stun decreased for the charge version from 200 to 150
  • Vroom Vroom
    • Increased the pushback on hit
  • Abi Hammer
    • Changed so that only the third active frame will hit a downed opponent
  • Abi Blaster (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Abi Twist (V-Trigger)
    • Stun decreased for the charge version from 200 to 150
  • Ontario Drop (V-Reversal)
    • Startup increased from 16F to 17F
    • Reduced the opponent’s blowback
  • EX Giant Flip
    • Damage decreased from 120 to 80
    • Stun decreased from 200 to 150
  • M / H Abigail Smash
    • Made the situation after hit the same as L Abigail Smash
    • Expanded the hurtbox during recovery
  • EX Abigail Smash
    • Damage decreased from 100 to 80
    • Expanded the hurtbox during recovery
  • Bay Area Sunrise
    • Added 4F of recovery after the throw
  • EX Bay Area Sunrise
    • Increased the separation distance after hit
    • Added 3F of recovery after the throw
  • Hybrid Charge
    • Fixed the phenomenon where the advantage / disadvantage when performed as a cancel from certain regular moves was different than that of Max Power
  • Metro Crash
    • On block, opponent takes actual damage instead of recoverable damage
    • Reduced the upwards hitbox
    • Enforced combo count restrictions on the non-charged version
    • Damage increased for the non-charged version from 120 to 150
    • Stun increased for the non-charged version from 150 to 200
    • Damage increased for the charged version from 170 to 200
    • Damage increased for the max-charge version from 220 to 250
  • Abigail Punch
    • Enforced combo count restrictions
    • Increased the knockdown time for the first hit
    • Stun decreased for the non-rapid button press version from 180 to 120
    • Stun decreased for the rapid button press version from 200 to 150
    • Added 8F of recovery to the rapid button press version (L / H)
    • Added 7F of recovery to the rapid button press version (M)
  • EX Abigail Punch
    • Increased the knockdown time for the first hit
    • Changed the blowback on first hit counter hit to be the same as the regular hit version
    • Damage increased for the non-rapid button press version from 130 to 140
    • Damage decreased for the rapid button press version from 170 to 160
    • Stun decreased for the non-rapid button press version from 200 to 150
    • Stun decreased for the rapid button press version from 230 to 200
    • Recovery increased for the rapid button press version by 8F

Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.

Zeku (Old)

  • Tsurigane Otoshi (Forward Throw)
    • Damage increased from 120 to 130
  • Mikoshi (Backwards Throw)
    • Damage increased from 140 to 150
  • Standing LP
    • Reduced the upwards hitbox
  • Standing MP
    • Reduced the upwards hitbox
  • Crouching LP
    • Reduced the upwards hitbox
  • Jumping HP
    • Expanded the hitbox at the base
  • Fukuro
    • Changed so that it will not build EX gauge on hit or block
  • Toushi
    • Reduced the startup from 17F to 12F
    • Changed the opponent reaction from blowback to stagger on hit
    • Increased the pushback on block
  • Bushin Gram – Koku / EX Bushin Gram – Koku
    • Damage decreased at the base and the part that nullifies projectiles by 10
  • L Bushin Gram – Ban
    • Damage decreased from 120 to 100
  • EX Bushin Gram – Ban
    • Changed the blowback for the first hit
  • L Bushin Gram – Teki
    • Changed the horizontal blowback on hit
  • M Bushin Gram – Teki
    • Damage decreased on hit at the base from 90 to 80
    • Damage decreased on hit for the projectile-nullifying part only from 80 to 70
  • EX Bushin Gram – Teki
    • Damage decreased on hit at the base from 120 to 110
    • Damage decreased on hit for the projectile-nullifying part only from 100 to 90
    • Expanded the hitbox for the part that physically hits, from the second hit onward
  • EX Bushin Jakura
    • Changed the movement distance upon directional key input
    • Changed the trajectory on startup
  • Shukumyo
    • Can be canceled into from Bushin Gram – Koku / Ban / Teki on hit only
  • Idaten
    • The first normal move performed from Idaten can be cancelled
    • Changed the invincibility timing from 6F to 3F
    • Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand
  • Karura Tenzan
    • Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku / Teki
    • Changed the movement distance for the initial startup
    • Changed from one-time usage to timer-type, added the special move Karura Tenzan
    • Damage decreased from 180 to 140
    • Stun decreased from 200 to 150
    • On hit, reduced the opponent’s blowback time by 3F
    • On hit, changed to be projectile invincible until the active frames end
  • Batsuzan Gaisei
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100

Zeku (Young)

  • Tesso (Forward Throw)
    • Damage increased from 120 to 140
  • Raiju (Backwards Throw)
    • Damage increased from 120 to 160
    • Stun increased from 150 to 200
    • Increased the EX meter gain from 80 to 100
  • Standing LP
    • Reduced the upwards hitbox
  • Jumping HP
    • Changed the hitboxes and hurtboxes in to match a change in the motion
  • Jumping HK
    • Expanded the forward hitbox
    • Deleted the forward hurtbox
    • Reduced and expanded the hurtbox
  • Tenpo Kari
    • Changed so that it does not build EX gauge on hit or block
    • Damage increased from 80 to 90
    • Expanded the upwards hitbox for the startup of the second hit
    • Expanded the upwards hitbox for the second hit
    • Active frames from the second hit increased from 2F to 4F
  • Toushi (V-Reversal)
    • Attack startup reduced from 17F to 12F
    • Changed the opponent reaction from blowback to stagger on hit
    • Increased the pushback on block
  • Bushin Sho
    • Eased the combo count
  • H Bushin Sho
    • Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated
  • EX Bushin Sho
    • Recovery increased from 20F to 21F
      • Note: No changes in advantage / disadvantage
  • H Hozanto
    • Attack startup reduced from 27F to 26F
  • Ashikari
    • Damage increased from 80 to 100
    • Eased the combo count
  • EX Ashikari
    • Stun increased from 150 to 200
    • Eased the combo count
  • Gekkou
    • Eased the combo count
  • EX Gekkou
    • Stun increased from 150 to 200
    • Eased the combo count
  • Shukumyo
    • Can be canceled into from Bushin Sho / Hozanto / Ashikari / Gekkou / Bushin Sangoku Otoshi on hit only
  • Idaten
    • The first normal move performed from Idaten can be cancelled
    • Invincibility timing changed from 6F to 3F
  • Karura Tenzan
    • Changed the movement distance for the initial startup
    • Changed from one-time usage to timer-type, added the special move Karura Tenzan
    • Damage decreased from 180 to 140
    • Stun decreased from 200 to 150
    • On hit, reduced the opponent’s blowback time by 3F
    • On hit, changed to be projectile invincible until the active frames end
  • Batsuzan Gaisei
    • Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100

Developer Notes: Can cancel into Shukumyo during the recovery on hit for certain special moves to help bring out Zeku’s unique playstyle.

Sakura

  • Hanakaze (Forward Throw)
    • Added 1F of recovery after the throw
    • Increased the separation distance upon landing the throw in the corner
  • Sakura Shoulder Throw (Backwards Throw)
    • Damage increased from 140 to 150
  • Sailor Hop (Air Throw)
    • Damage increased from 140 to 160
    • Landing recovery on whiff increased from 4F to 6F
  • Haru Kaze
    • Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
  • Standing LP
    • Reduced the upwards hitbox
  • Standing LK
    • Active frames reduced from 4F to 3F
    • Adjusted the motion
      • Due to the change above, hitboxes were adjusted accordingly
  • Crouching MP
    • Advantage on hit increased from +2F to +5F
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
  • Furiko Upper
    • Expanded the forward hitbox for the first active frame
    • Moved the hitbox forward for active frame 3F
    • Active frame 3F will no longer trigger a Crush Counter
    • Reduced the backwards hurtbox
  • Sakura Otoshi
    • Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
    • Changed the V-Gauge meter build distribution, from 75 (25×3) to 120 (30+40+50)
  • Oukakyaku
    • Damage increased from 60 to 80
  • Floral Spin (V-Reversal)
    • Startup increased from 15F to 17F
    • Pushback on block slightly decreased
  • Hogasho
    • Reduced the hitbox
    • Added 5F of recovery on whiff
  • H Shunpukyaku
    • Damage increased from 80 to 100
    • Reduced the startup from 25F to 24F
    • Expanded the hurtbox for the second hit
  • Hadoken
    • Damage increased from 50 to 60
  • EX Hadoken
    • Damage increased from 80 to 100
    • Startup decreased from 17F to 14F
      • Note: No changes to advantage / disadvantage
    • Changed the overall movement frames from 48F to 45F
      • Note: No changes to advantage / disadvantage
    • Expanded the forward hitbox
    • Can now be canceled into V-Trigger
  • V Hadoken
    • Changed the overall movement frames from 45F to 42F
      • Note: No changes to advantage / disadvantage
    • Expanded the forward hitbox
    • Adjusted the combo count
  • V Hadoken (Charged)
    • Changed the overall movement frames from 75F to 60F
    • Increased the advantage on block from +3F to +10F
    • Expanded the forward hitbox
  • Tengyo Hadoken
    • Reduced the damage from 70 to 60
    • Changed the overall movement frames from 57F to 45F
    • Changed the opponent’s blowback on hit
    • Expanded the forward hitbox
    • Changed so that it will not hit a crouching opponent
    • Changed to cause a knockdown on hit
    • Active frames changed from 24F to 27F
  • EX Tengyo Hadoken
    • Reduced the attack active frames from 17F to 15F
      • Note: No changes to advantage / disadvantage
    • Changed the overall movement frames, from 55F to 45F
      • Note: No changes to advantage / disadvantage
    • Increased the float on hit
    • Changed so that it will not hit a crouching opponent
    • Can now be canceled into V-Trigger
  • V Tengyo Hadoken
    • Changed the overall movement frames, from 51F to 45F
    • Expanded the forward hitbox
    • Changed the opponent’s float on hit
    • Changed so that it will not hit a crouching opponent
    • Adjusted the combo count
  • V Tengyo Hadoken (Charged)
    • Damage increased from 100 to 110
    • Changed the overall movement frames, from 67F to 55F
    • Adjusted the combo count
    • Changed the opponent’s float on hit
    • Changed so that it will not hit a crouching opponent
  • EX Shououken
    • Reduced the opponent’s blowback distance on hit
  • Sakura Rain
    • Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken / V Hadoken / charged V Hadoken / V Tengyo Hadoken / charged V Tengyo Hadoken).

Developer Notes: Overall improved the effectiveness of her moveset by making adjustments such as changing the parameters and frame advantage of Sakura’s normal and specials

Blanka

  • Quick Rolling (V-Reversal)
    • Increased the pushback on block
    • Increased the opponent’s blowback on hit
  • Jungle Dynamo / Lightning Beast
    • Reduced 2F of recovery to the V-Trigger cancel
  • Electric Thunder
    • Advantage on block increased from +2F to +3F
  • EX Electric Thunder
    • Damage increased from 100 to 120
    • Stun increased from 180 to 200
    • Can now be canceled into V-Trigger
  • V Electric Thunder
    • Stun increased from 180 to 230
  • Back Step Rolling
    • Changed to blowback damage on midair hit
    • Eased the combo count
    • Decreased the landing recovery from 14F to 11F
      • Note: No changes to advantage / disadvantage
  • EX Back Step Rolling
    • Decreased the landing recovery from 13F to 5F
      • Note: There are changes to advantage / disadvantage on hit and block
  • V Back Step Rolling
    • Decreased the landing recovery from 14F to 11F
      • Note: No changes to advantage / disadvantage
  • Ground Shave Rolling
    • Changed so that the first and second hits will be blocked successively
    • Reduced the disadvantage on block from -14F to -8F
  • Ground Shave Rolling (Max Charge)
    • Reduced the damage from 250 to 220
    • Changed so that the final hit causes a guard break

Read more at https://gematsu.com/2018/04/street-fighter-v-arcade-edition-season-3-balance-update-launches-april-3#mE6miMCRArCu05EE.99

Boxshot Street Fighter V

Street Fighter V

Releasedatum:
16-02-2016
Genre:
Vechten
Uitgever:
Capcom
Ontwikkelaar:

1 reactie

  1.    185 XP
    RvG_NL's avatar

    Da’s nog eens een balance update 🙂 🙂

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