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#77#77#77#77
FAQ

Разработчик и издатель:Capcom Entertainment
Официальные сайты:
[SF5][Shadaloo SF5]
[SF6][Buckler's Boot Camp]
Оф. форумы:
Даты релизов:
[USF IV : 7 августа 2014]
[Street Fighter X Tekken : 11 - 14 мая 2012 г.]
[Street Fighter V : 16 февраля 2016 г.]
[Street Fighter 6 : 02 июня 2023 г.]
===============
Ryu, Ken и другие знаменитости!

Страничка в Steam - Ultra Street Fighter IV
Страничка в Steam - Street Fighter X Tekken
Страничка в Steam - Street Fighter V
Страничка в Steam - Street Fighter 6

[Скриншоты USF4][Трейлеры USF4]

[Скриншоты SFXT][Трейлеры SFXT]

[Скриншоты SF5][Трейлеры SF5]

[Скриншоты SF6][Трейлеры SF6]

Отдельный топик по SF6

_________________
**********
Delenda est.


Последний раз редактировалось George80 11.06.2024 23:23, всего редактировалось 67 раз(а).


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Street Fighter 5 - Трейлер Кейджа..он же Evil Ryu..


 

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New individual trailers for E. Honda, Lucia, and Poison show different footage of the upcoming Street Fighter 5 characters
Прибавка к ростеру бойцов...E.Honda и Poison понравились..Lucia не знаю..ничем не приглянулась,но это думаю вкусовщина..
E.Honda,Lucia and Poison
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Capcom анонсировала издание Street Fighter V: Champion Edition

Gill announced for Street Fighter 5: Champion Edition


 

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Seth revealed for Street Fighter 5: Champion Edition

Gill, V-Skill 2 and Season 5 balance update releasing tonight, December 15, for Street Fighter 5: Champion Edition


 

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Street Fighter 5: Champion Edition Season 5 patch notes


 

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Street Fighter 5: Champion Edition version 5.012 patch notes include bug and balance updates


 

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Планы Capcom по выходу контента 5го сезона SFV
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Street Fighter 5: Champion Edition Season 5 patch notes (January)
General
• Health and stun parameters were adjusted for each character to be in line with their overall functionality. Health adjustments have been made as high as 25, while stun numbers have been adjusted as high as 50.

• Previously, if you blocked a projectile and transitioned straight to a CA against some characters, a V-Reversal is no longer possible and CA chip damage occurs. It was very powerful to take advantage of this situation when a character’s health was low enough to be chip KO’ed, so it has been fixed so that this cannot be taken advantage of anymore.

• During the down to wake-up animation, the size of the collision box for all characters was set the same. However, some characters had different collision boxes during specific down states or wake-up animations. This affected certain wake up attacks and setups, so the collision box in the down state has been standardized across all characters.

• Several light fixes have also been made.

Behavior After Stun While in Freeze State
• Changed so that an opponent who is stunned while in the freeze state will not return to normal, and will continue to be in the freeze state.

Behavior of Inputting a Throw During the 5F Recovery Window of a Rapid Cancelable L Attack
• If a throw is input at priority timing during the 5F recovery window of a rapid-cancelable light attack, the regular throw, and not the rapid-cancelable move, will be performed.

Behavior After Absorbing a Guard-Break Attack with a Move with Armor
• Fixed a phenomenon where, if using a move with armor, and upon taking damage from an attack following a guard-break attack from the opponent, guard-break scaling would be applied to the second attack.

Behavior After a Certain Part of an Attack That Draws the Opponent in Hits
• Fixed a phenomenon where, when using an attack that draws the opponent in closer (such as Zangief&#39;s VTI Cyclone Lariat), and a certain part of the attack hits, after the hit the character would be moved to an unnatural position.


Abigail
• Abigail&#39;s adjustments are based on getting more benefits through the action of utilizing the EX meter.

• "EX Abigail Punch" made the opponent float higher, allowing the state after the float to be more beneficial and allow Level 2 version of "Metro Crash" to hit multiple times.

• Stomping motion of “EX Nitro Charge” hits multiple times to both ground and airborne opponents, making his ability to push the opponent to the edge stronger than the previous state. Although the situation to apply it inside the combo is limited, Abigail can drain an opponent&#39;s health when used properly.

Knockdown
• Unified his collision box height when knocked down to be the same as that of other characters.

Vitality
• Increased from 1075 to 1100

Stun
• Increased from 1000 to 1050

Crouching HK
• Eased the ability for follow-up attacks for the first hit.

Abigail Punch
• Disadvantage on block decreased for the L version from -16F to -12F.
• Increased the float time on hit (regardless of rapid button press inputs)
• Increased the pushback distance on hit for the rapid button press version.

EX Abigail Punch
• Increased the float time for the rapid button press version.
• Expanded the forward hitbox for 2F of the first hit.
• Changed the float for the opponent on the first hit.

EX Nitro Charge
• Reduced the damage from 20 to 10.
• Stun decreased from 40 to 20.
• Added 5F of recovery to the stomping part on hit.
• Reduced the recovery of the stomping part by 3F on block.
• Changed so that it can hit airborne opponents.
• Expanded the upwards hitbox.
• Changed so that the first frame of the first hit only can hit a downed opponent.

Ontario Drop (V-Reversal)
• Reduced the recovery on whiff and block from 26F to 24F.
• Note: No changes in advantage/disadvantage on block.

Crouching HP (Charge) (V-Trigger 1)
• Increased the float on grounded hit.

EX Nitro Charge (V-Trigger 1)
• Damage increased from 34 to 11.
• Stun reduced from 40 to 20.
• Added 3F of recovery to the stomping part on hit.
• Reduced the recovery of the stomping part by 3F on block.
• Changed so that it can hit airborne opponents.
• Expanded the upwards hitbox.
• Changed so that the first frame of the first hit only can hit a downed opponent.

Metro Crash (V-Trigger 2)
• Reduced the damage for the level 2 version from 200 to 170.
• Reduced the charge time to reach level 2 by 1F.

Abigail Special (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.

Previously Unlisted
• j.MK given extra large cross up hit box that only hits his V-Skill 2 tire.


Akuma
• We looked into the performance of basic and special moves for Akuma.

• We increased the pushback distance on block for "Crouching MP" and added 3F of recovery on "Goshoha (Forward Throw).”

• Regarding the adjustments on hitbox/hurtbox, here are the major changes we made:
・Standing MK - Expanded the hurtbox.
・Standing HP - Expanded the hurtbox during recovery on whiff.
・"EX Hyakkishu" - Reduced the hitbox and expanded the hurtbox.

Goshoha (Forward Throw)
• Added 3F of recovery after a successful throw.

Standing MK
• Expanded the backwards hurtbox during recovery.

Standing HP
• Expanded the forward hurtbox at the feet during recovery.

Crouching MP
• Increased the pushback distance on block.

Kongoken
• Eased the combo count.

Sekiseiken
• Reduced the pushback on block.
• Added a projectile invincible hurtbox under the hurtbox that appears from 8F - 28F.

Zugaihasatsu
• Disadvantage on block increased from -6F to -7F.

L Sekia Goshoha
• Reduced the pushback on block.

Goshoryuken/Tatsumaki Zankukyaku/Hyakki Gozan/Hyakki Gosho/Hyakki Gojin
• Changed so that the amount of EX Meter given to opponents on hit and block is the same as other characters.

EX Hyakkishu
• Reduced the hitbox.
• Expanded the hurtbox.

H/EX Hyakki Gozan
• Fixed a bug where he would not turn to face the opponent in certain conditions.

Rakan Gosho (V-Skill)
• Can now cancel into V-Trigger II-exclusive special moves.

Gosenkyaku (V-Reversal)
• Added 8F of recovery on hit.
• Changed to blowback the opponent on hit.

Dohatsu Shoten (V-Trigger I)
• Changed so that it cannot be activated from canceling Gohadoken and Sekia Goshoha on whiff.

Goshoryuken (V-Trigger I)
• Reduced the EX Meter gain from 40 to 20 for the first hit.
• Increased the EX Meter gain for subsequent hits from 0 to 20.

• We made changes to many moves that were used frequently to rebalance Akuma so players can look for new ways to play him.

• Another major change we made is that you can no longer activate V-Trigger I "Dohatsu Shoten" from cancelling “Gohadoken" and "Sekia Goshoha" on whiff. If the fireball is on hit or being blocked, it can still be cancelled with V-Trigger I activation.

Alex
• His mid-range and unique attacks have been improved, as well as his damage output after successfully reading the opponent and landing a melee attack.

• Attacks with long range such as his Standing MK, Crouching MP and Crouching MK have modifications with reduced start up frame, and reduced hurtbox for more effective mid-range control. Players also have more combo opportunities such as linking "Lariat" to an "H Flash Chop" or chaining a Standing MP to an "M Slash Elbow.” Reading the opponent correctly will return more on the investment.

• By strengthening these capabilities, his throws and moves becoming far more threatening as he jumps or steps forward towards the opponent. By improving his close-to-mid range battles, he will have far more opportunities to drop the opponent’s health.

Vitality
• Increased from 1025 to 1050.

Stun
• Increased from 1050 to 1075.

Standing MK
• Reduced the startup from 8F to 7F.

Crouching MP
• Reduced the startup from 8F to 7F.

Crouching MK
• Changed the motion before attack startup, and adjusted the hurtbox accordingly.

Lariat
• Increased the advantage on hit from +7F to +8F.

Power Drop
• Reduced the damage from 140 to 120.
• Stun decreased from 250 to 200.
• Damage decreased for the EX version from 200 to 180.
• Stun decreased for the EX version from 300 to 250.
• Note: No changes in the parameters when performed from Sledge Hammer.

H Flash Chop
• Reduced the damage from 100 to 90.
• Increased the disadvantage on block from -4F to -6F.

Overhaul (V-Skill)
• Overall movement frames decreased from 52F to 50F.
• Increased the V-Gauge meter gain from 30 to 50.
• Changed so that Alex will not lose the effect if he takes damage.

Sledge Hammer (V-Trigger 1)
• Changed so that the upward collision box will be expanded on hit.

Heavy Hammer (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 × 3 to 15 × 2 + 20 (50 total).

Previously Unlisted
• New block stun reintroduces ‘Yami Drop’ ability to perform backdrop from a blocked Heavy Chop.
• MK.Elbow 19f->18f start up
• V-Skill 1 30->50 V-Gauge (300 = 1 bar)


Balrog
• Balrog&#39;s update is mainly focused on close range combo through the upper adjustment on L attack and V-Trigger II.

• Reach of Standing LP got slightly increased, making it easier to connect it from Crouching LP and Crouching LK. So, combos like Crouching LP ⇒ Crouching LK ⇒ Standing LP are executable. With this adjustment, Balrog can bring the game to his favorite level and be the aggressor.

• Furthermore, we allowed more moves that can cancel into No Mercy and made it more useful.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Forward Dash
• Changed to be in close contact with the opponent after the move ends.
• Note: No change to movement distance.

Standing LP
• Expanded the forward hitbox.

Under Impact
• Can cancel the 2nd hit into B3.

Stomping Combo
• Can cancel into B3.

Dash Straight (All Strengths)
• Reduced the command charge time.

EX Dash Straight
• Can cancel into No Mercy V-Trigger II activation.
• Changed to give the V-Trigger I exclusive moves input priority on block.

Dash Grand Blow (All Strengths)
• Reduced the command charge time.

EX Dash Grand Blow
• Can cancel into No Mercy V-Trigger II activation.

EX Screw Smash
• Can cancel into No Mercy V-Trigger II activation.

Buffalo Pressure
• Disadvantage on block increased from -6F to -7F.

(V-Trigger II) B3
• Increased the throw distance.
• Reduced the recovery after hit by 4F.

Previously Unlisted
• st.HK VT2 Cancel buffer window increased by 7 frames before the active frame (will read your input before it connects now).


Birdie
• We made adjustments on his basic moves that can be used for distance control. His risk/reward for some of the moves got balanced by expanding the hurtbox and disadvantage on recovery when whiff.

• For his Special Move, adjustments were made on "M H Hanging Chain," which was not used as much, by reducing the recovery on hit. We rebalanced the performance of Special Moves that were easy to use for combo and slight backward adjustments were made.

Vitality
• Increased from 1025 to 1050.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Standing MP
• Delayed the timing at which the downward hurtbox begins moving down during recovery.
• Added 4F of recovery on whiff.
• Expanded the hurtbox during recovery.

Standing HP
• Expanded the hurtbox during recovery.

Crouching MP
• Changed so that it cannot hit opponents who are behind

Crouching HP
• Stun decreased from 150 to 120.

Bull Drop
• Disadvantage on block increased from -6F to -7F.

Bull Horn
• Changed the projectile invincibility timing from 3F to 6F.
• Changed the timing at which the backwards hurtbox begins moving down from 3F to 5F.

Bull Horn (V-Trigger I)
• Changed the timing at which the backwards hurtbox begins moving down from 3F to 5F.
• Reduced the opponent&#39;s block recovery by 6F.
• Increased the disadvantage on block from -12F to -18F.
• Shortened the airborne interval, from 18F - 42F, to 18F - 37F.

M Hanging Chain
• Reduced the recovery on hit (10F for close-range, 7F for long-range).
• There was a difference in the situation on hit depending on whether it hits close or long range, so this has been unified.

H Hanging Chain
• Reduced the recovery on hit by 5F.

Bull Head(Normal/V-Trigger I)
• Stun decreased from 200 to 150.

L/M Bull Head (Normal/V-Trigger I)
• Delayed the timing at which the collision box moves forward.

EX Bull Head (Normal/V-Trigger I)
• Stun decreased from 250 to 200.

M Killing Head (Normal/V-Trigger I)
• Stun decreased from 220 to 200.

H Killing Head (Normal/V-Trigger I)
• Stun decreased from 240 to 200.

EX Killing Head (Normal/V-Trigger I)
• EX Killing Head (Normal/V-Trigger I)

Pepper Pot (V-Reversal)
• Recovery increased from 19F to 23F.
• Note: No changes in advantage/disadvantage on block.

Skip to My Chain (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.

Previously Unlisted
• Hurtbox no longer shrinks to ‘normal character size’ during pre-jump frames.
• Regular/VT1 L/M/H.Bullhead no longer causes counterhit pushback OS. Regular EX.Bullhead appears to still causes counterhit pushback OS.


Blanka
• Made adjustments on "Surprise Forward" and "Raid Jump" so that Blanka can move around the stage more aggressively. Since the opponent needs to fight Blanka with that in mind, it gives extra pressure when facing his jump and "Rolling Attack.”

• We also adjusted the "EX Vertical Rolling" by increasing the hitbox when used in a combo from "EX Rolling Attack,” making it easier to hit the opponent from behind.

Knockdown
• Unified his collision box height when knocked down to be the same as that of other characters.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Surprise Forward
• Overall movement frames decreased from 30F to 28F.

Surprise Back
• Overall movement frames decreased from 31F to 29F.

Rock Crusher
• Disadvantage on block increased from -6F to -7F.

M Rolling Attack
• Increased the movement speed.

EX Rolling Attack
• Disadvantage on block decreased from -21F to -18F.

EX Vertical Rolling
• Increased the hitbox when used in a combo, so that Blanka can hit opponents who are behind him.

Raid Jump (V-Skill)
• Reduced the jump height.
• Reduced the upward collision box.

Quick Rolling (V-Reversal)
• Increased the attack startup from 16F to 17F.

Rolling Attack (V-Trigger I)
• Increased the movement speed.
• Change the bounce back behavior on block.
• Disadvantage on block decreased from -36F to -18F.

Back Step Rolling (V-Trigger I)
• Eased the ability for follow-up attacks.

Electric Thunder (V-Trigger I)
• Attack startup decreased from 13F to 12F.

Previously Unlisted
• Hurtbox no longer shrinks to ‘normal character size’ during pre-jump frames.
• Regular/VT1 L/M/H.Bullhead no longer causes counterhit pushback OS. Regular EX.Bullhead appears to still causes counterhit pushback OS.


Cammy
• We’ve expanded Cammy’s attack capabilities by allowing her to chain combos after an aerial hit, utilizing moves like her "Knee Bullet" and "Reverse Edge (V-Trigger II).”

• The positive net upon a Reverse Edge hit has been slightly reduced, but there’s less chance of being countered upon guard due to decreased disadvantage frame on block. In the past, damage upon hit was higher, but there was far more risk upon getting blocked. It was very much a high risk, high reward attack. By making this adjustment, players can use it more freely against projectiles and throws.

Vitality
• Increased from 900 to 925.

Stun
• Increased from 900 to 925.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Neck Spiral (Air Throw)
• Reduced the recovery on hit by 13F.

Crouching LK
• Changed the hurtbox for the rapid cancel version to be the same as that of the normal version.

Knee Bullet
• Changed the mid-air hit properties to blowback knockdown.
• Reduced the downwards hitbox for the first attack.
• Changed so that it cannot hit opponents who are behind Cammy.

Lift Combination
• Limited the combo count.
• Can now be canceled into V-Trigger.

Spiral Arrow
• Eased the ability for follow-up attacks.

EX Spiral Arrow
• Eased the ability for follow-up attacks.

Cannon Spike
• Eased the ability for follow-up attacks.

EX Cannon Spike
• Eased the ability for follow-up attacks when performed from Lift Combination → EX Hooligan Combination

Reverse Edge (V-Trigger II)
• Reduced the attack active frames from 5F to 4F for the first attack.
• Reduced the startup from 15F to 14F for the second attack.
• Increased the attack active frames from 2F to 3F for the second attack.
• Advantage on hit decreased from +5F to +3F.
• Disadvantage on block decreased from -7F to -2F.
• Reduced the pushback on hit.
• Increased the blowback time for a mid-air hit.
• Eased the combo count for the first attack.

Cross Stinger Assault (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.

Previously Unlisted
• b.MP->st.HK TC VT2 Activation and VT2 Specials (HP+HK) given same cancel window as EX.Hooligan (earlier in the launch).
• b.MP->st.HK->EX.Hooligan->Divekick Juggle Limit 0 -> 1 (can now continue a juggle combo).
• L.Spiral Arrow ‘2nd hit’ (her foot hurtbox) Juggle Limit 0 -> 1 (can now continue a juggle combo).
• V-Skill 1 no longer ‘reels back’ on frame 1, now reels back on frame 4 (less evasive).
• V-Trigger 2 Overhead 2nd hit is now an overhead again.
• V-Trigger 2 Overhead 1st hit block stun reduced by 2f (more can interrupt before 2nd hit?)
• Axel Spin Knuckle (V-Skill) hurtbox and throw hurtbox have expanded forward during frames 1F - 3F.


Chun-Li
• Chun-Li is a character that has attacks that are efficient for any situation, but the overall damage is low and resulted in situations where players often were not able to win the match.

• Through this adjustment, her overall power has been increased:
・Upper adjustment to middle range move, which is her signature distance
・Increase of combo damage and combo that allows more chance to execute normal throws in close range
・Increasing opportunity to follow up by making an adjustment to some states after move

• "Hyakuretsukyaku." Changed the V-Trigger and CA cancel timing to latter motion state to increase damage within that combo.
• In addition to that, "H Hyakuretsukyaku" will make the opponent knockdown on hit.
• "Crouching MK" while moving forward makes it easier to continue attacking without using EX Gauge, allowing more pressure to the opponent in ground combat.

• Furthermore, the below adjustments have also been incorporated:
・Preventing accidental execution of special move when using air throw as anti-air
・Allowing priority input when connecting "Yosokyaku" to "Airborne Hyakuretsukyaku"
Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Forward Dash
• Changed to be in close contact with the opponent after the move ends.
• Note: Movement distance when performing an action after the step is slightly long.

Koshuto (Forward Throw)
• Added 2F of recovery on hit.
• Decreased the separation distance after the throw.

Standing MP (Normal/V-Trigger I)
• Reduced the pushback on block.

Standing HP (Normal/V-Trigger I)
• Disadvantage on block reduced from -5F to -4F.
• Increased the pushback distance on block.
• Expanded the backwards hurtbox during recovery.

Standing MK (Normal/V-Trigger I)
• Reduced the hurtbox that appears before the hitbox active frames.

Crouching LP (Normal/V-Trigger I)
• Reduced the collision box for the 4th and 5th frames.
• Increased the pushback distance on hit.
• Increased the pushback distance on block.

Crouching LK (Normal/V-Trigger I)
• Reduced the collision box for the 4th frame.
• Increased the pushback distance on hit.
• Increased the pushback distance on block.

Crouching MK (Normal)
• Advantage on hit increase from 0 to +2F.
• Expanded the forward hitbox.

Crouching MK (V-Trigger I)
• Expanded the forward hitbox.

Jumping MP (Normal)
• Eased the combo count.

Yosokyaku (Normal/V-Trigger I)
• Emphasized the priority input when performing a special move cancel.

Hyakuretsukyaku (Normal/V-Trigger I)
• Changed the V-Trigger and CA cancel timing.

L Hyakuretsukyaku (Normal/V-Trigger I)
• Increased the pushback distance on hit when performed as a cancel from standing MP.

H Hyakuretsukyaku (Normal/V-Trigger I)
• Changed the final hit to cause blowback knockdown.
• Reduced the blowback air time, if hits 1-5 hit an airborne opponent (normal only).
• Reduced the blowback air time and distance if the final attack hits an airborne opponent.

L Airborne Hyakuretsukyaku (Normal/V-Trigger I)
• Eased the height restriction when performed as a cancel from jumping MP.
• Increased the blowback time for the 2nd attack when performed as a cancel from jumping MP.

L Spinning Bird Kick (Normal/V-Trigger I)
• Will not be performed if LP is input at the same time as the command is completed.
• Note: This has no effect if performed from a cancel.

L Kikoken (Normal/V-Trigger I)
• Will not be performed if LK is input at the same time as the command is completed.
• Note: This has no effect if performed from a cancel.

Rankyaku (V-Skill) (Normal/V-Trigger I)
• Increased the active frames from 4F to 6F.
• Gave active frames 5F and 6F the same hurtbox as 4F.

Hoyokusen (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 3 × 16 + 2.


Cody
• Multiple adjustments were made for Cody. For example:
- Improvements to his basic moves.
- Adding a level 2 to "Zonk Knuckle."
- Adjusting "Ruffian Kick" to make it easier to use on its own without incorporating it in combo.

• Holding down the P button for over 300 frames with "Zonk Knuckle" now activates an improved Level 2 version of it. Cody can combo afterwards from both the normal and EX version, and the EX version has higher frame advantage on block. There is a downside that the P button is unavailable for use while holding it down, but we believe the positives of the move outweigh the negatives.

• His less-frequently used "Side Arm (V-Trigger I)" has gone through multiple adjustments to be far more effective when in the effective distance from the opponent. Basic attacks with the knife have also been improved to be more effective at close-to-mid range combat. The "Reload" cost has also been reduced and can be utilized after a Tornado Sweep, to extend out the overall time that the knife can be out to widen Cody’s breadth of attack opportunities.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Standing MK
• Reduced the startup from 8F to 7F.

Standing HP
• Reduced the startup from 7F to 6F.

Crouching HP
• Will now trigger a Crush Counter.

Crouching HK
• Reduced the recovery from 27F to 23F.
• Note: No changes to the advantage/disadvantage on block.

Jumping MK
• Reduced the hurtbox near the feet.

Axel Knuckle
• Increased the advantage on hit from 0F to +1F.

M Ruffian Kick
• Adjusted the forward movement timing.
• Disadvantage on block decreased from -10F to -8F.
• Attack active frames increased from 4F to 5F.
• Recovery decreased from 28F to 27F.
• Increased the blowback time on hit, reduced the blowback distance.

H Ruffian Kick
• Disadvantage on block decreased from -12F to -10F.

Zonk Knuckle
• Changed so that Zonk Knuckle Lv2 will be performed if a punch button is held for over 300F, then released.

Prison Breaker (V-Reversal)
• Reduced the recovery on hit by 10F.
• Reduced the opponent&#39;s blowback time on hit.

Double Kick (V-Skill)
• Recover reduced from 36F to 25F.

Standing LP (V-Trigger I)
• Increased the advantage on hit from +5F to +6F.

Standing MP (V-Trigger I)
• Startup decreased from 11F to 8F.

Standing HP (V-Trigger I)
• Advantage on hit decreased from +8F to +7F.

Crouching LP (V-Trigger I)
• Advantage on hit decreased from +6F to +5F.

Crouching MP (V-Trigger I)
• Startup decreased from 8F to 6F.

Crouching HP (V-Trigger I)
• Reduced the hurtbox.
• Changed so that the active frames can also be special move canceled.

Jumping MP (V-Trigger I)
• Expanded the hitbox for the second active frame.

Jumping HP (V-Trigger I)
• Expanded the hitbox.
• Expanded the hurtbox for the third active frame.

Rapid Fire (V-Trigger I)
• Increased the forward movement distance on hit.

Reload (V-Trigger I)
• Decreased the V-Timer consumption from 600F to 300F.
• Changed so that he can whiff cancel from Tornado Sweep.

Previously Unlisted
• V-Reversal recovery increased by 10f, hit stun reduced by 2f (looks like -12 adv?)
• V-Trigger 1 cr.HP extended Hurtbox lingers 1 frame less long (slightly stronger against whiff punishes of all levels)


Dhalsim
• While maintaining his patented long-range fighting style, adjustments have been made to his anti-air capabilities.

• "EX Yoga Fire" recovery frames have been slightly reduced and the stagger time for the first hit has been increased to drastically change comboing it together with his regular long-range attacks.

• Anti-air attacks such as Crouching MP and "Yoga Anvil" can now cancel into “Yoga Float (V-Skill).” Basic jumping moves can also cancel into "Yoga Sansara (V-Trigger II)" to allow for even more unique movements.

Vitality
• Increased from 925 to 950.

Standing MP
• Increased the advantage on hit from +2F to +4F.

EX Yoga Fire
• Increased the pushback distance on hit for the first hit.
• Increased the stagger time for the first hit.
• Reduced the hitbox for the second hit.
• Overall movement frames decreased from 44F to 42F.
• Increased the advantage on hit from +4F to +5F.

Yoga Float (V-Skill)
• Can now be canceled into from C.MP and Yoga Anvil.

Yoga Sansara (V-Trigger II)
• Can now be canceled into from a mid-air normal move.

Yoga Sunburst (CA) (Grounded/Airborne)
• Changed the amount of EX Meter the opponent gains on block to the following.
Before firing: 0 to 4
Lv1: 0 to 9 × 4 + 10
Lv2: 0 to 6 × 6 + 10
Lv3: 0 to 4 × 9 + 10 Explosion upon contact: 0 to 30

Previously Unlisted
• V-Trigger 2 Activation 1st Hitbox changed air knockback (Looks like it carries farther? Unclear, same as other multihit fireball changes)
• V-Trigger 2 Activation 1st Hitbox increased hitstun adv on grounded hit (Possibly for more combo hitstun? Same as other multihit fireballs)


E. Honda
• Certain updates have been made to E. Honda, such as his "vertical jump HP" increasing in distance, and his special moves getting enhanced, making his movements more Honda-esque.

• Except for the L version, his "Sumo Headbutt" has increased in the amount of damage it inflicts. Specifically, the beginning of the move deals a lot of damage now. Since each variation has a different role (where M is used for combos, H is used for anti-air, and EX can change the tide of the battle), the amount of damage you can inflict in each scenario has been increased.

• His "Oni-Daikaku," which can only be used while his V-Trigger I is activated, consumes less of his V Timer when used, and has more of an opportunity to hit the opponent multiple times. Even if this is blocked, the risk of getting punished is low. When this powerful move does hit, it allows the player to easily push forward offensively and end the match quickly.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Vitality
• Increased from 1025 to 1050.

Stun
• Increased from 1050 to 1075.

Vertical Jumping HP
• Increased the forward movement distance.

Harai-Geri
• Increased the pushback distance on hit.

M Sumo Headbutt
• Damage at the move&#39;s base increased from 120 to 140.
• Damage during the move&#39;s active frames increased from 100 to 110.

H Sumo Headbutt
• Damage at the move&#39;s base increased from 120 to 160.
• Damage during the move&#39;s active frames increased from 100 to 120.

EX Sumo Headbutt
• Damage at the move&#39;s base increased from 140 to 160.
• Damage during the move&#39;s active frames increased from 120 to 130.

Hundred Hand Slap
• Reduced the pushback on block for the M version.
• Increased the forward movement distance for the L version.
• Increased the hitbox on hit and block for the L and M versions.

EX Sumo Smash
• Reduced the pushback on block for the outer side.

Oni-Daikaku (V-Trigger I)
• V-Timer consumption decreased from 1200F to 1000F.


Ed
• Ed&#39;s concept is simple control, so we made adjustments on usage of basic and special moves to make him slightly easier to play.

• Since Ed had difficulty attacking through opponent&#39;s blocks, we made adjustments on his Crouching LK by reducing the pushback on hit so that there are more ways to connect each attack. This offered more risk for the opponent to move back or back step, making Ed&#39;s normal throw and other actions easier to hit.

• Ed’s Special Moves received a lot of adjustments and "Psycho Flicker" got major updates. For example:
・changed input command priority to prevent the phenomenon where Ed performs "Psycho Upper" when cancelled from other attack.
・increased forward movement distance of moves.

• Other basic and special moves have been updated, so there will be more chances to utilize them during battle.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Backwards Walk
• Increased the movement speed.

Standing HP
• Reduced the hurtbox during the active frames, and at the arms for a 2F window after the active frames end.
• Expanded the hurtbox at the arms after the active frames end for a 3F - 5F window.

Crouching LK
• Reduced the pushback on hit.
• Increased the pushback distance on hit when rapid canceling C.LK from C.LK.

Crouching MK
• Reduced the startup from 8F to 7F.

Psycho Knuckle
• Increased the hit stop and the camera shake if the 1st active frame hits.

Psycho Flicker
• Reduced the disadvantage on block from -3F to -2F.
• Increased the hit stop for the final hit.
• The second hit can now be canceled into Enhanced Snatcher.
• Expanded the hitbox for the second and third hits if the first hit connects.
• Increased the forward movement distance.
• Changed the input command priority to address the phenomenon where Ed would perform Psycho Upper instead of Psycho Flicker.
• Reduced the EX Meter gain on whiff from 10 to 5, and on hit from 28 to 25.
• Reduced the backwards hitbox for the 3rd hit on whiff.
• Reduced the chip damage from 20 to 12.

Psycho Rising
• Expanded the horizontal hitbox.

Psycho Splash
• Restricted the combo count.

Psycho Upper
• Increased the screen shake on hit.
• Damage increased from 100 to 120.
• Eased the ability for follow-up attacks.
• Changed the timing at which Ed&#39;s character presence (center axis), hurtbox, and collision box move backwards from 2F to 5F.

EX Psycho Upper
• Increased the screen shake on hit.
• Increased the movement value for the cancel version from a normal move.
• Expanded the hitbox for the second hit when the first hit connects.

Psycho Snatcher - Air (V-Skill)
• Eased the ability for follow-up attacks.
• Eased the ability for follow-up attacks.
• Eased the ability for follow-up attacks.

Psycho Cannon (V-Trigger I)
• Startup decreased from 13F to 12F for the forward-input version.
• Eased the combo count.

Ultra Snatcher – Ground (V-Trigger II)
• Increased the advantage on block from +2F to +3F.
• Advantage on hit decreased from +7F to +6F.

Ultra Snatcher – Air (V-Trigger II)
• Changed so that Ed will turn to face the opponent on hit.
• Expanded the upwards collision box on hit.

Psycho Barrage (CA)
• Made it easier for all hits to combo until the end when performed as a CA cancel.
• Changed the amount of EX Meter gain that the opponent gets on block from 1 × 5 + 3 × 2 to 7 × 6 + 8.

Previously Unlisted
• st.HP (held) 1st active frame given more Hitfreeze (HitFreeze introduced as a visual tell when he is able to get a grounded conversion)
• PP Throw Hurtbox corrected to be standing when Ed ‘stands up’ (vulnerable to standing only throws in this start up)
• V-Trigger 1 blockstun increased by 1f (+1 more adv on block)


F.A.N.G
• Modifications have been made to strengthen F.A.N.G’s unique and tricky movement in keeping distance from the opponent and taking advantage of any openings.

• F.A.N.G has powerful anti-air capabilities, but had difficulty dealing with any opponents that were able to change trajectory in mid-air. His jump attack was designed as an air-to-air counterattack, but it was difficult to use due to its movement. His Jumping MP now has a blowback knockdown and is now cancellable into "Nikyoushu" to raise the reward of a successful counter. It’s an addition to F.A.N.G’s strategy of utilizing his reach to keep opponents at bay.

• The first hit of the long-range attack "Nirenko" can be canceled into a special move, widening the breadth of attacks that F.A.N.G can shift into. Normally, it is difficult to cancel into a special move, especially with movement restrictions when charging. However, with Dokunomu (V-Trigger I), F.A.N.G does not need to charge up to cancel into a special move. By pairing these abilities together, there will be large variances in his movement between his normal state or when V-Trigger II is active.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Standing LP
• Changed so that the upwards hitbox for active frames 2F - 3F will not expand.

Standing MK
• Can now special move cancel the second hit.

Crouching MP
• Expanded the internal hitbox.

Jumping MP
• Mid-air hit changed to blowback knockdown.
• Can cancel into Nikyoushu.

Nirenko
• Can now special move cancel the first hit.

Nikyoushu
• Eased the mid-air combo count for jump attacks performed from Nikyoushu.

M Sotoja
• Reduced the recovery from 23F to 22F.
• Note: No changes in advantage/disadvantage on block.

H Sotoja
• Reduced the recovery from 24F to 23F.
• Note: No changes in advantage/disadvantage on block.

EX Sotoja
• Reduced the recovery from 19F to 18F.
• Reduced the disadvantage on block from -3F to -2F.

Shishiruirui (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50 (knee hit part).

Previously Unlisted
• EX.Sotoja (dash punch) reduced recovery by 1f (+1 more adv on hit/cancel and block).


Falke
• We made improvements to moves of all range for Falke and made her stronger overall than her previous state.

• Her signature move with the rod now has less charge time. Specifically with "Psycho Kugel,” the staff&#39;s hurtbox became invincible to projectiles when hit as counter. "Standing MK" can be followed up as well. This change makes this move useful to control the range.

• For close range combat, we reduced the pushback on block for Standing MP and allowed Crouching MK to be cancelled into CA, making her aggressiveness pay off.

• Furthermore, adjustments were made to connect "Psycho Kugel" and "Katapult" from Standing LP. This allows Falke to change back to the aggressor and punish then, when an opponent whiffs their attack.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Zweitrit/Psycho Seele
• Added a new unique move, Zwei Trittst (command: MK → HK)
• Added a new unique move, Psycho Seele (command: MK → HK → V-Skill 2)

Standing LP
• Increased the advantage on hit from +4F to +5F.

Standing MP
• Reduced the pushback on block.

Crouching MK
• Can now be canceled into CA.
• Reduced the pushback on hit.

Jumping HK
• Mid-air hit changed to blowback knockdown.
• Can now be canceled into Psycho Feder and Psycho Jaeger on hit and block.

Luftjagd
• Change the bounce back behavior on hit and block.

Psycho Schneide
• Increased the active frames for the first hit from 2F to 3F.
• Expanded the upwards hurtbox during the attack active frames.
• Expanded the forward hitbox for the cancel version.

Psycho Kanonen/Psycho Feder
• Reduced the move charge time from 60F to 50F.

Psycho Kugel
• Reduced the move charge time from 60F to 50F.
• Changed the staff&#39;s hurtbox to be projectile invincible.
• On counter hit, changed so that the second hit onwards will also be treated as counter hits.
• Increased the blowback time if the third hit connects in mid-air.

Psycho Trombe (V-Skill)
• Can now be canceled into CA.

Psycho Schrot (V-Trigger I)
• Changed the staff&#39;s hurtbox to be projectile invincible.

Psycho Angriff (V-Trigger II)
• Expanded the forward hitbox on startup.

Psycho Trombe (V-Skill) (V-Trigger II)
• Reduced the V-Timer usage from 1000F to 0F.
• Changed so that it will use 1000F of V-Timer upon the special move cancel timing on hit.

Psycho Klinge (V-Trigger II)
• Increased the movement distance when forward is input.

Previously Unlisted
• PP/PPP 1st hit active frames 2->3 (now has Hitbox during entire active part, instead of a pause between hit 1 and 2) — This extra active frame is applied to PP, cancel PP, and PPP, but not cancel PPP.


G
• No major adjustments were made to alter G’s playstyle, strategies or movement. Aside from allowing a successful Crouching MK to connect into a Standing or Crouching LP, most of his adjustments are based around "Dangerous President (V-Trigger II).”

• As one of the Special Moves that can be used during "Dangerous President,” "G Explosion" can now be executed after canceling from a "G Smash Under" for easier combo opportunities.

• "G Rage" is one of the throwing moves with armor. The V-Timer consumption has been reduced during it, making the situation far better upon hit. As a character that doesn’t have any three-frame attacks or invincibility moves, this becomes an effective means of withstanding opponent attacks and switching roles to the offense.

• By improving and differentiating between two of his special moves, his overall functionality and flexibility has been improved.

Knockdown
• Unified his collision box height when knocked down to be the same as that of other characters.

Stun
• Increased from 1000 to 1050

Crouching MK
• Increased the advantage on hit from +3F to +4F.
• Disadvantage on block increased from 0F to -2F.
• Increased the pushback distance on hit.
• Increased the pushback distance on block.

G Burst (Lv3/EX/V-Trigger I)
• Changed the cancel timing for G Burst and Message to the People.
• Note: Only applies to Lv3/EX G Burst
• Increased the pushback distance on block for the second hit.

G Smash Under (Lv3/EX)
• Changed the cancel timing for G Explosion.

G Explosion (V-Trigger II)
• Expanded the upward collision box during the move.

G Rage (V-Trigger II)
• Reduced the damage from 250 to 200.
• Increased the recovery on hit by 2F, reduced the distance from the opponent.
• The following changes have been made to V-Timer consumption.
Activation: 1500F to 1200F
Successful Throw: 1500F to 300F

Pangaea Burst (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 8 × 5 + 13 to 8 × 5 + 10.

Previously Unlisted
• cr.HP Hitbox reduced by 1 square behind him (weaker to AAing cross ups).
• EX/lv3/V-Trigger 1 fireball can now cancel into taunt during projectile Hitbox (same cancel window of V-Skill 2)


Guile
• Guile does not have any significant changes, with only slight changes to his basic and special moves.

• Similar to Chun-Li, his "L Sonic Boom" and "L Somersault Kick" have been adjusted so that an incorrect input won’t occur when attempting an aerial throw.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 975.

Crouching MK
• Increased the advantage on hit from +1F to +2F.

Full Bullet Magnum
• Disadvantage on block increased from -6F to -7F.

Drake Fang
• Disadvantage on block increased from -6F to -7F.

L Somersault Kick (Normal/V-Trigger II)
• Will not trigger if LP is input at the same time as the Somersault Kick command.
• Note: This has no effect if the move is canceled into.

H Somersault Kick
• Expanded the forward hitbox for active frames 4F - 5F.

L Sonic Boom (Normal/V-Trigger I)
• Will not trigger if LK is input at the same time as the Somersault Kick command.
• Note: This has no effect if the move is canceled into.

Sonic Hurricane (CA)
• Expanded the upwards hitbox.
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 7 × 5 + 15.

Sonic Tempest (V-Trigger I) (CA)
• Expanded the upwards hitbox.
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 3 × 14 + 8.


Ibuki
• Ibuki is all about speed and being aggressive. However, we found that the length of time she would stay aggressive was relatively long. We assessed the continuity of her attacks. Once she’s on the offensive, attacks that can continue her offense now come with a risk that opens her up to being countered unless utilized at the right distance or timing.

• "EX Airborne Kunai" is an incredibly powerful offensive attack, so we increased its recovery frame when the explosion is not hitting the opponent. If it’s utilized too close to the opponent, it heightens the likelihood of being countered, so it should now be used more from a distance.

• The hurtbox of "Tenrai (V-Skill)" was expanded soon after she takes action. This was done to stop taking advantage of her relatively smaller hurtbox to charge in. It’s easier to fall victim to opponent attacks at long range when hitting each other at the same time as well.

• "Fuma Shuriken - Haku (V-Trigger II)" has combo strength and good risk vs. reward after a block, so we modified it so that it’s easier to get countered upon being blocked. Players will no longer be able to activate it easily regardless of a hit or block, so they must be more methodical and calculated when utilizing it.

Kubiori (Back Throw)
• Added 5F of recovery after a successful throw.

Jumping HK
• Reduced the hurtbox from the third active frame.

Shinten
• Increased recovery by 4F.
• Increased the disadvantage on hit from 0 to -4F.
• Increased the disadvantage on block from -5F to -9F.

EX Airborne Kunai
• Reduced the Kunai&#39;s advantage frames on hit by 4F.
• Reduced the Kunai&#39;s advantage frames on block by 4F.

Kunai Ikkinage (Grounded)
• Changed so that the special move cancel priority input will take effect on close-range hit.
• Changed so that she cannot perform the special move cancel when she only has one Kunai.

Tenrai (V-Skill)
• Moved forward the collision box for frames 2F - 4F.
• Expanded the forward hurtbox and throw hurtbox for frames 2F - 4F.

Rokushaku Horokudama (All Versions) (V-Trigger I)
• Eased the mid-air combo count.

Fuma Shuriken - Haku (V-Trigger II)
• Unified the hit count to be the same regardless of the timing when the move hits.
• Increased the disadvantage on block for the first hit from -2F to -4F.

Kachofugetsu (CA)
• Opponent will gain 50 EX Meter on block.
• Changed the camera&#39;s behavior during the screen freeze.
• Changed so that the forward collision box will not expand during the screen freeze.
• Expanded the upward collision box from immediately after the screen freeze, up to the attack startup.


Juri
• Mainly adjusted her Special Moves in order to make it more convenient to use in situations like combo and anti-air etc.

• When you cancel Standing or Crouching LP to her signature move, "Fuharenkyaku,” her forward hitbox got expanded. It can still reach the opponent after 2 L attacks if performed at an extremely close range.

• "EX Fuharenkyaku" now allow the first and the second hit to be staggered damage and also the second hit can be cancelled to V-Trigger. This is useful as a combo when you do not have any stock of "Fuharenkyaku" or you wish to forcefully attack.

• Regarding her V-Trigger II "Feng Shui Engine beta,” these adjustments were made:
・Expanded the range at which she can absorb EX meter.
・V-Timer will not get consumed when getting hit right after activation.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Senkaikyaku
• Disadvantage on block increased from -6F to -7F.
• Changed the airborne status from 16F - 21F to grounded, throw invincible.

M Tensenrin
• Increased the active frames for the first hit from 2F to 3F.
• Increased the airborne attack invincibility window from 1F - 7F to 1F - 8F.

M/H Tensenrin
• Expanded the forward hitbox for active frame 2F of the first hit.

Fuharenkyaku (Charge)
• Expanded the forward hitbox when performed as a cancel from standing or crouching LP.

Fuharenkyaku (Normal/V-Trigger I) (All Strengths)
• When canceling from Fuharenkyaku into Fuharenkyaku of other strengths, changed to give input timing and command priority.

M Fuharenkyaku (Normal/V-Trigger I)
• Reduced the pushback on hit.

EX Fuharenkyaku
• The first and second hits have been changed to stagger damage.
• The second hit can now be canceled into V-Trigger.

Kaisenrenkyaku (V-Reversal)
• Increased the active frames from 1F to 2F.
• Reduced the recovery from 28F to 24F. Note: No changes to the advantage/disadvantage on block.
• Increased the block stop.

Feng Shui Engine alpha (V-Trigger I)
• If the V-Timer runs out while performing a chain combo, Juri will be able to perform a normal Fuharenkyaku by using stock if she has it.

Feng Shui Engine beta (V-Trigger II)
• Increased the active frames for the first hit at the legs from 2F to 5F.
• Expanded the range at which she can absorb EX Meter.
• Changed so that the activation attack will not consume V-Timer. Note: Has been changed so that the V-Timer will begin to decreased immediately after activation, but there are no changes to the amount of EX Meter that can be absorbed from the opponent, or the time.

Sakkai Fuhazan (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 9 × 4 + 14.


Kage
• While Kage has always been a character who has a wide variety of special moves that inflict a lot of damage, he&#39;s also known for having the following disadvantages:
- having a low amount of health
- having a difficult time avoiding the opponent&#39;s moves and starting a combo
- having a difficult time pursuing the opponent after a high damage combo

• Due to these issues, players had a hard time leveraging his advantages and not being able to win fights.

• In order to make Kage more advantageous, we enhanced his "Kikokuduki" and his V-Skill, "Senha Kassatsu (Charge)” and made combos that utilize these moves to inflict more damage and create easier situations to keep the pressure. By making these updates, Kage can now do massive amounts of damage in a single attack sequence.

Vitality
• Increased from 900 to 925.

Standing LP
• Changed the hurtbox for the rapid cancel version to be the same as that of the normal version.

Crouching LP
• Increased the advantage on hit from +2F to +3F.
• Reduced the pushback on block.
• Reduced the pushback on hit.

Crouching MK
• Increased the cancel timing window by 2F.
• Reduced the hurtbox.

Kikokuduki
• Changed to force stand on grounded hit.

Kikokuretsuzan
• Increased the blowback time on grounded hit.

EX Hadoken
• Reduced the startup from 18F to 17F.
• Changed the advantage on block from -2F to +2F.
• Changed the hurtbox at the arms to be projectile invincible.
• Reduced the hurtbox at the arms.
• Reduced the hitbox for the second active frame.
• Reduced the recovery on block by 4F.

Airborne Hadoken
• Damage increased from 70 to 90.
• Increased the blowback time for a mid-air hit.

L Kurekijin
• Decreased the blowback distance on hit.

M Kurekijin
• Decreased the blowback distance on hit.
• Reduced the blowback time on hit.
• Decreased the recovery by 1F.
• Disadvantage on block decreased from -11F to -10F.

H Kurekijin
• Increased the blowback time on hit.
• Increased the recovery by 1F.
• Disadvantage on block increased from -9F to -10F.
• Damage increased from 50 to 60.

Airborne Kurekijin
• Damage increased from 70 to 90.
Note: No changes made to amount of damage inflicted when performing a cross-up.

EX Airborne Kurekijin
• Damage increased from 90 to 100.
Note: No changes made to amount of damage inflicted when performing a cross-up.

M Shoryuken
• Expanded the forward hitbox.
• Eased the combo count.
• Increased the blowback time, and decreased the blowback distance for the 2nd hit on mid-air hit.

H Shoryuken
• Increased the blowback time, and decreased the blowback distance for the 3rd hit on mid-air hit.

L - H Ryusokyaku
• Lowered the backward hurtbox before the attack startup.
• Reduced the hurtbox at the foot before the attack startup.
• Note: This has no effect on the special move cancel version.

Senha Kassatsu (Charge)
• Can now cancel on hit or block with specific steps.
• Increased the blowback time, and decreased the blowback distance on hit.

Airborne Ashura Senku (Forward) (V-Trigger I)
• Can now cancel into Airborne Ashura Senku (forward or backward).
• Note: Can only cancel once.
• Changed so that EX special moves and Airborne Ashura Senku (2nd one) can be performed with offset inputs during the move (input timing does not have to be precise).
• Note: Offset input does not apply to Tenmakujinkyaku.

Airborne Ashura Senku (Backwards) (V-Trigger I)
• Can now cancel into Airborne Ashura Senku (forward or backward).
• Note: Can only cancel once.
• Changed so that the commands will not be reversed if Kage jumps over the opponent.
• Changed so that EX special moves and Airborne Ashura Senku (2nd one) can be performed with offset inputs during the move (input timing does not have to be precise).
• Note: Offset input does not apply to Tenmakujinkyaku.

Metsu Shoryuken (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 3 5 + 5 × 3.

Previously Unlisted
• EX.Air FB initial range reduced by 0.4 squares.
• Misogi (V-Trigger 2) decreased startup from 33F to 30F


Karin
• The stun of each Special Move has been reduced and the separation distance of a successful Hajotsui (Forward Throw) in a corner has been increased. By making this change, it maintains the character’s defining close-to-mid range fighting style, while increasing the frequency of risk vs. reward situations.

• The Crouching MK has a long range with potential big returns, so its motion during recovery and hurtbox have been adjusted accordingly. Upon attack, the duration that her leg is out is extended and her hurtbox is also extended, so whiffing is far more punishable.

• As for other adjustments, Karin’s hurtbox pointing down during jumping attacks was relatively big, making her vulnerable even against attacks which weren’t necessarily applicable as anti-air attacks. It’s not a significant change, but her Jumping HP and Jumping HK hurt boxes have been slightly reduced.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Hajotsui (Forward Throw)
• Increased the separation distance for a throw in the corner.

Standing LK
• Changed so that the hurtbox will not move backwards

Standing MP
• Increased the pushback distance on block.

Crouching MK
• Changed the motion during recovery, and adjusted the hurtbox accordingly.

Jumping HP
• Expanded the downwards hitbox.
• Reduced the hurtbox that appears after the attack active frames end.

Jumping HK
• Reduced the hurtbox that appears after the attack active frames end.

Tsumujigari
• Disadvantage on block increased from -6F to -7F.
• Changed the airborne status from 11F - 18F to grounded, throw invincible.
• Decreased the movement value for the latter half of the move.

Tenko (Normal/Fastest)
• Stun decreased from 100 to 80.

EX Tenko
• Stun decreased from 150 to 120

Orochi
• Reduced the pushback on block

EX Orochi
• Stun decreased from 200 to 150.

EX Ressenha
• Stun decreased from 200 to 150.

Ressencho (V-Reversal)
• Increased the attack startup from 16F to 17F.
• Increased the recovery on hit by 6F.

Kanzuki-Ryu Hadorokushiki Hasha No Kata (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 × 3 to 15 × 2 + 20.
• Expanded the upwards collision box on hit.

Previously Unlisted
• j.HP strike-only Hurtbox under Karin reduced vertically by 1 square during active frame (slightly stronger against light AAs).
• j.HK strike-only Hurtbox under Karin reduced vertically by 1 square during active frames (slightly stronger against light AAs)


Ken
• Close-range basic moves have been adjusted to improve the use of his rushdown.

• Ken’s appeal is being able to close the distance and deal damage up close. So, we looked into increasing the chance to execute a combo with "Chin Buster," attacking an opponent outside of their throw range. Also, we’ve made it easier to execute Special Moves off a Crouching MK to punish opponents who shy away from close-range battles and keep backing off.

• We found that Shinryuken (V-Trigger II) wasn’t utilized much, so we improved all levels of it to make it a more viable tool.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Standing HP
• Reduced the throw hurtbox from 1F to 7F.

Crouching LP (Rapid Cancel Ver. Included)
• Throw forward hurtbox will not be expanded.

Crouching MP
• Reduced the pushback on hit.

Crouching MK
• Increased the advantage on hit from 0F to 2F.

Crouching HP
• Throw forward hurtbox will not be expanded.

Chin Buster
• Expanded the forward hitbox

Inazuma Kick
• Disadvantage on block increased from -6F to -7F.

Thunder Kick
• Disadvantage on block increased from -6F to -7F

M Shoryuken (Normal/V-Trigger I)
• Invincibility period to mid-air attacks changed from 1F - 6F to 1F - 7F.

H Shoryuken (Normal/V-Trigger I)
• Reduced the pushback on hit for the first hit.
• Changed to expand the hitbox of the final attack on hit.

EX Shoryuken
• Expanded the upwards collision box when performed as a cancel from Shinryuken.

H Tatsumaki Senpukyaku (Normal/V-Trigger I)
• Expanded the hitbox of the first attack, except when performed as a cancel from Standing HP.

Senpu Nataotoshi (V-Reversal)
• Changed so that Ken will be in a grounded state until the conclusion of the move.

Shinryuken, All Levels (V-Trigger II)
• Changed so that Ken can cancel the landing recovery into V-Skill on hit.
• Changed so that EX special moves performed from canceling the landing recovery can be performed with offset inputs (input timing does not have to be precise).
• Eased the combo count.
• Changed the cancel timing from EX Shoryuken to until the 2nd attack.

Shinryuken, Lv1 (V-Trigger II)
• Reduced the damage from 140 to 110.
• Stun decreased from 200 to 150.
• Reduced the horizontal blowback distance.
• Extended the landing recovery cancel time on hit.
• Changed the projectile invincibility window at start from 1F to 4F for the special move version. Note: No changes to the V-Trigger activation version.

Shinryuken, Lv2 (V-Trigger II)
• Reduced the damage from 170 to 140.
• Stun decreased from 200 to 150.
• Reduced the horizontal blowback distance.
• Increased the blowback time.
• Extended the landing recovery cancel time on hit

Guren Enjinkyaku (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.

Previously Unlisted
• st.HP can no longer counter hit pushback OS.
• EX.DP no longer cancels into V-Trigger 2 during the ‘2nd Shoryuken’


Kolin
• We looked into the performance of moves used for distance control and strengthened V-Trigger I "Diamond Dust."

• Both Standing HP and "Sniping Kick," which had low risk on whiff, got their backwards hurtbox expanded during recovery, adding more risk on whiff. However, the reward for these moves is still high, so it can still be used as a strong move to pressure the opponent.

• V-Trigger I "Diamond Dust" can now be executed through cancelling "EX Silver Edge.” With this, Kolin can keep and increase an opponent&#39;s Stun Meter through her combo and by countering their projectiles. This allows Kolin to aim Stun + Freeze state more than before.

• Furthermore, we reduced the startup of Special Move version of "Diamond Dust" from 19F to 17F, so this can be connected from Crouching MK.

Knockdown
• Unified the collision box during

Forward Dash → Jump (V-Trigger II)
• Changed so that Avalanche Lock (air throw) can be performed with offset inputs (input timing does not have to be precise).

Standing HP (Normal/V-Trigger II)
• Expanded the backwards hurtbox during recovery.

Sniping Kick
• Expanded the backwards hurtbox during recovery

Blizzard Heel
• Disadvantage on block increased from -6F to -7F.
• Reduced the pushback on block for the first hit.
• Expanded the forward hitbox for 1F of the second hit

EX Silver Edge
• Can now cancel into Diamond Dust.

EX Hailstorm (Normal/V-Trigger II)
• The first hit has been given an attack hitbox.
• Reduced the downward hurtbox for the first hit until the end of the active frames.
• Increased the blowback time when the first hit connects on an airborne opponent.
• Stun decreased for the projectile when the first hit connects on an airborne opponent from 100 to 50

M Vanity Step (V-Trigger II)
• Changed so that Inside Slash (V-Skill) and Frost Edge can be performed with offset inputs (input timing does not have to be precise).

H Vanity Step (Normal/V-Trigger II)
• Changed so that Avalanche Lock (air throw) can be performed with offset inputs (input timing does not have to be precise).

Previously Unlisted
• L.Parry on hit recovery reduced by 1f (+1 more adv).
• EX (L+M) Parry on hit recovery increased by 4f (-4 adv, now same as regular low parry).
• EX Hailstorm (Normal/V-Trigger 2) changed so that the first hit eliminates up to two of the opponent&#39;s projectile


Laura
• Changes have been made to accentuate Laura’s signature fast-paced attacks and close-range combos.

• The cancel window for a Crouching MK has been increased, to allow cancelling into Special Moves to be executed upon hit confirming. "L Bolt Charge" is easier to execute without being consecutively blocked, so it’ll be easier to counter opponents hoping to take advantage of "Linear Movement - Avante.”

• Start up for "L Sunset Wheel" has been increased, but the throw range has been widened to grapple enemies that previously would have been out of range.

Vitality
• Increased from 1000 to 1025

Forward Walk
• Increased the movement speed.

Standing LK
• Changed so that the hurtbox will not move backwards

Standing HP
• Moved the collision box that appears before the attack active frames backwards to match the visuals.

Crouching LK
• Made the hurtbox for the rapid cancel version the same as the normal version.

Crouching MP
• Extended the cancel window by 2F.

Crouching MK
• Increased the cancel timing window by 3F.
• Advantage on hit increase from 0 to +2F.
• Delayed the cancel timing for M Bolt Charge by 2F.

Jumping HP
• Reduced the hurtbox that appears after the attack active frames end.

Jumping HK
• Reduced the hurtbox that appears after the attack active frames end.

Previously Unlisted
• st.HP can no longer Counter hit pushback OS.
• j.HP strike-only Hurtbox below her reduced 2 squares vertically (significantly harder to AA with lights).
• j.HK strike-only Hurtbox below her reduced 2.5 squares (significantly harder to AA with lights).
• Regular/V-Trigger 1 L.Elbow initial speed increased (better for juggling).
• Regular/V-Trigger 1 L.Elbow speed altered, 2nd active frame & 3rd active frame have same range (getting meaty 3rd frame hit in neutral looks near impossible now).


Lucia
• Her moves during her standard state have not been touched much, and the majority of her updates have been applied to her V-Trigger I, "Burning Fight," which wasn&#39;t being utilized much. Alterations have been made so her footsies are enhanced when "Burning Fight" is activated, and to make it easier to put the strength of her short-range attacks to good use.

• Her high class projectile, "V Flipper Shot," has decreased in consumption of her V Timer, making it easier to use and easier to limit the opponent&#39;s moves. With a lower cost, it is now easier to approach the opponent from a long distance and utilize tactics that involve both the projectile and Lucia herself.

• Now, the distance that the opponent flies back when hitting with her V-Skill, "V Tap-Kick" has been reduced so that Lucia can keep the situation working in her favor, without consuming V-Timer any more. By using this after hitting the opponent with a basic move from a mid-range distance or her "V Fire Spinner,” it creates more opportunities to perform hard hitting combos while conserving her V Timer.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 975.

EX Cyclone Spinner
• Expanded the upwards collision box during the final hit.

EX Flipper Shot L version only -
• Reduced the size of the backwards box that triggers the opponent&#39;s block after the bound.

Hammer Knuckle (V-Reversal)
• Increased the blowback distance on hit.

Tap-Kick(V-Trigger I)
• Reduced the blowback for the final hit.

Cyclone Spinner (V-Trigger I)
• Expanded the upwards collision box during the final hit

EX Cyclone Spinner (V-Trigger I)
• Decreased the V-Timer consumption from 700F to 400F.

EX Tornado Spinner (V-Trigger I)
• Decreased the V-Timer consumption from 700F to 400F

Flipper Shot (All Strengths) (Normal/V-Trigger I)
• Reduced the size of the backwards box that triggers the opponent&#39;s block after from the attack active frames.

Flipper Shot (V-Trigger I)
• Decreased the V-Timer consumption from 700F to 400F.
• L version only - Reduced the size of the backwards box that triggers the opponent&#39;s block after the bound.

Previously Unlisted
• V-Trigger 1 Fireball->LK/MK/HK V-Duration consumption 700->400 (V-Trigger 1 is 3000 V-Duration).
• EX Cyclone Spinner expanded upwards collision box during the final hit


M. Bison
• We adjusted the basic attacks and unique attacks associated with control and distance.

• Standing HP was utilized relatively often to control distance, so the hit box was reduced so that there’s a higher change of whiffing. In addition, the hurt box was expanded so that there is a higher risk when whiffing or blocking up close.

• "Psycho Axe" was the basis of creating a lot of attack opportunities and has been adjusted with an expanded hurt box, reduction of the size of the box that triggers the opponent&#39;s block, and increase in recovery time on whiff to limit its use as a means of closing distance with the opponent.

• In addition, we reduced the pushback on hit for the first attack of the "Double Knee Press", so that it becomes harder to whiff your CA upon activating it through a "Double Knee Press" cancel.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Standing HP
• Reduced the hitbox.
• Expanded the hurtbox.

Psycho Axe
• Reduced the size of the box that triggers the opponent&#39;s block.
• Expanded the hurtbox.
• Increased the recovery on whiff by 5F.

M/H Psycho Blast
• Changed the voice.

Double Knee Press (Normal/V-Trigger I)
• Reduced the pushback on hit for the first attack.

EX Psycho Blast (Normal/V-Trigger I)
• Fixed a bug where the combo count changed on counter hit.

Psycho Burst (V-Reversal)
• Reduced the pushback on block.
• Increased the recovery on block and whiff from 20F to 23F. Note: No changes in advantage/disadvantage on block.

Psycho Crusher (V-Trigger II)
• Changed the motion before attack startup, and adjusted the hurtbox accordingly.

Ultimate Psycho Crusher (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 15 × 2 + 20 (50 total).
• Added 10F of landing recovery if the mid-air version whiffs.


Menat
• We believe that Menat has been adjusted just the way we wanted her to be, so this update is mostly done to make her V-Trigger II "Prophecy of Thoth" more useful.
• By allowing other Special Moves to cancel into "Judgement of Thoth,” there are many opportunities for combos whether the players has the Crystal Ball or not.
• "Judgement of Thoth" allows the Crystal Ball to fire out in different directions, based on L,M,H inputs, so players can try it with other Special Moves to find the most effective action.

Knockdown
• Unified her collision box height when knocked down to be the same as that of other characters.

Standing HP/Crouching LP/Crouching MP/Crouching HK (w/Crystal Ball)
• Can now cancel into V-Trigger and V-Trigger-specific moves up to the final active frame.

Standing MP (w/Crystal Ball)
• Disadvantage on hit reduced from -3F to -2F.

Soul Sphere (All Strengths)
• Can now cancel into Judgement of Thoth and Prophecy of Thoth (special move version).

Soul Sphere (EX H)
• Can now cancel into Judgement of Thoth and Prophecy of Thoth (special move version) on grounded hit.

Soul Spark
• Can now cancel into Judgement of Thoth and Prophecy of Thoth (special move version).

Guardian of the Sun
• Eased the ability for follow-up attacks.

Wisdom of Thoth (V-Trigger I)
• Increased the V-Timer from 1000F to 2000F.

The Nefertem (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 3 to 50.


Nash
• Adjustments have been made to strengthen anti-air capabilities and ground attacks including projectiles.

• There was some difficulty properly using different anti-air options against characters who were able to change their trajectory mid-air. As a result, "H Sonic Scythe" and "EX Sonic Scythe" are now invincible against airborne attacks from its active frame. If players are able to react to the jump animation at an early timeframe, they’ll be able to counter most jump attacks.

• Basic anti-air normals were difficult to follow up after hitting the opponent in the air. Now, the duration that the opponent is left in the air increases after being hit by a Standing MK or Standing HK, allowing Nash to follow up with a forward dash attack to keep the pressure.

• By combining these improved anti-air capabilities and the strengthened "Sonic Boom," it will allow players to utilize familiar strategies and dish out more damage.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Forward Dash
• Changed to be in close contact with the opponent after the move ends. Note: No change to movement distance.

Standing LP
• Reduced the pushback on hit for the rapid cancel version.

Standing MP
• Changed so that the opponent blocking the active frames will give an advantage in recovery.
• Increased the hit and block stop.
• Increased the cancel timing window by 3F

Standing MK
• Changed so that the opponent blocking the active frames will give an advantage in recovery.
• Increased the blowback time for an opponent on mid-air hit.
• Changed so that a V-Trigger cancel can be performed on the 4th active frame.

Standing HP
• Changed so that the opponent blocking the active frames will give an advantage in recovery.

Standing HK
• Reduced the recovery on hit from 15F to 14F. Note: Also changes to the advantage/disadvantage on hit and block.
• Increased the blowback time for an opponent on mid-air hit.

Rapid Punch
• Changed so that the opponent blocking the active frames will give an advantage in recovery.
• Increased the hit and block stop.

Chopping Assault
• Increased the hit and block stop.
• Disadvantage on block increased from -6F to -7F.

Wind Shear
• Made the behavior of the second hit on counter hit the same as for a regular hit.

Down Burst
• Increased the hit and block stop.
• Disadvantage on block increased from -6F to -7F

Sonic Boom
• Damage increased from 50 to 60

Previously Unlisted
• V-Skill 1 is forcibly +5 on hit (recovery changes based on active frame) — Note that recovery does not seem increased.
• V-Trigger 1 ground dash Hurtbox moves into place faster (attempted fix of Nash getting hit ‘cross up’ by grounded moves during his teleport).


Necalli
• Adjustments have been made on follow-ups after combos or crush counter activations.

• It was difficult aiming for a combo without utilizing the EX gauge from a light attack. M Raging Light was a less frequently utilized attack, so by expanding its hitbox range, players have an additional weapon to utilize in their combos. This also allows players to hold onto their EX gauge during a match.

• The frame disadvantage of "EX Valiant Rebellion" on block has been alleviated to make it a more viable option to consume EX gauge. Even if the opponent is guarding, it’ll be easier to keep being aggressive and backing them into a corner.

• If a crush counter occurs during a Standing HP, it was difficult to follow-up without cancelling into a Special Move. Based on the circumstance, follow-ups have been made easier. We adjusted the crush counter so that players are not forced to cancel into Special if they want to attempt a follow-up attack.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Crouching LP (Normal/V-Trigger)
• Adjusted so that there will be no changes in the spacing interval if the active frames hit against an opponent in close quarters.
• Delayed the timing at which the collision box expands on whiff by 3F

Standing HP (Normal/V-Trigger)
• Crush Counter hit changed to crumple knockdown.

Opening Dagger (Normal/V-Trigger)
• Increased the disadvantage on block from -6F to -7F.
• Changed the airborne status from 12F - 19F to grounded, throw invincible.

Opening Dagger (Max Charge) (V-Trigger)
• Changed the airborne status from 23F - 34F to grounded, throw invincible

The Disc&#39;s Guidance (Normal)
• Reduced the pushback on hit for the second hit.

Valiant Rebellion (Normal/V-Trigger)
• Changed the timing at which the backwards hurtbox begins moving down from 2F to 5F.

Valiant Rebellion (Normal)
• Changed the advantage on block from -2F to +2F.
• Reduced the recovery from 24F to 21F.
• Reduced the pushback on hit for the first hit.

EX Valiant Rebellion (Normal/V-Trigger)
• Changed the advantage on block from -2F to +2F.
• Reduced the recovery from 23F to 20F.

M. Raging Light (Normal/V-Trigger)
• Expanded the hitbox.
• Normal version only: Extended the attack active frames for the first hit from 3F to 4F.

EX Mask of Tlalli (Normal/V-Trigger)
• Expanded the upwards collision box on hit.

Ceremony of Honor/Soul Offering (Normal/V-Trigger) (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.
• Expanded the upwards collision box during screen freeze.

Previously Unlisted
• EX.Dash Punch 2nd to last Hitbox pushback on hit reduced by 1 square (falls out less often).


Poison
• By updating the startup of her basic moves and increasing the hitbox of her "Avant Line,” Poison’s proficient mid and long range attacks have become enhanced and can apply more pressure.

• In order to give her more options in the mid-to-long range distances, her "EX Love Me Tender" has been updated to become a quicker overhead Special Move. In addition to it being a way to counter projectiles, its usage has been enhanced so that it can also be a surprise attack, differentiating it from other EX moves like "EX Heart Raid.” While it&#39;s more powerful, it&#39;s now easier to get punished when blocked, so players need to be cautious of this.

• Also, the frame disadvantage has been updated when "EX Avant Line" is blocked, making it so she can no longer get punished. While she is powerful to use when leveraging her fast, long-range attacks, her short-range tactics have also been enhanced by reducing risk when cancelling from her L attacks.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 975.

Standing LP
• Expanded the upwards hurtbox at the arms.
• Changed so that it cannot hit opponents who are behind

Standing MK
• Reduced the startup from 8F to 7F.

Standing HK
• Reduced the startup from 9F to 8F.

Crouching MP
• Advantage on hit decreased from +7F to +6F.

Avant Line
• Expanded the forward hitbox.

EX Avant Line
• Expanded the forward hitbox for all hits except the final one.
• Changed the motion on block.
• Recovery on block decreased from -16F to -2F.

Love Me Tender
• Reduced the hurtbox at the foot before the attack startup.

EX Love Me Tender
• Changed the attack property to hit mid.
• Disadvantage on block increased from -2F to -4F.

Love Hurricane (CA)
• Decreased the startup from 13F to 10F.
• Expanded the forward hitbox.

Previously Unlisted
• EX.Down whip no longer cancels to V-Trigger 1/V-Trigger 2 activation or specials during 1st 3 Hitboxes (may cause an OS).
• EX.Down whip on Whiff Hitbox height reduced by 5 squares (Massively easier to jump in on if the first hit misses).
• EX.Down whip recovery on hit increased by 1f (- 1 frame less adv?)
• Critical Art Hitbox added to hit crouchers with much shorter range (11 squares in front of Poison).


R. Mika
• She went through minimal change, with some adjustments made to her melee attacks.

• The frequently utilized "Stomp Chomp" can now combo into "H Shooting Peach" to make it easier to dish out combo damage and back opponents into the corner.

• V-Trigger I and II have been modified so that if Nadeshiko&#39;s attack and Mika&#39;s throw hit the opponent at the same time, Nadeshiko&#39;s attack will take priority.

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Standing LK
• Changed so that the hurtbox will not move backwards.

Standing MP
• Changed so that the opponent blocking the active frames will give an advantage in recovery.

Crouching MP
• Reduced the backwards hitbox.
• Expanded the upwards and backwards hurtbox for frames 8F - 21F

Stomp Chop
• Changed so that H Shooting Peach will combo from Stomp Chop.

Mic Performance (V-Skill)
• Added a forward input version.

Nadeshiko (V-Trigger I) (All Versions)
• Fightin&#39; Dirty (V-Trigger II) Changed so that if Nadeshiko&#39;s attack and Mika&#39;s throw hit the opponent at the same time, Nadeshiko&#39;s attack will take priority


Rashid
• We took a look at moves associated with keeping mid-range control and distance and made whiffing much more punishable.

• The Crouching MP has been greatly modified so that it is easier to execute combos that chain L Whirlwind Shot and Wing Stroke (V-Skill II) together. For his bigger attacks, the "L and M Spinning Mixer" parameters and post-attack opportunities have been slightly reduced.

Standing MP
• Expanded the forward hurtbox that appears before the attack active frames begin.

Standing HP
• Expanded the backwards hurtbox during recovery

Crouching LP
• Made the hurtbox for the rapid cancel version the same as the normal version.

Crouching LK
• Reduced the backwards hitbox.
• Increased the startup of the rapid cancel version from 2F to 4F.
• Increased the pushback distance on block.

Crouching MP
• Reduced the startup from 7F to 6F.
• Changed to move forward slightly during the move.
• Advantage on hit decreased from +3F to +2F.
• Changed the advantage on block from +1F to -2F.
• Grounded hit forces stand.
• Increased the blowback distance for mid-air hit.
• Delayed the special move cancel timing.
• Reduced the pushback on hit for a grounded hit

Crouching MK
• Expanded the forward hurtbox at the body to match his crouching posture.

Crouching HP
• Added 4F of recovery on whiff.
• Expanded the hurtbox.

Beak Assault
• Disadvantage on block increased from -6F to -7F.
• Changed the airborne status from 7F - 20F to grounded, throw invincible.

L Whirlwind Shot
• Increased the pushback distance on hit.

L Spinning Mixer
• Stun decreased from 150 to 125

M Spinning Mixer
• Stun decreased from 175 to 150.
• Increased the blowback distance for the maximum enhanced version, and reduced the blowback time.
• Reduced Rashid&#39;s forward movement distance and descent speed on hit for the maximum enhanced version.

M Airborne Eagle Spike
• Fixed the camera&#39;s behavior on hit and block.

Altair (CA)
• Opponent will gain 50 EX Meter on block.


Ryu
• His main close to mid-range basic moves have been enhanced to make his ground fighting more solid. Also, by altering the specs of his "Denjinrenki (V-Trigger 1),” which makes it easier to incorporate his special move into a combo, the amount of damage that can be inflicted in a single opportunity has increased.

• Ryu’s well known “crouch MK” has been updated to adjust its disadvantage when blocked, making it easier to use.

• His "EX Jodansokutogeri" can now combo into his "L Tatsumakisenpukyaku,” and his M & H version is easier to combo from a standard move, allowing him to continue to be the aggressor.

• His V Trigger 1 has been altered so it doesn’t decrease his V Timer when using his enhanced special moves. While his V Timer length has been slightly reduced, it allows tactics that utilize his enhanced special moves to be more powerful.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Standing LP (Normal/V-Trigger I)
• Adjusted so that there will be no changes in the spacing interval if the active frames hit against an opponent in close quarters.

Standing HP (V-Trigger I/II)
• Relaxed the follow-up attack restrictions during a Crush Counter

Crouching LP (V-Trigger I)
• Made the size of the collision box for active frame 3F the same as C.LP.

Crouching MP (Normal/V-Trigger I)
• Reduced the collision box.
• On whiff, delayed the timing of the expansion of the collision box by 1F after the active frames end.
• Changed so that the collision box will expand 1F after hit or block.

Crouching MK
• Disadvantage on block decreased from -3F to -1F.
• Expanded the forward hitbox.

Jodan Sanrengeki (Normal/V-Trigger I)
• Disadvantage on hit for the 2nd hit decreased from -9F to -2F.
• Disadvantage on block for the 2nd hit decreased from -16F to -9F.

Collarbone Breaker (Normal/V-Trigger I)
• Disadvantage on block increased from -6F to -7F.

M Shoryuken (Normal/V-Trigger I)
• Made the CA cancel timing the same as L/H Shoryuken

M Tatsumaki Senpukyaku
• Expanded the forward hitbox for the first hit.

H Tatsumaki Senpukyaku
• Expanded the forward hitbox for the first hit.
• Fixed the phenomenon where he floated above the ground after the move&#39;s recovery ended.

EX Jodan Sokutou Geri
• Increased the forward movement distance.
• Changed so that the move recovery can be canceled into Tatsumaki Senpukyaku on hit.
• Changed the properties when performed as a cancel from a standing HP, when Denjin Renki or Kakko Fubatsu is activated.

Mind&#39;s Eye (V-Skill)
• Expanded the forward parry range.

Denjin Renki (V-Trigger I)
• V-Timer decreased from 1,000F to 800F.
• V-Hadoken and V-Shoryuken no longer use V-Timer.

Shinku Hadoken (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 6 × 5 + 20 (50 total).
• Expanded the upwards hitbox when performed as a cancel from Shoryuken.

Denjin Hadoken (V-Trigger I) (CA)
• Eased the combo count when performed as a cancel from Shoryuken.
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 5 × 6 + 20 (50 total).
• Expanded the upwards hitbox when performed as a cancel from Shoryuken.


Sagat
• Much of Sagat’s playstyle leaned too heavily on his mid-range control, so we revised his basic attacks that were less frequently used to widen the range that they would be effective.

• For example, the frame disadvantage of his Standing HP and Crouching HK on whiff have been reduced, making them more effective distance control tools. By combining these improved attacks with "Tiger Shot" and "Grand Tiger Shot,” Sagat’s strategy of keeping opponents at bay has been improved.

• Since his "Tiger Assault (V-Trigger II)" was an all-purpose move that could be used in various situations, "Tiger Cannon (V-Trigger I)" was increased to be more usable as well.

Knockdown
• When getting up from a face-down knockdown, changed his collision box to be the same height as that of other characters.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Standing LK
• Reduced the pushback on hit.

Standing HP
• Recovery on whiff decreased from 20F to 18F.

Crouching MP
• Expanded the forward hitbox.

Crouching MK
• Increased the advantage on hit from 0F to +1F.
• Expanded the forward hitbox.

Crouching HP
• Active frames increased from 3F to 4F.
• Reduced the recovery from 19F to 18F.
• Extended the V-Trigger activation and the cancel window for V-Trigger exclusive moves by 1F.

Crouching HK
• Reduced the recovery from 27F to 23F. Note: No changes in advantage/disadvantage on block.

Tiger Heavy Elbow
• Disadvantage on block increased from -6F to -7F

L Tiger Knee Crush
• Expanded the upwards hitbox for active frames 6F - 7F

Angry Charge (V-Skill)
• Overall movement frames decreased from 55F to 50F.
• Changed so that a Tiger Uppercut performed while the effects are active to build EX Meter.

Tiger Cannon (V-Trigger I)
• Increased the blowback time on hit.
• Decreased the blowback distance on hit.
• Advantage on block increased from +2F to +10F.
• Reduced the startup from 19F to 17F.
• Increased the V-Timer effect time from 2400F to 3000F.
• V-Timer consumption increased from 1200F to 1500F.

Tiger Rampage (CA)
• Increased the amount of EX Meter gain that the opponent gets on block from 10 to 50.


Sakura
• For Sakura, we adjusted and added parts for her combo and made updates to moves derived from her V-Skill "Haru Kaze" and V-Trigger I "Haru Arashi.”

• Standing LP and "EX Shunpukyaku" can now be connected as combo and can now be aimed to execute from Standing HK crush counter ⇒ front step or "Chin Buster Kick.” At the corner, you can continue to follow up, making it a surprising strong combo that starts from L attacks.

• In order to offer more variety during the activation of V-Trigger I "Haru Arashi,”we increased the hitbox for "V Tengyo Hadoken" and also adjusted the blowback distance for "Hogasyo.” Sakura players will get maximum reward by choosing the most efficient combo for each situation.

• All three derived moves from V-Skill "Haru Kaze" are improved. "Kashinfu," for example, reduced the recovery on hit and can continue to attack the opponent.

Vitality
• Increased from 950 to 975.

Stun
• Increased from 950 to 1000.

Standing MK
• Reduced the recovery on hit and block from 19F to 17F. Note: No changes to the advantage/disadvantage on hit or block, but the advantage/disadvantage on V-Trigger cancel has been changed.

Crouching HK
• Startup reduced from 9F to 8F

Chin Buster Kick
• Reduced the recovery from 22F to 20F.
• Increased the advantage on hit from +3F to +4F.

L Shouoken
• Decreased the blowback distance on hit.

Tengyo Hadoken (Charge)
• Increased the active frames by 10F.

EX Shunpukyaku
• Reduced the startup from 15F to 12F when performed as a cancel from S.LP, C.MK.
• Fixed the bug where the active frames of the final hit would be reduced by 1F.

Sakura Otoshi (V-Skill)
• Increased by recovery on block by 3F.
• Expanded the downwards hitbox.

Oukakyaku (V-Skill)
• Reduced the upwards hurtbox at the feet.

Kashinfu (V-Skill)
• Reduced the recovery by 2F on hit.

Floral Spin (V-Reversal)
• Reduced the recovery from 27F to 24F on block and whiff. Note: No changes to the advantage/disadvantage on block.

Hadoken (V-Trigger I)
• Eased the combo count.

Tengyo Hadoken (V-Trigger I)
• Increased the active frames by 5F.
• Made the hitbox the same as EX Tengyo Hadoken.
• Eased the combo count.
• Increased the blowback distance on hit.
• Increased the blowback time on hit.

Tengyo Hadoken (Charge) (V-Trigger I)
• Increased the active frames by 5F.

Hogasho (V-Trigger I)
• Decreased the blowback distance on mid-air hit.

Sakura Rain (Normal/V-Trigger I) (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 7 × 5 + 15


Urien
• We made some changes on his basic moves and unique attacks, which can be used to control distance, but the overall usability has not changed much.

• Standing HP did not have much risk when whiffed, so we expanded the hurtbox during recovery, making it vulnerable unless used wisely.

• On the other hand, we increased the pushback distance on block and reduced the hurtbox at the foot for "Quarrel Kick" and reduced some usage risk.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 1000 to 1050

Knockdown
• When getting up from a face-down knockdown, changed his collision box to be the same height as that of other characters.

Standing HP
• Expanded the backwards hurtbox during recovery.
• Eased the ability for follow-up attacks.
• Reduced the pushback on block and hit.

Standing HP (Charge)
• Expanded the backwards hurtbox during recovery.
• Eased the ability for follow-up attacks.

Quarrel Kick
• Increased the pushback distance on block.
• Reduced the hurtbox at the foot.

EX Metallic Sphere (L/M Versions)
• Increased the advantage on block from +1F to +2F.

Metallic Aura (V-Skill)
• Overall movement frames decreased from 52F to 50F.
• Changed so that a special move performed while Metallic Aura is under effect will add to the EX Meter.

Aegis Reflector (High) (V-Trigger I)
• Fixed the phenomenon where the VT activation mirror would not disappear even after reflecting a projectile 3 times.

Tyrant Blaze (V-Trigger II)
• Damage increased from 100 to 120.

Tyrant Blaze (Charge) (V-Trigger II)
• Damage increased from 120 to 140.
• Changed the advantage on block for the 4th attack from -2F to +4F.

Dominant Crush (CA)
• Expanded the upwards hitbox.
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 4 × 9 + 14.


Vega
• We’ve made the claw easier to use, in order to highlight upon the difference in playstyle between having the claw equipped or not. We also added a new move called "Sky High Claw" as a long-range opportunistic move effective against projectiles.

• We also overhauled and improved "Bloody Kiss" to make it a more effective combo tool, such as being able to cancel into from other Special Moves and improving Vega’s movement after a hit or block.

Vitality
• Increased from 1000 to 1025

Stun
• Increased from 950 to 975

Knockdown
• Unified the collision box during a crumple knockdown to be the same height as other characters.

Crouching State
• Expanded the upwards hurtbox.

Standing LP (Claw)
• Increased the advantage on hit from +5F to +7F.

Standing MP (Claw)
• Expanded the forward hitbox.

Crouching HK
• Eased the ability for follow-up attacks.

Buster Claw
• Expanded the forward hitbox

Mercury Shard
• Disadvantage on block increased from -6F to -7F.
• Given throw invincibility from 13F to 19F.

Sky High Claw (New)
• Added a new special move, performed with the command ↓ (charge) ↑ + P.

Switch Claw
• Reduced the recovery by 1F when performed as a cancel from C.HP (barehanded).

M Aurora Spin Edge
• Restricted the combo count.

H Crimson Terror
• Restricted the combo count.

EX Flying Barcelona
• Increased the blowback time when it hits an airborne opponent.
• Expanded the hitbox when used in a combo, and changed so that Vega can hit opponents who are behind him.

EX Flying Barcelona Attack
• Expanded the upwards hitbox for the final hit.
• Expanded the upwards hitbox for the first hit when used in a combo.
• Reduced the upwards blowback for the opponent on the first hit.

Bloody Kiss (V-Trigger I)
• Can be canceled into from Aurora Spin Edge and Crimson Terror.

Bloody Kiss - Azul (V-Trigger I)
• On hit and block, sped up the timing at which Vega can move by 3F.
• Changed the advantage on block from -2F to +2F.
• Expanded the downward collision box of the movement after the projectile hits.
• Increased the blowback time on hit.
• Restricted the combo count.

Flash Arch - Granate (V-Trigger II)
• Expanded the forward hitbox.
• Reduced the startup from 18F to 17F.

Bloody Rain (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50 for the descending attack portion.
• Changed so that the descent attack will not whiff when performed facing an opponent in the corner.

Previously Unlisted
• EX.ASE Juggle Start 0->1 (no longer a free juggle state on hit)


Zangief
• His mid-range control attacks have gone through some fine-tuning.

• Much of his mid-range control was determined by his Standing MP, so we delayed the timing at which the hurtbox disappears during recovery. On the flip side, the less frequently utilized Standing MK has a smaller hurtbox now. With these changes, the idea is to be able to balance the effectiveness of both moves depending on the opponent or how they may be maneuvering.

• In addition, "Knee Hammer" now has increased movement with a reduced backwards hit box for active frames to make it a more effective attack in creating more advantageous situations.

Vitality
• Increased from 1050 to 1075.

Stun
• Increased from 1050 to 1100.

Standing MP
• Delayed the timing at which the hurtbox disappears during the recovery by 3F.
• Made the V-Trigger cancel timing on hit and block the same between V-Triggers 1 and 2.

Standing MK
• Reduced the backwards hurtbox at the legs during the attack active frame

Knee Hammer
• Reduced the backwards hitbox for active frames 1F - 2F.
• Increased the movement amount.

Double Lariat
• Changed the timing at which the hurtbox moves backwards from 3F to 5F.

Muscle Explosion (V-Reversal)
• Changed the attack and projectile invincibility window from 1F - 14F to 1F - 25F.

Iron Muscle (V-Skill)
• Changed the backwards dash cancel to a priority input

Previously Unlisted
• st.MP xx V-Trigger 1 startup 22f->19f.
• Regular/V-Trigger 1 V-Skill 1 Buffer window extended earlier by 10f (easier to cancel into backdash or V-Skill 1->Walk as early as possible)


Zeku
• Some of the moves for Young form got rebalanced, but his basic strategy of getting in close range of the opponent to execute high damage combos has not changed.

• For the Old form, we’ve made Crouching MK cancelable into Special Moves. This will give players different ways to engage the opponent in close combat.

• Furthermore, we noticed that his V-Trigger 2 "Karura Tenzan" was not used as much, so it can now cancel into EX Special move. By connecting them, Zeku can aggressively do high damage through his anti-air or combo.

[Old]Crouching MK
• Can now be canceled into a special move.

[Old]Nouten Wari
• Disadvantage on block increased from -6F to -7F.

[Old]Toushi (V-Reversal)
• Increased the attack and projectile invincibility window from 1 - 16F to 1F - 25F.

[Old]Karura Tenzan (V-Trigger II)
• Changed so that the landing recovery can be canceled into an EX special move on hit.
• Stun decreased for the special move version from 150 to 100.
• Expanded the upwards collision box for the EX Bushin Gram - Ban performed from Karura Tenzan.
• Adjusted the combo count on hit.

[Old]Batsuzan Gaisei (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.
• Restricted the combo count after the first hit.

[Young]Knockdown
• Unified his collision box height when knocked down to be the same as that of other characters.
• Deleted an unnecessary throw hurtbox that appeared at his back during a specific get-up motion.

[Young]Standing LP
• Made the hurtbox for the rapid cancel version the same as the normal version.

[Young]Standing LK
• Reduced the active frames from 4F to 3F.
• Recovery increased from 7F to 10F.
• Changed the advantage on block from +3F to -2F.
• Delayed the Hozanto cancel timing window by 1F.
• Increased the pushback distance on hit and block.

[Young]Standing HP
• Expanded the backwards hurtbox during recovery.

[Young]Kaeshi Saiha
• Increased the disadvantage on block from -8F to -12F.
• Reduced the pushback on block.
• Expanded the backwards hurtbox during recovery.

[Young]Kubi Kudaki
• Disadvantage on block increased from -6F to -7F

[Young]Bushin Shidenkyaku
• Moved the hitbox location to the backwards and upwards directions.

[Young]Hayagake (Normal/EX)
• Zeku will take counter damage if he is hit during the part of the move where it is possible to perform an attack.

[Young]Toushi (V-Reversal)
• Increased the attack and projectile invincibility window from 1 - 16F to 1F - 25F.

[Young]Karura Tenzan (V-Trigger II)
• Changed so that the landing recovery can be canceled into an EX special move on hit.
• Stun decreased for the special move version from 150 to 100.
• Adjusted the combo count on hit.

[Young]Batsuzan Gaisei (CA)
• Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.
• Restricted the combo count after the first hit.

Previously Unlisted
• Old - Hurtbox is no longer thinner when turning around (weaker to meaties/ backturning follow ups like Alex V-Trigger 1 HP+HK move).
• Young - Hurtbox is no longer thinner when turning around (weaker to meaties/ backturning follow ups like Alex V-Trigger 1 HP+HK move).
• Young - st.LK Hozanto 2nd cancel window added (looks like a bug, doesn’t functionally change anything).
• Young - st.HP extended low Hurtbox lingers longer after active frames 2f->16f (Massively weaker to crouching kick height whiff punishes).
• Young - st.HP extended Hurtbox placed at standing punch height for 7f near the end of the moves recovery (combats how far Young Zeku reels back on whiff, significantly weaker to standing punch height whiff punishes).
• st.HP->st.HP Target Combo now has an extended Hurtbox after active frames 0f->14f, extends Hurtbox by 2.5 squares (Massively weaker to all whiff punish heights).
• cr.HP->cr.HP Target Combo blockstun reduced by 4f(-4 on block/cancel, -10-> -14 on block). • cr.HP->cr.HP TC pushback on block reduced by 1 square.
• H.Hozanto no longer receives Counter Hit on trade.
• Command Air grab (All Versions) on whiff now have recovery when landing.
• M Slash Elbow overall movement frames decreased from 19F to 18F


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Street Fighter 5 master of Saikyo Dan gets official trailer


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Street Fighter V Season 5 Passes
#77


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Street Fighter 5: Champion Edition V-Shift patch notes (February)
General
New V-Shift System Added

Added the new V-Shift mechanic (MK+HP with no directional input).

V-Shift is a defensive mechanic that consumes one stock of V-Gauge to parry an attack and distance yourself from the opponent.

By pressing MK+HP again (or continue to hold the input) during the action after a successful parry, you can perform a counterattack known as a VShift Break. A V-Shift can be performed at any time as long as the character is on the ground and able to move freely.

This is one way in which the mechanics differs greatly from V-Reversals. Additionally, V-Reversals always restore stun on activation, whether on hit or block.

However, V-Shifts do not guarantee a set effect.

Whether or not the parry is successful and the effect is triggered depends on the opponent's move the timing of the V-Shift, etc., meaning player judgment is needed to maximize its utility.

Though it's a somewhat difficult system to master, it provides players with a defensive option against attacks/combos that are hard to counter. For more on V-Shifts, please see the in-game demonstrations and the frame data at the Shadaloo Combat Research Institute.

Combo Count Display

Henceforth "combo count" will be divided into three types: "combo-count start value", "combo count gain", and "combo count limit".

Air combos in Street Fighter V are organized into these three types of combo count; their details are as follows.

- Combo-Count Start Value:
The numerical value used to indicate when an air combo starts from a particular move. The smaller this value is, the easier it to begin an air combo from that move, and vice versa.

- Combo Count Gain:
The numerical value added when a move is incorporated into an air combo. The smaller the combo count gain is, the easier it is to continue the combo, vice versa.

- Combo Count Limit:
A numerical value used to determine up to when a move can land in an air combo. The larger the limit, the easier it is to incorporate into a combo.

Adjustments to Anti-Air Properties of Grounded Normal Attacks

Many jumping attacks have hurtboxes positioned lower than their hitboxes. Grounded attacks have high hitboxes, meaning that they have anti-air properties against jumping attacks, even if they land from the front or the side.

Light attacks, with their quick motions, and some characters' Crouching medium punches proved to be effective anti-airs with their quick start-up and plus-on-block properties. This made dealing with certain characters a problem, affecting game balance in ways not originally intended.

To remedy this, we have made the following adjustments to light and medium attacks to make them less viable as anti-airs.

1) Made the hurtboxes of the lower half of all jumping attacks invincible to grounded light attacks while the character is descending after the jump.

2) Added an upper hurtbox to some characters' Crouching medium punch from 1F before active frames to the end of active frames.

3) The upper half of the hitbox for some characters' Crouching medium punch will no longer hit an airborne opponent. To ensure the changes in 1) do not affect battle balance too much, these adjustments have not been applied to jumping attacks performed from Dhalsim's Yoga Teleport/Yoga Float/Airborne Yoga Deep Breath. For more information on characters with adjustments mentioned in 2) and 3) above, please see each character's adjustment list.

To ensure hurtboxes added to the upper part of Crouching medium punches mentioned in 2) and 3) do not cause too many other issues, projectile-invincible hurtboxes were also added to them.

Special Counterable States from Some Anti-Airs

Characters who have moves or wall jumps that can change their mid-air trajectory will now enter a special counterable state between the start of the motion and when they land while performing certain moves.

Landing a mid-air attack that causes air recovery (except for normal light attacks) against an opponent in this state will cause a knockdown, from which follow-ups can be performed. Additionally, when the counterable state is active, increased hitstop and a heavy-attack-like hit effect will make it easy to know when a character is in this state.

The counterable state will last until you land, even if you perform another move from a move that causes you to enter the state. For example, if you perform a jumping attack after a wall jump, you will still be counterable until you land.

For more on which moves cause this state, please see each character's adjustment list.

In-Place/Back Recovery

The following adjustments were made to make it easier to distinguish inplace recovery time from back recovery:

- Back recovery now produces a smoke effect immediately after the motion starts.

- In-place recovery and back recovery now each use different voice samples.

Initial Combo-Scaling of Throws

Starting a combo with throws will now apply one move's worth of scaling to the combo. This will also apply to some characters' command throws and throws that cause stun.

Scaling for throws used in the middle of combos has not been changed.


Abigail
Abigail's strength lies in his long reach that keeps opponents at bay.

However, some of his moves were so powerful that opponents were not able to land on a hit on him without using some extraordinary maneuvers.

To remedy this, we've adjusted the hurtboxes of his most commonly-used moves at mid and long range, adding some risk to stopping opponents from approaching.

With consideration to the new combo scaling added to throw-initial combos, we've slightly increased the parameters of "EX Abigail Smash".

Looking only at the follow-up attacks, damage and stun damage haven't changed much from the previous version.

However, successfully stunning with these combos will lower the total damage dealt.

The V-Trigger cancel timing for V-Trigger I "Max Power" is now the same as that of V-Trigger II "Hybrid Charge".

• [Normal/V-Trigger I] Standing HP Expanded the hurtbox during recovery.

• Crouching LP Extended the hurtbox size before the hitbox appears.

• [Normal/V-Trigger I] Crouching HP Expanded the hurtbox during recovery.

• [Normal/V-Trigger I] Abi Blaster Expanded the hurtbox during recovery.

• Abi Scissor
1) Increased damage from 90 to 100.
2) Increased distance traveled forward.

• Bang Bang
1) Expanded the hurtbox before the hitbox appears and during recovery
2) Changed active attack frames from 3F to 2F.
3) Increased frame advantage from 9F to 10F.

• EX Abigail Smash
1) Increased damage from 80 to 100.
2) Increased stun damage from 100 to 120.

• Abigail Punch (including EX) Can now be canceled with Max Power on hit.

• Dynamite Punch (including EX) Can now be canceled with Max Power.

• [V-Trigger II] Metro Crash Added camera animation for when the final attack of the fully charged version is guarded.


Akuma
Akuma's maximum health is set lower to balance out his powerful moveset.

However, his effective defensive options ended up giving him more lasting power than other characters.

To alleviate this, we've readjusted his defensive moves to raise the difficulty of protecting against an opponent's offensive.

With the adjustment to Akuma's primary defensive option "Rakan Gokyaku", he can no longer switch positions with the opponent by comboing into "L. Tatsumaki Zankukyaku".

Switching positions when at a disadvantage now requires either sacrificing combo damage or spending Critical Gauge; players must choose which combo to use based on the situation.

On the other hand, Akuma now has better offensive capabilities, with more chances for high-damage combos when rushing down the opponent.

"Shun Goku Satsu" now has a shorter grab range after the blackout, increasing the difficulty of using it.

• Crouching MK
1) Lengthened recovery time from 14F to 15F.
2) Changed frame advantage on hit from +3F to +2F.
3) Changed frame advantage on block from -1F to -2F.

• Crouching MP
1) Added a projectile-invincible hurtbox to the upper body 1F before active attack-time begins; it lasts until the attack ends.
2) Extended the throw's hurtbox backward from the beginning of the move to the 1st frame of the attack.

• [Normal] H. Goshoryuken
1) Extended the hitbox forward.
2) Reduced the knockback distance when the 1st and 2nd hits land on an airborne opponent.
3) Increased damage from 120 (60+(30x2)) to 140 (80+(30x2)).

• [Normal/V-Trigger II] EX Zanku Hadoken [Normal/VTrigger II] Hyakki Gozanku
1) If hit with an attack while stagnant, the projectile will now disappear.
2) Changed landing recovery time on whiff or block from 4F to 9F.
(Landing recovery time on hit remains unchanged.)

• [Normal/V-Trigger II] Hyakki Gosai / EX Hyakki Gosai
Fixed an issue where if the move was performed just before landing from any "Hyakkishu" move, the opponent would not be thrown during the active attack frames of the throw hitbox.

• Rakan Gokyaku (V-Skill I) Increased the knockback distance on hit.

• [V-Trigger I] Zanku Hadoken Changed recovery time on landing from the jumping value to a special value (5F).

• [V-Trigger I] Shun Goku Satsu (CA) Adjusted blackout duration from the attack's 2nd frame to when the opponent can move.


Alex
Alex's playstyle relies on having options between strikes and command throws; as such V-Shift greatly affects it.

"Power Bomb" was not a great way to continue his offensive, so we've strengthened strikes and throws to compensate.

Many adjustments were made to strengthen the ability to continue an offensive on hit and increase combo options.

Combos are now more flexible with more ways to combo from light attacks or counterattacks for heavy damage.

"L./M. Slash Elbow" now deals less stun damage to balance out the benefits it gains from expanded combo options.

"L. Slash Elbow" now combos into Standing LK on counter hit at close range. Also, "M. Slash Elbow" now combos into "EX Air Knee Smash" in the corner, giving Alex more chances to get in damage.

In addition, his V-Skill II "Overchain" now ends when he is downed rather than when taking damage, allowing more opportunities to mix in special moves into combos for tons of damage.

Alex's light "Power Bomb" throw now has slower start-up but expanded grab range, and can now catch opponents from further away.

The medium "Power Bomb" grab range is now identical to the light grab range from the previous version, preserving Alex's existing link combos.

• Forward/Backward Walk Increased movement speed.

• Face-Crush Chop (forward throw)
1) Extended the grab range.
2) Increased distance between opponent after a successful throw at the edge of the screen.

• Leg Tomahawk (backward throw) Extended the grab range.

• Standing LP Extended the cancel window by 1F.

• Standing MP Changed frame advantage on block from +2F to +3F.

• Standing HP
1) Now slams the opponent to the ground on a mid-air hit.
2) Changed frame advantage on hit from -1F to 0.

• Standing LK
1) Extended the special move cancel timing by 1F.
2) Changed frame advantage on block from -1F to 0.

• Standing MK Sped up V-Trigger cancel timing by 4F.

• Standing HK
1) Now knocks the opponent down on a mid-air hit.
2) Extended the size of the box that triggers the opponent's block forward.

• Crouching LP Changed frame advantage on hit from +4F to +5F.

• Crouching MP Increased damage from 60 to 70.

• Crouching HP
1) Landing a successful 1st hit now expands the 2nd hit's hitbox.
2) The 1st hit now has the same knockback as the 2nd hit.
3) When the 1st hit lands or is blocked, Alex can move 1F faster than his opponent, and when the 1st hit lands in mid-air, it is now harder for the 2nd attack to whiff.
(The 1st attack's guard stun is now 1F shorter as well, but this does not change the frame advantage on V-Trigger cancel.)

• Crouching HK
1) Reduced recovery time on hit by 4F.
2) Reduced start-up from 11F to 10F.
3) Entire move reduced from 36F to 35F.

• Lariat Changed frame advantage on block from +3F to +4F.

• Power Bomb Fixed an issue in which the grab range of the attack's 2nd frame was smaller than the 1st frame.

• L. Power Bomb
1) Extended the grab range.
2) Changed start-up from 6F to 9F.
(The entire move is now 3F longer)

• M. Power Bomb Extended the grab range.

• EX Power Bomb
1) Extended the grab range.
2) The throw's hitbox now lasts 3F instead of 2F.

• [Normal/V-Skill II] Flash Chop
1) Reduced hitback.
2) Reduced the hurtbox that activates 1F before start-up.

• [Normal/V-Skill II] L. Slash Elbow
1) Reduced hitback.
2) Reduced stun damage from 200 to 150.

• [Normal/V-Skill II] M. Slash Elbow
1) Increased knockback time on hit.
2) Changed stun damage from 200 to 150.

• [Normal/V-Skill II] EX Slash Elbow
1) Reduced knockback distance on hit.
2) Increased knockback time on hit.

• [Normal/V-Skill II] Air Knee Smash (including EX)
Extended collision box backward when landing on the ground after whiffing.

• [V-Skill II] EX Air Knee Smash - Once recovery time on whiff ends, jumping or other basic motions can be performed right away.

• Overchain (V-Skill II)
1) Using a special move with while "Overchain" is in effect now increases the Critical Gauge.
2) The effect now ends when downed rather than when taking damage.

• [V-Trigger I] Sledgehammer Fixed a bug where certain situations allowed "Sledgehammer" to be canceled by a large variety of moves.

• [V-Trigger II] Rage Boost Increased V-Timer from 2000F to 3000F.


Balrog
We've raised the damage for Balrog's signature rushing special moves, further bringing out their unique capabilities.

"Dash Straight" now not only deals more damage, but also has the same frame advantage when blocked at all move levels and when V-Trigger canceling.

This has lowered the risk of using the medium or heavy version to launch a surprise attack from far away, making it easier for Balrog to dish out damage at any distance.

We've also given Balrog more chances to use his V-Skill II "FFB", allowing him to unleash his powered-up "Dash Straight" more often.

Lastly, we've improved Balrog's rushdown game. He now has new, powerful options such as comboing into "Screw Smash" from "Under Impact" ― very useful at close-range ― or Standing MP, which forces opponents to stand.

The 3rd attack of "Under Impact" was adjusted to prevent the delay between the 2nd and 3rd attack interrupting a continuous guard.

• Standing MP Changed ground hit effect to a forced Standing one.

• Standing HP
1) Lengthened the CA cancel input window by 2F.
2) Extended the hurtbox size during recovery.
3) Lengthened active attack frames from 2F to 3F.
4) Shortened frame advantage from 19F to 18F.

• Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Under Impact (3rd attack)
1) Adjusted the motion.
2) Sped up start-up by 1F.
(No change to frame advantage.)

• Turn Punch Added 20 damage to levels 1-10.

• [Normal] L. Dash Straight
1) Sped up the V-Trigger cancel timing by 1F.
2) Increased damage from 80 to 90.

• [Normal] M. Dash Straight
1) Reduced hitback.
2) Sped up the V-Trigger cancel timing by 3F.
3) Increased damage from 90 to 100.
4) Shortened frame advantage from 22F to 20F.
5) Changed frame advantage on hit from +3F to +2F.
6) Changed frame advantage on block from -6F to -4F.

• [Normal] H. Dash Straight
1) Sped up the V-Trigger cancel timing by 3F.
2) Increased damage from 100 to 110.
3) Shortened frame advantage from 22F to 19F.
4) Changed frame advantage on block from -7F to -4F.

• Dash Grand Blow Increased damage for all levels: L: 70 → 80; M: 80 → 90; H: 90 → 100

• FFB (V-Skill II)
1) Can now be canceled into when Screw Smash (including EX) hits or is blocked.
2) Can now be canceled from Under Impact.

• [V-Trigger II] B3 Increased damage from 180 to 200.

• Gigaton Blow (CA)
1) Added camera animation for when the 1st frame of the attack hits.
2) Increased damage from 330 to 340 when the 1st frame of the attack hits.


Birdie
Crouching HP can now crush counter; also, moves that did not see much use before have been reworked.

Crouching HP can now trigger a crush counter on the 1st active frame of the attack.

After landing a crush counter, "Bad Hammer" will be improved, allowing better punishes for opponent wake-ups, more options after activating V-Skills, etc.

Expanded the box on "Bull Charge" that triggers the opponent's block, making it harder for the top of the attack to land, and for the opponent to evade the attack by moving back.

This will allow Birdie to make better use of his armor at the start of the move to control the opponent.

• Crouching HP
1) Can now land as a crush counter on the 1st active frame of the attack.
2) Lowered combo-count start value on crush counter.

• Bad Hammer
1) Now changes properties when performed after a Crouching HP crush counter.
2) Can now be canceled with all V-Skills on hit.

• Bull Charge Extended forward the box that triggers the opponent's block.

• Hanging Chain Now deals chip damage on block.

• M. Hanging Chain
1) The delay after hit can now be canceled with "Chewing Time".
2) Sped up the timing at which the character can transition to an attack by 5F.
3) Sped up start-up from hold by 4F.


Blanka
Blanka's basic moves have mainly been left unchanged; the adjustments to "M./H. Rolling Attack" and "Electric Thunder" are intended to strengthen his existing strategies.

Standing HK was adjusted mainly to make it more useful as an anti-air option against jumping opponents.

Crouching MP is a strong anti-air for Blanka, but with effective use of Standing HK―which has a slower start-up―he can deal lots of damage and continue to pressure more easily.

V-Trigger I "Jungle Dynamo" didn't stand out next to V-Trigger II, so we've adjusted V-Trigger I to give it its own unique strength.

While V-Trigger I is active, charged special moves no longer require charge when canceled from normal attacks, allowing Blanka to advance forward while getting the most out of his Crouching MK.

• Standing MP
1) Reduced the hurtbox size before the hitbox appears.
2) Reduced the hurtbox size during recovery.
3) Increased active attack frames from 2F to 3F.
4) Reduced frame advantage from 15F to 14F.

• Standing HK Can now be canceled on hit or block with "Surprise Forward" or "Surprise Back".

• Rock Crusher Changes properties when the button is held.

• Electric Thunder Changed frame advantage on block from +3F to +4F.
(1F advantage also applied when pressing the button rapidly.)

• M. Rolling Attack Increased damage from 100 to 110.

• H. Rolling Attack Increased damage from 100 to 120.

• [V-Trigger I] Jungle Dynamo Charged special moves now require no charging if canceled into during "Jungle Dynamo".


Cammy
Given that Cammy already has enough unique and powerful options at her disposal, we've decided not to make any substantial changes to her.

We did make slight tweaks to give her more opportunity to make use of meter.

Now that "EX Spiral Arrow" can be V-Trigger canceled, Cammy has more combo options available to her.

V-Trigger II "Delta Twist" and "Reverse Edge" are now more easily parried with the new V-Shift system, so their offensive properties and damage have been increased.

• Knee Bullet When the 1st attack lands as a counter hit, the 2nd attack will also be treated as a counter hit.

• EX Spiral Arrow The 1st attack can now be V-Trigger canceled.

• Fatal Leg Twister/Cross Scissors Pressure - Fixed an issue where if the move was performed before landing from any "Hooligan Combination", the opponent would not be thrown during the active attack frames of the throw hitbox.

• [V-Trigger II] Delta Twist Increased damage from 120 to 150.

• [V-Trigger II] Reverse Edge Changed frame advantage on block from -2F to +2F.


Chun-Li
Though Chun-Li has a variety of easy-to-use moves at her disposal, her playstyle leant towards a few control and special moves.

As such, adjustments were made to some more frequently used moves that overlapped with others in their utility, requiring the player to make better use of a wider range of attacks.

Previously, "Hyakuretsukyaku" knocked the opponent down, but we've adjusted its recovery time and knockback, differentiating it from "Spinning Bird Kick" on hit.

In this regard, "Spinning Bird Kick" now has the advantage, but as a charge move it is still difficult to incorporate into combos.

Additionally, Chun-Li's V-Skill II "Hazanshu" didn't see much use before, so improvements were made to the move.

The largest change is that the move now staggers the opponent when it connects on the ground, allowing it to better combo into other moves on close-range hit or counter hit.

The move can now combo when canceled into from Crouching HP, and it serves as a counter to projectiles, giving the move overall better utility.

Sankaku Tobi Now enters a special counterable state between the move's beginning and landing.
(If she is hit with a medium/heavy normal or unique attack, she will be knocked down, unable to perform an air recovery.)
• [Normal/V-Trigger I] Standing LK Extended the hitbox forward.

• [Normal/V-Trigger I] Crouching HP Increased hit stun time for the 1st attack.

• [Normal] Tsuitotsuken Extended the foot hurtbox forward.

• [Normal] Hakkei
1) Extended the hurtbox size during recovery.
2) Changed recovery time on whiff from 13F to 18F.

• [Normal/V-Trigger I] H. Hyakuretsukyaku
1) Reduced knockback time on hit.
2) Increased knockback distance on hit.
3) Changed recovery time from 20F to 22F.
4) Changed frame advantage on block from -10F to -12F.

• [Normal/V-Trigger I] EX Spinning Bird Kick
1) Extended the hitbox sideways on hit.
2) Changed recovery time from 31F to 35F.
3) Changed frame advantage on block from -16F to -20F.

• [Normal] Rankyaku (V-Skill I) Changed V-Gauge gain when canceling into normal jumping attacks from 50 to 30.

• [Normal/V-Trigger I] Hazanshu (V-Skill II)
1) Changed grounded hit effect from knockdown to stun.
2) The lower portion of the hurtbox at 6F to 7F is now projectile invincible.
3) Changed hitstop/blockstop from 16F to 12F.
4) Changed recovery time on block from 14F to 20F.
5) No change was made to frame advantage on block.

• Hoyokusen (CA) Increased the combo count limit of the 1st attack.


Cody
Cody's main draw is his powerful rushdown and strong attacks, but these were found to be lacking when compared to other similar characters'.

This time around, we've focused on adjusting his normals and specials, improving their usefulness and ability to trap opponents and highlighting his overall offensive potential.

"Hammer Kick"―a useful move for controlling mid-range fights―can now combo into moves like Standing LP on counter hit.

Though it can be difficult to tell when to use this move, if used wisely it can lead into combos.

When Jumping MK crosses up an opponent on hit or block, "Air Raid Kick" can be used to hit them in succession.

Even when blocked, it can mess up the opponent's rhythm, opening up a chance for combos upon landing.

Previously, there wasn't much difference between the different move strength levels of "Tornado Sweep", so we've adjusted the move to be more effective at closing in on the opponent.

As Cody's playstyle isn't reliant on projectiles, this move is not very strong; however, it has become a little trickier for opponents to deal with thanks to the more varied projectile speeds.

By landing the slower heavy version, it will be easier to get close to the opponent and use moves like "Ruffian Kick" and "Zonk Knuckle".

Players tended to use V-Trigger II to open up opponents to attack, but the improvements to combo and control for V-Trigger I "Side Arm" mean it should be even more reliable than V-Trigger II.

In particular, "Rapid Fire", which puts Cody at an advantage even on block, now consumes much less of the V-Timer, allowing " to be more aggressive.

• [Normal] Standing HP
1) The 2nd hit is now special cancelable.
2) Changed frame advantage on block from -7F to -10F.

• Standing MK Reduced the foot hurtbox size upward between start-up and when the hitbox disappears.

• [Normal] Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Crouching LK Reduced hitback on the rapid cancel version.

• Hammer Kick When the 1st attack lands as a counter hit, the 2nd attack will also be treated as a counter hit.

• Bad Spray
1) Changed relative attack strength from light to heavy.
(This determines attack priority when the move clashes against an opponent's normal attack.)
2) Changed frame advantage on hit from +2F to +5F.

• Air Raid Kick Added a hitbox that hits opponents behind Cody.

• M. Ruffian Kick
1) Extended the hitbox forward on the 5th frame.
2) Extended forward the box that triggers the opponent's guard.
3) Extended the foot hurtbox forward from start-up to when the attack finishes.
4) Extended the hurtbox during recovery.

• L. Tornado Sweep
1) Increased projectile speed.
2) Reduced hitback.
3) Decreased active attack frames from 65F to 50F.
4) Changed frame advantage on hit from -2F to +2F.

• M. Tornado Sweep
1) Reduced hitback.
2) Increased active attack frames from 52F to 70F.
3) Changed frame advantage on hit from 0F to +2F.

• H. Tornado Sweep
1) Decreased projectile speed.
2) Reduced hitback.
3) Increased active attack frames from 39F to 55F.

• EX Tornado Sweep Lowered the combo count gain of the 2nd attack.

• Lv.2 Zonk Knuckle
1) Now knocks and spins the opponent away on mid-air hit.
2) Increased knockback time on mid-air hit.
3) Increased knockback distance on mid-air hit.

• Lv.2 EX Zonk Knuckle
1) Lowered combo-count start value.
Lowered combo count gain.

• Prison Breaker (V-Reversal) Decreased pushback on block.

• [V-Trigger I] Standing MP Extended the hitbox forward.

• [V-Trigger I] Crouching MP Extended the hitbox forward.

• [V-Trigger I] Jumping MP Increased knockback time on a mid-air hit.

• [V-Trigger I] Rapid Fire
1) Reduced V-Timer cost from 900F to 600F.
2) Increased distance traveled forward.
3) Reduced pushback on block.
4) Reduced frame advantage by 4F on hit while V-Timer remains.

• [V-Trigger I] Snipe Shot
1) Delayed CA cancel timing by 1F.
2) Shortened start-up from 15F to 14F.
3) Entire move reduced from 37F to 36F.

• [V-Trigger I] Anti-Air Snipe Shot Delayed CA cancel timing by 1F.

• [V-Trigger II] Toss & Smash Added 10 damage to each successive attack.

• Criminal Punisher (CA) Made the hurtbox projectile-invincible while the hitbox is active.


Dhalsim
Normally, Dhalsim benefits from using his V-Gauge more defensively, but the introduction of the V-Shift system will most likely change this.

Dhalsim never really exceled at more aggressive offense, but will have more options to do so, hopefully reducing the likelihood of him from being overwhelmed by his opponent.

However, this could make it harder for characters that struggle against Dhalsim, creating huge problems for certain match-ups.

To mediate this, we've made it harder for Dhalsim to keep the opponent at bay.

We've increased start-up for Dhalsim's anti-air Crouching MP, as well as made general adjustments that make his light attacks weaker against jumping attacks.

As such, it will require more careful play on the part of the player.

• Yoga Rocket (forward throw) Increased distance between characters after a successful throw at the edge of the screen.

• Crouching MP Increased start-up from 8F to 9F.

• Yoga Flame (and EX version) Can now be canceled with "Yoga Sansara" on hit/block.

• [V-Skill II] Yoga Fire The trajectory now changes when "Yoga Flame"/"Yoga Gale" hits.

• Yoga Float (V-Skill I; and airborne version)
Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)


E. Honda
E. Honda's powerful mid-range attacks grant him powerful spatial control, but when it came to close combat, he had few offensive opportunities to land a strike or "Oicho Throw," making it difficult to overcome the opponent's blocks.

As such, we have improved options after landing "Sumo Headbutt," increased the capability of normal and unique attacks, and improved the ability to move in closer for a strike or combo.

"Chikara-Ashi" now has an increased frame advantage on block, furthering the potential for follow-up strikes or throws.

The move's start-up speed remains unchanged, so it's difficult to make your opponent block at close range, but the reward for landing it is significant.

"M. Hundred Hand Slap" can be activated after "Tsurane Harite" if timed correctly, and it's now easier to follow up with "M. Sumo Headbutt".

• Turning Motion (Walk) Fixed an issue where the character's forward/backward shift value was nullified when turning around while walking.

• Standing MK
1) Shortened start-up from 6F to 5F.
2) Entire move shortened from 21F to 20F.

• Crouching MK
1) Shortened start-up from 7F to 6F.
2) Entire move shortened from 23F to 22F.
3) Changed frame advantage on hit from +4F to +5F.

• Chikara-Ashi Changed frame advantage on block from +2F to +4F.

• Neko Damashi (V-Skill I)
1) Shortened start-up from 15F to 12F.
2) Entire move shortened from 42F to 39F.

• Sumo Headbutt Increased knockback time on hit.

• [Normal/V-Skill II] M. Hundred Hand Slap Increased knockback time when the final attack lands in the air.

• EX Oicho Throw
1) Increased active attack frames from 2F to 3F.
2) Reduced frame advantage on whiff from 60F to 59F.

• [V-Trigger I] Oni-Daikaku
1) Changed frame advantage on block from -4F to -2F.
2) Can now be canceled into when Sumo Headbutt hits.
(Canceled version has different damage and stun damage from neutral version.)


Ed
Ed has strong, reliable options for bringing opponents to the corner, such as his MK and "Psycho Flicker", and he excels at chip damage.

However, his options for dealing decisive damage came with big risks, making it difficult to win decisively.

This time, our adjustments focused on increasing Ed's combo options, strengthening his V-Triggers, and boosting his power when making contact with the opponent.

Adjustments to his special moves were mainly done for combo purposes.

Notably, "Psycho Flicker"―with its quick start-up―now allows for more kinds of follow-ups, giving Ed ways to deal damage and put pressure on wakeup in a variety of situations.

The change to CA cancel timing for "Psycho Shot" was made to prevent a super cancel after a K.O. at close range unintentionally consuming gauge.

Both V-Triggers were adjusted to bring out their unique capabilities. V-Trigger II "Ultra Snatcher - Ground" leaves Ed open to counterattack when evaded with a V-Shift, so the move was adjusted to prevent a VReversal from being performed when either the 1st or 2nd attack is blocked.

When the 2nd attack is blocked and the guard crush motion occurs, Ed has an advantage of +3. However, the system still treats this as being blocked.

This means that Standing LK, which has a 3F start-up, is not a guaranteed hit, resulting in the change being largely aesthetic.

Recovery time for "Psycho Blow" after landing was increased to bring it inline with other characters when they perform a forward dash after the move.

Although the frame advantage is worse, Ed's swift forward dash is difficult to deal with, which narrows the opponent's options and allows Ed to launch an offensive more easily.

• Psycho Blow (forward throw) Increased stun on hit by 1F.

• Standing MP Changed frame advantage on hit from +9F to +10F.

• Standing HP
1) Increased knockback time when landing a grounded or airborne crush counter.
2) Lowered combo-count start value on crush counter.

• Standing HK
1) Shortened start-up from 15F to 14F.
(No change to frame advantage.)
2) Entire move shortened from 40F to 39F.
Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Psycho Flicker
1) Increased the combo count limit.
2) Increased combo count gain.

• Psycho Shot
1) Reduced sideways knockback distance on mid-air hit.
2) Now CA is cancelable 1F later.

• Psycho Rising Extended the hitbox sideways after the 1st attack from the 2nd frame onwards when canceled from a normal attack.

• Psycho Knuckle
1) Increased hit stun when landing a counter hit from the 2nd frame onwards.
2) Added camera shake when landing a counter hit from the attack's 2nd frame onwards.
3) Changed the timing that the collision box appears on hit from 28F to 31F.

• Psycho Upper
1) Can now be canceled into when Enhanced Snatcher hits or is guarded.
2) Lowered combo-count start value.

• [V-Trigger I] Psycho Cannon
1) Increased hit count from 5 to 7.
2) Increased damage from 120 ((20x4)+40) to 140 (20x7).
3) Increased stun damage from 150 (30x5) to 175 (25x7).

• [V-Trigger II] Ultra Snatcher - Ground
1) Increased blockstop when the initial attack is guarded.
2) Changed the 2nd attack's effect on block to guard break.
(This effect allows the opponent to guard again during the guard break.)

• [V-Trigger II] Ultra Snatcher - Air
1) Added camera animation for when the strike portion hits.
2) Increased combo count gain.

• Psycho Barrage (CA)
1) Changed the hitstop for the move before the animation.
(Blockstop remains unchanged.)
2) Shortened start-up from 13F to 10F.
(No change to start-up when canceled from Standing HP or a special move.)


F.A.N.G
F.A.N.G's adjustments focus on his combos, increasing the amount of damage he can dish out at once.

F.A.N.G's Standing HK would sometimes put him at a disadvantage when landing a hit in the air. By changing the effect on midair hit, we've given him a chance to continue his offensive.

Additionally, in certain situations it can now be used in mid-air combos.

"Nishodoku" can now more easily be worked into combos during "Sotoja" or V-Trigger I, increasing combo variation and making it possible to apply both damage and poison even when follow-ups require Critical Gauge.

Nirenko is a great tool for controlling opponents from a distance, but it leaves F.A.N.G a bit more open to counterattacks if it whiffs or is interrupted.

It is now easier to confirm the hit and follow up with big damage when CA or V-Trigger are available.

• Standing HK
1) Landing the 1st hit in mid-air now knocks the opponent down.
2) The hit stun on the 1st successful hit now lasts 1F longer.
3) Increased the combo count limit.

• Nirenko
1) Extended the special cancel window by 5F.
2) The 2nd hit can now be V-Trigger canceled.
3) Extended the hurtbox size during recovery.
4) Extended forward the box that triggers the opponent's block.
5) Increased pushback when the 2nd attack is blocked.
6) Changed hitstop and blockstop from 10F to 12F.

• Nikyoushu
Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)

• [Normal/V-Trigger I] Sotoja Increased the combo count limit.

• [V-Trigger I] Nishodoku (VSkill I)
1) Increased hit count from 1 to 2.
2) Increased damage from 30 to 60 (30x2).
3) Increased stun damage from 50 to 100 (50x2).
4) Changed frame advantage on hit from +2 to +4.
5) Changed frame advantage on block from -2 to 0.

• Shishiruirui (CA) Extended the final attack's hitbox backward after the projectile bounces off the ground.


Falke
Falke's adjustments centered around improving her ability to control opponents at mid-range.

We've improved the situation just after jumping and closed gaps in moves to make it harder for the opponent to interrupt.

The opponent can now jump less easily in response to her moves, reducing the likelihood of her being open for fatal damage.

Both V-Triggers were adjusted to strengthen Falke's damage-dealing options outside of the neutral game.

More specifically, V-Trigger I "Psycho Jaeger" and V-Trigger II "Psycho Klinge" can be used at mid-range to immediately gain the upper hand.

In addition, we've boosted the affinity of "Psycho Angriff" and "Psycho Sturm" with V-Skill II "Psycho Mine", opening up new combo options.

• Standing MK
1) The cancel input window now lasts 2F longer.
2) Changed frame advantage on hit from +2F to +4F.

• Standing HK Increased knockback time on a mid-air crush counter.

• Crouching MP
1) Shortened start-up from 9F to 8F.
2) Reduced frame advantage from 18F to 16F.
3) Entire move reduced from 28F to 25F.

• Jumping HK Shortened start-up from 9F to 7F.

• Psycho Kugel Extended the hitbox forward.

• Psycho Feder
1) Reduced knockback distance on mid-air hit.
2) Increased projectile speed.
3) Increased character's falling speed.

• Psycho Schneide
1) Reduced knockback distance when the 2nd attack hits in mid-air.
2) Reduced recovery time on whiff or block from 38F to 33F.
(No change to frame advantage.)

• Katapult Reduced recovery time on whiff or block from 31F to 26F.
(No change to frame advantage.)

• [V-Trigger I] Psycho Jaeger Increased character's falling speed.

• [V-Trigger II] Psycho Angriff Added a box that detonates "Psycho Mine" (V-Skill II).

• [V-Trigger II] Psycho Klinge
1) Reduced neutral start-up from 33F to 29F.
2) Entire move on neutral reduced from 49F to 45F.
3) Changed frame advantage on hit from +7F to +8F.

• [V-Trigger II] Psycho Sturm Can now be canceled with "Psycho Mine" (V-Skill II) on hit or block.


G
G's unique system, "Presidentiality," was noted to be stronger at level 2 than level 3 in a significant number of situations.

Although it is up to the player to decide whether or not to level up, it is counterintuitive for level 2 to be better than level 3.

Level 3 and the V-trigger version have been adjusted to make leveling up more rewarding.

"G Burst" was powerful regardless of level, making it not particularly worth the effort to level up.

Accordingly, G Burst levels 1 and 2 as well as L G Burst have been weakened.

Due to the overall changes to stun and recovery, it may take time to get accustomed to this new update.

With "Maximum President," powerful special moves could be fired off too frequently, making it too easy to make a comeback. As such Maximum President's V-Timer length now corresponds to Presidentiality level.

Level 2's V-Timer remains the same length, but level 1's V-Timer has been reduced.

"G Barrier"―useful for pressuring opponents―now has increased V-Timer cost.

Because V-Timer length varies according to the level V-Triggers are activated on, players must consider when to activate a V-Trigger and how to best make use of the allotted time.

• Presidentiality Lv.3 Except for "G Impact", all special moves can now be canceled with EX special moves.

• Standing HK Removed the counterable box that had appeared before the 2nd attack when the 1st attack misses.

• Crouching MP The upper half of the hitbox no longer hits airborne opponents.

• Crouching HK Expanded the hurtbox during recovery.

• Jumping MP Increased knockback time on a mid-air hit.

• Wild President
1) Expanded the hurtbox during recovery.
2) Extended the size of the box that triggers the opponent's block forward.
3) Increased the pushback on block.

• G Burst (Lv.1)
1) Expanded the hurtbox during recovery.
2) Reduced chip damage from 10 to 8.

• L. G Burst (Lv.1)
1) Entire move lengthened from 46F to 49F.
2) Changed frame advantage on hit from -3F to -6F.
3) Changed frame advantage on block from -8F to -11F.

• G Burst (Lv.2)
1) Expanded the hurtbox during recovery.
2) Reduced chip damage from 20 (10x2) to 14 (7x2).

• L. G Burst (Lv.2)
1) Entire move lengthened from 46F to 49F.
2) Changed frame advantage on hit from 0F to -3F.
3) Changed frame advantage on block from -5F to -8F.

• [Normal/V-Trigger I] G Burst (Lv.3) / EX G Burst / V G Burst Reduced chip damage from 20 (10x2) to 16 (8x2).

• EX G Spin Kick Extended the hitbox forward for the 2nd attack.

• EX G Impact
1) Increased damage from 80 to 110.
2) Increased stun damage from 120 to 150.

• [Normal] G Barrier (grounded ver.)
1) Delayed projectile absorption from 9F to 13F.
2) Shortened projectile absorption time from 17F to 13F.

• [V-Trigger] Maximum President
Adjusted V-Timer in line with Presidentiality level when V-Trigger is activated.
Presidentiality Level 1: 2500F
Presidentiality Level 2: 3000F
Presidentiality Level 3: 3500F

• [V-Trigger I] G Barrier (grounded & airborne) V-Timer cost increased from 300F to 500F.

• [V-Trigger II] G Explosion
1) Added camera animation for when the 2nd attack lands after the 1st.
2) Increased damage from 100 to 120 when the 2nd attack lands after the 1st.
3) Extended the 2nd attack's hitbox upward when it lands after the 1st attack.
4) Reduced knockback height when the 1st attack hits in the air.


Gill
Gill's mechanics were less balanced than other character's, mainly due to the focus on his Anti-Type system.

When making adjustments, we took into account Gill's low returns on mid-range checks due to his lack of a crush counter, as well as his limited ability to press the opponent.

"H. Pyro"/"Cryo Cyber Lariat" has increased knockback time on grounded hits, making forward dashing into offense easier.

Crouching MP―a popular combo option―now has increased advantage on hit, perfect for consecutive attacks.

Gill now has more opportunities to damage opponents without having to depend on types.

Gill's second V-Trigger, "Ice of Doom" can now shift to "Delay Freeze Lance" more easily with V-Shift.

"Tree of Frost" now has more cancelable points, and decreased V-Timer cost.

• Health Increased from 1000 to 1025.

• Stun Threshold Increased from 1000 to 1050.

• Crouching MP Changed frame advantage on hit from +2F to +4F.

• Cryo Rise Kick
1) Extended the hitbox forward.
2) Changed frame advantage on hit from +3F to +5F.

• Pyro Quarrel Kick
1) Extended forward the box that triggers the opponent's block.
2) Increased the pushback on block.

• [Normal/V-Trigger I] L. Pyro Cyber Lariat
1) Extended the hitbox forward for the 2nd attack.
2) Changed damage distribution from (40+40) to (30+50).

• [Normal/V-Trigger II] L. Cryo Cyber Lariat
1) Extended the hitbox forward for the 2nd attack.
2) Changed stun value distribution from (60+60) to (40+80).

• [Normal/V-Trigger I] H. Pyro Cyber Lariat
1) Normal and H. versions now have the same travel distance as "Cryo Cyber Lariat".
2) Increased the knockback time on a grounded hit.

• [Normal/V-Trigger II] H. Cryo Cyber Lariat Increased the knockback time on a grounded hit.

• [Normal/V-Trigger] Meteor Strike/Hail Sting (V-Skill I) Entire move shortened from 53F to 50F.

• [V-Trigger II] Tree of Frost
1) Can now be canceled into from "EX Pyrokinesis"/"V Cryokinesis".
2) Decreased V-Timer cost from 1000F to 700F.


Guile
Guile generally excels at mid to long range, but his "Sonic Boom" was found to be an excessively powerful tool in keeping opponents at bay; the addition of V-Shift made it easier for Guile to deal with incoming offensives even when approached. As such, we've readjusted moves to increase the difficulty of stopping an opponent's approach.

Normal and unique attacks now have bigger hurtboxes and longer recovery time on whiff, adding to the risk of using them outside of the appropriate distance.

"Sonic Boom" is one of Guile's primary special moves for controlling the distance. When blocked, the opponent can now begin moving earlier than before.

This has weakened Guile's ability to do the following: follow up when blocked at close or mid range; start his offense by chasing after a "Sonic Boom".

These adjustments have made it more difficult to deal damage at mid to long range.

In exchange, we've readjusted Standing MP's recovery time on block and expanded the hitbox for "EX Somersault Kick" to boost combo damage, giving Guile new ways to deal damage.

The change to CA cancel timing for "Sonic Boom" was made to prevent a super cancel after a K.O. at close range unintentionally consuming the gauge.

• Standing MP Changed frame advantage on block from +2F to +3F.

• Standing HK Expanded the hurtbox during recovery.

• Crouching MP
1) Added a projectile-invincible hurtbox to the upper body from 1F before active attack time begins up until the attack ends.
2) Changed frame advantage on block from +1F to +2F.

• Rolling Sobat
1) Causes pushback on hit or block at the edge of the screen.
2) Expanded the hurtbox during recovery.
3) Increased frame advantage from 17F to 19F.
4) Changed frame advantage on block from -2F to -4F.

• Burn Straight
1) Extended the hurtbox size during the move.
2) Adjusted the motion on whiff.
3) Increased frame advantage on whiff from 20F to 25F.

• [Normal/V-Trigger I] Sonic Boom Delayed CA cancel timing by 1F.

• [Normal] Sonic Boom
1) Changed frame advantage on block from +2F to 0.
2) Changed frame advantage on block for the Sonic Blade cancel version from +4F to +2F.

• [Normal] EX Somersault Kick Extended the hitbox forward from the 4th frame onward.

• [Normal/V-Trigger I] Sonic Blade (excl. target combo cancel ver.)
1) Extended the foot hurtbox size upward.
2) Removed projectile invincibility on foot hurtbox.
3) Entire move lengthened from 49F to 53F.
4) Changed frame advantage on hit from -5F to -9F.
5) Changed frame advantage on block from -10F to -14F.


Ibuki
Ibuki's strengths lie in her ability to change up her offensive with her V-Trigger options. The addition of VShift is predicted to greatly affect her playstyle.

Her V-Trigger I "Rokushaku Horokudama" works well for this kind of playstyle, which raised concerns about its usage and damage-dealing potential with the new changes.

As such, we've made some significant changes to "Rokushaku Horokudama", making use of Ibuki's movement speed and long-reach moves to make it easier to deal damage.

"Rokushaku Horokudama" now has a hitbox during the throwing portion of the move. This allows it to be worked into both air and ground combos, and affords more utility to the special move version as well.

In addition, we've added the new command "Rokushaku Horokudama (Reimei)", which explodes the moment it hits the ground. This new move, along with the added hitbox, opens up more combo options for Ibuki.

It has a fast start-up and works well with Standing HP, which is useful in the neutral game, making it a powerful V-Trigger option for dealing massive damage in one go.

• Standing HP
1) Shortened start-up from 12F to 10F.
2) Entire move shortened from 32F to 30F.

• Crouching MP The input window for canceling with a target combo now lasts 1F longer.

• Shakunage (Crouching MPTC) Increased recovery time on hit by 5F.
(No change to frame advantage.)

• Nobusuma Now enters a special counterable state between the move's beginning and landing.
(If she is hit with a medium/heavy normal or unique attack, she will be knocked down, unable to perform an air recovery.)

• [V-Trigger I] Rokushaku Horokudama (all versions)
1) Added a hitbox to the throwing part of the move.
2) Shortened the blackout effect by 20F.
3) Added a hurtbox to the arms from 1F before start-up to 3F before recovery ends.
4) Reduced the explosion damage from 120 to 100.
5) Shortened the overall move for the cancel version from 58F to 56F.

• [V-Trigger I] Rokushaku Horokudama (Tasogare) Changed input command from (→+HP+HK) to (↑+HP+HK).

• [V-Trigger I] Rokushaku Horokudama (Reimei)
Added a new V-Trigger command (→+HP+HK).
(Unlike other versions of the move, the explosion hitbox of Rokushaku Horokudama (Reimei) does not hit downed opponents.)


Juri
Juri's playstyle sets her apart from other characters in that she can charge to unleash a more powerful special move.

We focused on highlighting this unique feature, giving Juri more chances to stock power for her special moves, and increasing the power level.

Her V-Skill II "Fuha Enzan" didn't see much use, so we've made it possible to cancel into it from the launch portion of "Fuharenkyaku".

This makes it easier to stock "Fuha Enzan" and incorporate projectiles into combos.

Juri can now use this advantage to continue putting on pressure, or use the projectile to protect herself while she stocks "Fuharenkyaku".

V-Trigger II "Feng Shui Engine beta" now charges all levels of "Fuharenkyaku" upon activation.

This V-Trigger was often interrupted by V-Reversals.

However, now it always stocks "L. Fuharenkyaku", which has a longer active attack-time, making it easier to close back in on the opponent after being pushed away.

Additionally, the ability to absorb the opponent's Critical Gauge has good synergy with the CA-cancelable "H Fuharenkyaku", greatly improving Juri's options after using a V-Trigger.

• Zankasen (air throw) Increased character's falling speed on hit.

• Fuharenkyaku (upward kick) Can now be canceled with "Fuha Enzan" (V-Skill II) on hit or block.

• [Normal/V-Trigger I] H. Fuharenkyaku Can now be CA canceled.

• [V-Trigger I] L. Fuharenkyaku Hits multiple times if the final frame of the attack hits.

• [Normal/V-Trigger I] L. Fuharenkyaku Changed active attack frames from 80F to 90F.

• Fuha Enzan (V-Skill II)
1) Extended the hitbox forward.
2) Reduced start-up from 19F to 18F.
3) Increased combo count limit.

• [V-Trigger II] Feng Shui Engine beta
1) Now stores "L./M./H. Fuharenkyaku" on activation.
2) Changed frame advantage when the initial attack is guarded from +1F to +2F.

• Sakkai Fuhazan (CA)
1) Added 10F to recovery time on whiff or block.
2) Changed frame advantage on block from -15F to -25F.


Kage
Though famed for his close-range rushdowns and devastating combos, we noted that Kage was often overwhelmed by opponents with long reach and was unable to retaliate against their flurry of ranged blows.

As such, we have increased Kage's forward walk speed and adjusted "Hadoken" and "Senha Kassatsu" for better mid-range control and offense.

"EX Kurekijin" can now combo from light attacks, further improving Kage's close-range offense.

The height restriction for "EX Airborne Hadoken" has been lowered, allowing for a lower Hadoken that can now hit Standing opponents, resulting in greater control of opponent jumps and movements.

If Kage lands a hit on the edge of the screen, he has can build combos, so try to take advantage of this. For example, punish a whiffed normal throw on the edge with a combo.

• Forward Walk Increased movement speed.

• Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Hadoken Removed the arm hurtbox from before start-up until the 1st frame of the attack.

• EX Shoryuken Increased the combo count limit.

• Ryusokyaku Increased the combo count limit.

• Kurekijin On hit, allows for "Shoryuken" input for 10F before the opponent recovers.
("Shoryuken" start-up timing remains unchanged.)

• L. Kurekijin Reduced knockback distance on hit.

• EX Kurekijin Shortened start-up from 16F to 11F.

• Airborne Kurekijin
Now has different properties when activated immediately after starting a forward jump.
1) Decreased rising speed.
2) Increased knockback time on mid-air hit.
3) Shortened start-up from 10F to 6F.
4) Lowered combo count gain.
5) Lowered combo count limit.

• EX Airborne Hadoken
1) Eased height limit.
2) Extended the hitbox downward.
3) Now causes grounded hit stun when the 1st attack hits on the ground.
4) Increased knockback distance when the 2nd attack hits on the ground.
(Knockback distance in the air remains unchanged.)
5) Lowered combo-count start value for the 2nd attack.

• [Normal/V-Trigger I] Senha Kassatsu (charged ver.) Armor now lasts until the attack's 1st frame.

• [V-Trigger I] Senha Kassatsu (uncharged ver.) Increased the combo count limit.

• [V-Trigger I] Senha Kassatsu (charged ver.) Increased distance traveled forward.

• [V-Trigger I] Airborne Ashura Senku (all versions)
Can now be canceled with "Tenmakujinkyaku".
(This "Tenmakujinkyaku" will have different properties from normal.)


Karin
We've maintained Karin's trademark hyper-offensive playstyle, while reworking her control options at mid range and increasing movement options.

Crouching HK has fast start-up and long reach, making it very useful, but it was difficult to punish on block.

Karin's long-reaching Standing HK, as well as her Standing MP and Crouching MK all serve as great offensive tools; with this in mind, as Crouching HK nets an easy knockdown, we've increased the move's risk on block.

EX Mujinkyaku and V-Skill II "Fudo Sosho" have been adjusted to give them more link and combo options.

Adjustments involving V-Trigger I "Guren Ken" were primarily made with air combos using Fudo Sosho in mind.

• Crouching HK Expanded the hurtbox during recovery.

• EX Mujinkyaku
1) Can now cancel into V-Trigger.
2) Increased knockback time when the 4th attack hits on the ground.
3) Reduced knockback distance when the 4th attack hits on the ground.

• Fudo Sosho (V-Skill II, uncharged ver.)
1) Can now be canceled with "Guren Ken" on hit or block.
2) Reduced knockback height on crush counter.

• Fudo Sosho (V-Skill II, charged version) 1) Changed frame advantage on hit from +4F to +6F.

• [V-Trigger I] Guren Ken
1) Extended the collision box upward.
2) Lengthened the cancel input window for all link attacks by 2F.
3) Increased the combo count limit for 1st and 2nd attacks.

• [V-Trigger I] Guren Hosho
1) Extended the collision box upward.
2) Changed frame advantage on block from -9F to -16F.

• [V-Trigger I] Guren Chochu Extended the collision box upward.

• [V-Trigger I] Guren Kusabi Increased the combo count limit.

• Kanzuki-Ryu Hadorokushiki Hasha No Kata (CA) The character is now always considered to be on the ground when in a non-lock situation.


Ken
"Hadoken" and Standing HK have seen a lot of use at mid-range and have been improved, allowing them to better control the opponent from that range.

Ken will now be able to punish characters hesitant to approach him, and make it easier for him to rush them down.

"H. Shoryuken" is now better able to combo into other moves when hitting a jumping opponent from a higher position.

"L. Tatsumaki Senpukyaku" has been made easier to combo from into other moves, giving more opportunities to increase damage with special moves.

Though the special move version of V-Trigger II "Shinryuken" now has combo damage scaling, it also has reduced V-Timer cost and invincibility to mid-air attacks.

With more V-Timer left after you activate it, the more you can use it with Ken's offense-heavy playstyle.

• Standing HP Expanded the hurtbox during recovery.

• Standing HK Reduced knockback distance on crush counter.

• Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• [Normal] Hadoken
1) Entire move shortened from 49F to 47F.
2) Changed frame advantage on hit from -2F to 0F.
3) Changed frame advantage on block from -8F to -6F.

• [V-Trigger I] Hadoken
1) Entire move shortened from 48F to 46F.
2) Changed frame advantage on block from -7F to -5F.

• [Normal] H. Shoryuken
1) Reduced the 3rd attack's knockback distance.
2) Now special cancelable 7F before the end of landing delay (on hit only).
3) Lowered combo-count start value (only when the 3rd attack hits).
Points 2 and 3 do not apply to "H. Shoryuken" performed immediately after landing from "Shinryuken".

• [Normal] L. Tatsumaki Senpukyaku Reduced knockback distance when the 2nd attack lands in mid-air.

• [Normal] M. Tatsumaki Senpukyaku Reduced knockback distance when the 2nd attack lands on the ground.

• [V-Trigger II] Shinryuken
1) Decreased V-Timer cost from 2000F to 1000F during the special move version's start-up and during the button-mashing part.
(The change allows the special-move version to activate at level 3.)
2) The special-move version now applies one move's worth of combo scaling.
3) The hitbox that draws the opponent now starts at frame 6 instead of 7.
4) Invincible to mid-air attacks from the 11th frame (V-Trigger version) or the 12th frame (special move version) until the end of active frames.

• Guren Enjinkyaku (CA)
1) The character is now always considered to be on the ground during the move.
2) Expanded the hurtbox during recovery.


Kolin
Kolin has a good balance of offensive and defensive options, so rather than changing her current playstyle, we've performed slight adjustments to balance how frequently her moves are used.

For "Sniping Kick", we've added greater risk on whiff, considering its long reach and high return.

It is still an effective move for controlling opponents, but it now needs to be used more carefully.

Her V-Trigger II "Absolute Zero" was a little too good at keeping opponents in check, so we've focused our adjustments on the V-Timer.

Along with shortening the overall V-Timer time, Kolin's powered-up punches now consume V-Timer on hit or block.

Using many of these powerful moves at once will deplete the V-timer almost immediately.

While the changes to "Absolute Zero" will likely stand out, Kolin's offensive ability has seen some improvements.

We've adjusted the combo count for "EX Parabellum" on mid-air hit, which allows for a combo to continue after canceling from V-Gauge-charging moves "White Out" and "Sniping Kick" on crush counter, giving Kolin new opportunities to take down her opponents.

• Icicle Stamp
Now enters a special counterable state between the move's beginning and landing.
(If she is hit with a medium/heavy normal or unique attack, she will be knocked down, unable to perform an air recovery.)

• Sniping Kick
1) Expanded the hurtbox during recovery.
2) The tip of the hitbox no longer hits a Crouching opponent.

• EX Parabellum
1) Changed frame advantage from -10F to -7F when the final attack is guarded.
2) Lowered combo count gain for all attacks before the final one.
3) Increased combo count gain for the final attack.

• White Pressure (V-Skill II) Increased V-Gauge increase from 100 to 125.

• [V-Trigger II] Absolute Zero
1) Reduced V-Timer from 2800F to 2500F.
2) Normal and special punches now decrease the V-Timer on hit or block.

• [V-Trigger II] Forward Dash Decreased V-Timer cost from 700F to 600F.

• [V-Trigger II] Reverse Javelin Added camera animation on hit.


Laura
Laura's strengths lie in both her ability to open opponents up with command throws, and her mix-up options after mid-air follow-ups. The V-Shift system is expected to benefit her in big ways.

To add to this, we've made "Thunder Clap" easier to use by powering it up and increasing its link potential, as well as given it more viability in keeping up pressure and increased its damage on hit.

By reducing the start-up for "EX Bolt Charge", we've made combo-able from Standing/Crouching LP.

The link moves "Split River"/"Rodeo Break" now leave Laura in a better position to launch an offensive in a variety of situations.

• Seoi Throw (forward throw)/Pullback Hold (back throw) The throw hurtbox during the move will no longer move forward.

• Standing LP The throw hurtbox during the move will no longer move forward.

• [Normal/V-Trigger I] EX Sunset Wheel Reduced the size of rear collision box before start-up.

• [Normal/V-Trigger I] EX Bolt Charge
1) Shortened start-up from 14F to 12F.
2) Entire move shortened from 38F to 36F.

• [Normal/V-Trigger I] Split River/Rodeo Break Reduced recovery by 1F (only when linking to EX Bolt Charge).

• [Normal/V-Trigger I] Lv.1 & 2 Thunder Clap Reduced recovery by 2F.

• [Normal/V-Trigger I] Lv.1 Thunder Clap Changed recovery time on hit from 0F to +2F.
No change made to frame advantage on block.

• [Normal] Lv.1 Thunder Clap Changed active attack frames from 40F to 45F.

• [Normal/V-Trigger I] Lv.2 Thunder Clap
1) Changed frame advantage on hit from +9F to +11F.
2) Changed frame advantage on block from 0F to +2F.

• [Normal] Lv.2 Thunder Clap Shortened start-up from 41F to 36F.

• [Normal/V-Trigger I] EX Thunder Clap Hits multiple times if the final frame of the attack hits.

• [Normal] EX Thunder Clap Reduced knockback distance when the 2nd attack lands in mid-air.

• [V-Trigger II] Shock Choke
1) Increased damage from 60 to 100.
2) Added jump attack and projectile invincibility between the start of the motion and the end of active frames.


Lucia
Though Lucia's "Gun Smoke" is great for rushdowns, we noted that she struggled against opponents with long reach and spatial control and often couldn't go on the offensive.

Lucia's mid-range attacks with longer reach, such as Crouching MK and Crouching HK, have been adjusted to better compete against her opponents.

Her close-combat combo damage has also been increased to compensate for her disadvantages.

EX Gun Smoke and its various derivatives can now be used in more situations due to improved timing.

"EX Tornado Spinner"―compatible with Crouching MK―would often fail as a combo if canceled too late.

However, it will now always hit as long as it is within range.

When canceled as quickly as possible, "EX Rough Chase" will now hit consecutively, making it more valuable for counterattacking and controlling the opponent.

Both V-Skills were adjusted to bring out their unique capabilities.

Thanks to its faster start-up, "Tapping Kick" is now easier to use, and "Nubbing Needle" attacks can now better suppress opponents, meaning Lucia's movements and attacks differ depending on which V-Skill is utilized.

• Stun Threshold Increased from 975 to 1000.

• Standing LK
1) Reduced hitback.
2) Reduced pushback on block.

• Crouching LK
1) Reduced hitback.
2) Reduced pushback on block.

• Crouching MK Extended the cancel window by 1F.

• Crouching HK
1) Extended the hitbox forward.
2) Reduced pushback on block.
3) Shortened start-up from 9F to 8F.
4) Entire move shortened from 32F to 31F.

• EX Gun Smoke 2F faster timing for derivative attacks, excluding Braking.

• EX Rough Chase Reduced knockback distance on mid-air hit.

• [Normal/V-Trigger I] EX/V Firecracker
1) Increased damage from 30 to 50.
2) Increased stun damage from 30 to 50.

• EX Flipper Shot Can now be canceled into from Firecracker by pressing two kick buttons simultaneously.

• [Normal/V-Trigger I] TapKick (V-Skill I)
1) Shortened start-up from 9F to 8F.
2) Entire move on whiff or block shortened from 46F to 45F.
(No change to frame advantage.)

• [Normal/V-Trigger I] EX/V/VEX Nubbing Needle
1) Extended the hitbox upward for the 2nd and 3rd attacks.
2) Extended the collision box upward for when the 2nd attack follows up.
3) Sped up the 2nd attack's start-up by 1F.

• [Normal] EX Nubbing Needle Extended the hitbox forward on the 5th frame.

• Hammer Knuckle (VReversal) Decreased pushback on block.

• [V-Trigger I] Hard Hit Knee (CA) Increased damage from 340 to 360.


M. Bison
M. Bison's oppressive Standing HK and powerful surprise-attack Crouching HK now have longer recovery time on whiff, meaning reckless use will make them easier for the opponent to punish.

The "EX Head Press" was also difficult to counter and could easily give M. Bison the advantage, so it has been made harder to use as a reversal.

Given the move's higher risk and decreased ability to reverse pressure back onto the opponent, it will now require more careful usage.

Crouching MK can now combo into "EX Psycho Inferno", giving M. Bison another attack option.

Though it deals great damage―even when unable to charge backward―against an opponent falling backward, its parameters have been lowered on account of it being low risk and easy to land.

• Standing HK Increased recovery time on whiff from 13F to 18F.

• Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Crouching MK Changed frame advantage on hit from -1F to 0F.

• Crouching HK
1) Expanded the hurtbox during recovery.
2) Changed recovery time from 18F to 23F.

• [Normal] EX Head Press Changed the hurtbox's invincibility between frames 3 and 7 from strikes and projectiles to just projectiles.

• [V-Trigger I] EX Head Press Added camera animation when the 2nd attack hits.

• [Normal] EX Psycho Inferno Decreased damage from 140 to 120.

• [Normal] EX Psycho Blast Decreased chip damage from 25 to 17.

• [V-Trigger I] EX Psycho Blast Decreased chip damage from 30 to 20.

• Ultimate Psycho Crusher (grounded CA)
1) The character is now always considered to be on the ground when in a non-lock situation.
2) Expanded the hurtbox during recovery.


Menat
Menat's uniquely incorporates her crystal ball into her attacks. Rather than her neutral game, we've focused on boosting her combo power using her V-Skills.

Menat's V-Skill I "Soul Reflect - Stella (crystal ball)" now leads into an air combo even after hitting an opponent on the ground.

When using normal attacks or "Soul Sphere - Ankh" at close range, this allows her to use combos for damage or strategy.

Menat now has more chances to use her V-Skill II "Soul Spiral" in air combos, allowing her to aim for a combo from Crouching HP on crush counter even while holding her crystal ball.

• H. EX Soul Sphere Can now be canceled on block with "Prophecy of Thoth" (special move ver.) or "Judgement of Thoth".

• Soul Reflect - Stella (crystal ball)
1) Increased knockback time on a grounded hit.
2) Reduced knockback distance on a grounded hit.

• Soul Spiral (crystal ball/bare-handed) Increased the combo count limit.

• Soul Spiral (crystal ball)
1) Extended forward the box that triggers the opponent's block.
2) Increased the pushback on block.


Nash
Nash excels at using his "Sonic Boom" and other control techniques to keep the opponent at bay. However, he often couldn't chip away enough of the health of more powerful opponents before they could make a comeback.

This put Nash at a real disadvantage when it came to his offensive options, and his defensive options left him struggling if the opponent managed to get close.

To remedy this, we've increased the damage of his go-to moves and expanded his combo routes, as well as changed the start-up of his Standing LK to 3F, among other changes.

However, at a distance, some of Nash's moves dealt considerable damage with minimal recovery, so we've adjusted these moves to increase their risk, balancing his playstyle.

In addition to changing Standing LK's start-up to 3F, we've also changed the properties and frame advantage of "Rapid Kick" and other moves on hit.

Standing LK was the go-to option when starting an offensive while up close, but we've improved Crouching LP to make it a viable alternative.

Additionally, Crouching MP saw a lot of use at close range, but its frame advantage on block has been improved, making it a more powerful link when approaching, and also allowing for higher damage.

Several adjustments were made to all of Nash's special moves, the main ones being improved ease of use, increased damage, and better combo routes.

The largest changes were made to V-Skill I "Bullet Clear", which now has different knockback on hit;and has had its ability to absorb projectiles and its combo viability adjusted.

The timing in which the V-Timer is consumed has been changed; V-Trigger II "Stealth Dash" is now easier to use in links and combos, improving Nash's overall offense.

• Standing LK
1) Changed start-up from 4F to 3F.
2) Reduced entire move by 1F.
3) Changed frame advantage on hit from +4F to +2F.
4) Changed frame advantage on block from +3F to +1F.

• Crouching LP
1) Reduced hitback.
2) Reduced pushback on block.
3) Changed active attack frames from 2F to 3F.
4) Changed frame advantage on block from +2F to +3F.

• Crouching MP Changed frame advantage on block from +2F to +3F.

• Crouching HK
1) Reduced pushback on block.
2) Expanded the hurtbox during recovery.

• Chopping Assault
Changed frame advantage on hit from +1F to 0F.
No change was made to frame advantage when "Down Burst" (Crouching MP > forward MP) hits.

• Spinning Back Knuckle Expanded the hurtbox during recovery.

• Step Kick
1) Expanded the hurtbox during recovery.
2) Changed recovery time on whiff from 15F to 17F.

• Rapid Kick
1) Now V-Trigger cancelable.
2) Changed frame advantage on hit from +4F to +2F.

• Wind Shear (2nd attack) Changed frame advantage on hit from +3F to +2F.

• Sonic Boom (and EX ver.) The move will now start slightly forward from the activation position when canceling into another move during "Sonic Boom".

• [Normal] Sonic Scythe (and EX ver.)
Increased damage for all levels: L: 80 → 100; M: 100 → 110; H: 110 → 120; EX: 150 → 160.

• [V-Skill II] L. & M. Sonic Scythe
1) Increased knockback time on hit.
2) Increased damage for light and medium versions: L: 90 → 100; M: 110 → 120.

• [Normal/V-Skill II] EX Sonic Scythe
1) Extended the 1st attack's hitbox forward.
2) Increased knockback distance of the 3rd attack (4th attack of the VSkill II version).

• [V-Skill II] EX Sonic Scythe Increased damage from 160 to 180.

• Moonsault Slash Changed frame advantage when the 3rd frame of the attack hits from +5F to +6F.
No change was made to frame advantage for active frames 1 and 2.

• L. Moonsault Slash
1) Extended the hitbox forward on the 3rd frame.
2) Changed frame advantage when the 3rd frame of the attack is blocked from +2F to +3F.
3) No change was made to frame advantage for active frames 1 and 2.

• M. Moonsault Slash Changed frame advantage when the 3rd frame of the attack is blocked from +3F to +4F.
No change was made to frame advantage for active frames 1 and 2.

• H. Moonsault Slash Changed frame advantage when the 3rd frame of the attack is blocked from +4F to +5F.
No change was made to frame advantage for active frames 1 and 2.

• EX Moonsault Slash Increased distance traveled forward.

• L. Tragedy Assault
1) Changed start-up from 18F to 17F.
2) Lowered the height jumped before start-up.

• EX Tragedy Assault
1) Sped up input timing during which the attack can be canceled into "Stealth Dash".
2) Extended downward the collision box during the motion.
3) Increased blockstun on the 1st attack.
4) Reduced knockback distance on hit.
5) Extended the opponent's knockback hurtbox on hit.
6) Reduced recovery time on hit by 1F.
7) Reduced the 2nd attack's recovery time on block by 7F.
(No change made to frame advantage.)
8) Increased the combo count limit of the 1st attack.

• Bullet Clear (V-Skill I) The attack now pulls the opponent in on hit/block.

• [V-Trigger II] Stealth Dash (Special Move ver.) Decreased V-Timer cost from 2000F to 1000F.

• [V-Trigger II] Justice Corridor
1) Increased V-Timer cost from 0F to 500F.
2) Reduced pushback on block.

• [V-Trigger II] Justice Shell
1) Increased V-Timer cost from 0F to 500F.
2) Changed damage distribution from (60+40) to (40+60).

• Judgement Saber (CA) Extended the hitbox of the 2nd frame forward.


Necalli
Though Necali's V-Triggers are powerful, they're limited in their V-Gauge usage, and choosing one trigger over another does little to affect gameplay in significant ways.

To address this problem, we've made substantial changes to V-Trigger I "Torrent of Power".

Necali has a V-Skill that allows him to easily increase his V-Gauge, so players can either use this for Torrent of Power early on, or, based on how the battle plays out, choose to spend the gauge on a V-Reversal or V-Shift, giving them options other than V-Trigger I or II.

Also, given that V-Trigger I has a time limit on it, we've made improvements to the special V-Trigger move "Clouded Mirror".

It can now be used in mid-air combos, and the uncharged version can also be followed up on hit, giving more options to Necali when V-Trigger I is active.

• [Normal/V-Trigger] EX Mask of Tlalli
1) Increased damage for both normal and V-Trigger versions: Normal: 60 → 80; V-Trigger: 80 → 100.
2) Increased stun damage from 50 to 70.

• [V-Trigger] L. The Disc's Guidance
1) Increased the combo count limit.
2) Decreased combo count gain.

• [V-Trigger] EX The Disc's Guidance
1) Increased the combo count limit of the 1st attack.
2) Decreased combo count limit of the 3rd and 4th attacks.
3) Decreased combo count gain.

• [V-Trigger I] Torrent of Power
1) Decreased V-Gauge bar count from 3 to 2.
2) Increased V-Timer to a permanent 1000F.

• [V-Trigger I] Clouded Mirror
1) Can now be canceled into from "Valiant Rebellion" (not the EX version).
2) Added a hurtbox to the character's arm when jumping up.
3) Added a hitbox to the character's arm when jumping up that will only hit an airborne opponent.

• [V-Trigger I] Clouded Mirror (uncharged ver.)
1) Changed the final attack's hit effect to a bouncing knockdown.
2) Changed damage distribution from (50+20) to (20+20+30).
(Deals (40+30) damage when the 1st attack whiffs.)
3) Changed stun damage distribution from (0+100) to (0+50+50).
4) Increased the combo count limit of the final attack.
5) Decreased combo count gain for the final attack.

• [V-Trigger I] Clouded Mirror (charged ver.)
1) Changed damage from 80 (50+30) to 100 (30+20+50).
Deals 100 (50+50) damage when the 1st attack whiffs.
2) Changed damage from 30 to 80 for when the final attack only hits.
3) Changed stun damage from 100 (0+100) to 120 (0+0+120).
4) Decreased combo count gain for the final attack.


Poison
Poison's defense was rather weak in the face of aggressive opponents.

To balance this, a new V-shift was implemented, boosting Poison's defense at close-range. However, we were worried this would make her long-range game too powerful.

There were concerns that close-combat characters would struggle to land a hit on her, and that battles would potentially end without either character making full use of their strengths.

To counter this, her effective anti-air Crouching MP is now more vulnerable to jumping cross-ups, effectively balancing her stopping capabilities at close range.

Additionally, Poison could more easily exploit an open opponent and had more powerful combos than other long-distance characters, so her most-used attacks have been slightly weakened for better overall balance.

• Standing MK
1) Extended hurtbox during frame advantage.
2) Increased frame advantage from 16F to 18F.
3) Changed frame advantage on hit from +2F to 0F.
4) Changed frame advantage on block from -2F to -4F.

• Crouching MP
1) No longer hits opponents positioned behind.
2) Reduced backward hitbox between 3F-5F.

• Crouching HK Expanded the hurtbox during recovery.

• Avant Line Reduced damage for all levels: L: 70 → 60; M: 90 → 80; H: 120 → 110

• L. Heart Raid Reduced damage from 90 to 80.

• M. Heart Raid Reduced damage from 100 to 90.

• L. EX Heart Raid Reduced damage from 120 to 100.

• M. EX Heart Raid Changed frame advantage on block from +2F to +1F.

• Perfume Swing (V-Skill I) Reduced knockback time on mid-air hit.

• [V-Skill I] Jumping MK Lowered combo count gain.

• [V-Skill I] Slap & Slash Shortened start-up from 9F to 7F.

• Cartwheel (V-Skill II) Reduced damage from 70 to 60.

• [V-Trigger I] Fire Squall Reduced damage from 60 to 40.

• [V-Trigger II] Toxic Hold
1) Reduced hurtbox before start-up.
2) Reduced neutral start-up from 6F to 5F.
3) Reduced neutral active frames from 60F to 59F.

• [V-Trigger II] Toxic Bind
1) Increased damage from 150 to 180.
2) Increased stun damage from 150 to 200.
3) Reduced neutral start-up from 29F to 24F.
4) Entire move reduced from 74F to 69F.


R. Mika
R. Mika's V-Skill I and II are a little harder to use compared to other characters' V-Skills, but when successfully pulled off, they allow command throws to be incorporated into combos.

Command throws that are used in combos deal less damage than usual, but they allow R. Mika to keep up her trademark close-range playstyle and extend her combos when landing strikes.

Divebomb was difficult to counter on guard/whiff, and its mid-air hitbox made it hard to figure out whether a command throw or combo could connect, so the move now always has a grounded hitbox.

• Standing MK Changed frame advantage on block from -3F to -2F.

• Crouching MK
1) Changed active attack frames from 3F to 4F.
2) Changed recovery time from 15F to 14F.

• Divebomb
1) The character is now always treated as being on the ground during recovery.
2) Expanded the hurtbox during recovery.

• EX Wingless Airplane
1) The character is now invincible to mid-air attacks from frame 1 to 4.
2) Reduced the 4th frame's hurtbox downward.

• Heated Mic Performance (VSkill I)
1) "Rainbow Typhoon" and "Brimstone" can now be incorporated into combos upon successful power-up.
2) Sped up the linked attack timing by 9F when canceled into from "Lady Mika".

• Pumped Up! (V-Skill II) Successfully performing the move will now have the same effect as "Heated Mic Performance" (1st stage).

• Peach Gator (V-Reversal) Decreased pushback on block.


Rashid
Rashid excels at forcing the opponent into the corner with his forward steps and rushdown-heavy moveset.

Additionally, he can escape corner pressure himself with two different wall jumps.

These wall jumps made for quick turnarounds between offense and defense that were hard to predict for opponents, so in addition to adding a more downward trajectory to the moves, we've also added a special counterable state to them, making the moves risker to use.

Rashid's close- to mid-range option "Whirlwind Shot" and its links will most likely be more easily evaded with the implementation of the new V-Shift system.

As such, we've improved his Standing HK, and allowed "Crouching MP" > "EX Eagle Spike" to combo now.

These adjustments should give Rashid more damaging and aggressive attack options.

• Sankaku Tobi (all types)
Now enters a special counterable state between the move's beginning and landing.
(If she is hit with a medium/heavy normal or unique attack, she will be knocked down, unable to perform an air recovery.)

• Sankaku Tobi (down)
1) Reduced distance traveled sideways.
2) Sped up the timing for mid-air links by 4F.
3) Shortened the input window for a mid-air attack by 4F.

• Forward Dash Increased distance traveled forward when jumping during a dash.

• Standing HK
1) Extended the size of the box that triggers the opponent's block forward.
2) Increased the pushback on block.
3) Extended the size of the hurtbox before start-up.
4) Increased the knockback distance on counter hit.

• Crouching MP Sped up cancel timing for special moves and CA by 2F.
(No changes to cancel timing for V-Trigger II activation.)

• [Normal/V-Trigger II] Wing Stroke/Airborne Wing Stroke
Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)

• [V-Trigger II] Wing Stroke
Changed the behavior when making contact with hitboxes with added properties.

• [V-Trigger II] Wing Spike (and EX ver.)
1) V-Timer cost decreased from 1000F to 750F for normal activation.
2) V-Timer cost decreased from 1000F to 500F when canceled into from "V Whirlwind Shot"/"V Haboob".

• [V-Trigger II] Airborne Wing
Spike (and EX ver.) V-Timer cost decreased from 1000F to 750F.


Ryu
Ryu's crush counters and V-Triggers have made it difficult for him to keep up pressure, and limited his offensive options.

However, other standard characters like Ken and Akuma have this aspect to their playstyles as well, so we haven't made significant alterations.

Instead, we've focused on improving his overall performance, giving him more offensive options and stabilizing his playstyle.

As a result, he can now deal damage more reliably.

Compared to other characters, Ryu had harder combos to confirm, and relatively strict wake-up pressure options.

To combat this, we've adjusted his combos.

"Tatsumaki Senpukyaku" required the player to determine whether the opponent was Standing or Crouching, but it now hits Crouching opponents as well.

The 2nd attack of "Jodan Sanrengeki" can now force the opponent to stand with ↓ + HP.

"Jodan Sokutou Geri", which is used in similar types of combos, has, like "Tatsumaki Senpukyaku", had its parameters adjusted to better differentiate it from "Jodan Sanrengeki".

Though some of Ryu's playstyle will benefit from properly reading the opponent, it will be required less overall, making the him easier to play.

Additionally, improvements were made to mid-range moves, giving him much more of an advantage at his ideal range.

By shrinking the hand hurtbox before a Hadoken's start-up, we've made the attack easier to use to keep the opponent at bay.

Crouching MK and Crouching HK now have faster start-up, making them easier to use as counters.

With V-Trigger I "Denjin Renki" active, punch moves will have increased hit stun.

Though blockstun will remain the same and not change Ryu's ability to open the opponent up, it will reward him for landing a hit, making it easier to combo into other attacks with the long-reaching Hadoken as well.

Though V-Trigger II "Kakko Fubatsu" was useful for making a comeback, it was difficult to use effectively, so its properties have been improved greatly.

By using Isshin, which can be canceled into from any special move, Ryu can now deal damage in situations he previously couldn't, allowing him to carry the match more effectively.

• Shoulder Throw (front) Reduced spacing after hit.

• [Normal/V-Trigger I] Standing MP
1) Sped up the special move/CA cancel timing during V-Trigger I by 1F.
2) Changed frame advantage on block from +1F to +2F.
3) Changed frame advantage on hit from +7F to +6F.

• [Normal/V-Trigger I] Crouching MP - Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• [V-Trigger I] Crouching MP Changed frame advantage on block from +3F to +2F.

• [Normal] Standing HP Can now be special canceled.

• Crouching MK
1) Shortened start-up from 7F to 6F.
2) Entire move shortened from 22F to 21F.

• Crouching HK
1) Shortened start-up from 8F to 7F.
2) Entire move shortened from 31F to 30F.

• [Normal/V-Trigger I] Solar Plexus Strike The 2nd attack's hitbox now extends forward when the 1st attack hits or is blocked.

• [Normal] Solar Plexus Strike The 1st attack can now be V-Trigger canceled.

• [Normal/V-Trigger I] Jodan Sanrengeki Can now be performed with Standing MP > Crouching HP > Standing HK.

• [Normal/V-Trigger I] Hadoken
1) Reduced the hurtbox size backward before attack start-up.
2) Reduced the feet hurtbox downward.
3) Hurtbox no longer moves backward during the first two frames of the move.
4) Reduced required charge time by 1F until Level 2 is reached for the VTrigger I version.

• [Normal/V-Trigger I] EX Hadoken
1) Changed start-up from 11F to 10F when canceled from a Crouching LP.
2) For the V-Trigger I version, the timing at which the character moves backward in the 2nd half of the move now matches that of the normal "EX Hadoken".
3) For the V-Trigger I version, the knockback on counter hit now matches that on normal hit.
4) Lowered combo-count start value.
5) Increased combo count gain for the V-Trigger I version.
6) Increased the combo count limit for the V-Trigger I version.

• [Normal/V-Trigger I] Shoryuken The knockback on counter hit now matches that on normal hit.

• [Normal] L. Shoryuken Increased damage from 100 to 110.

• [V-Trigger I] L. Shoryuken Increased damage from 110 to 120.

• [Normal] H. Shoryuken
1) Extended the hitbox upward.
2) Increased the combo count limit after the attack's 3rd frame.

• [V-Trigger I] H. Shoryuken Extended the hitbox upward.

• [Normal] EX Shoryuken
1) The hit animation will no longer split when active frames 1 and 2 land at a distance.
2) Extended the 2nd attack's hitbox forward.

• [V-Trigger I] EX Shoryuken
1) The hit animation will no longer split when active frames 1 and 2 land at a distance.
2) Added a camera effect when active frames 1 and 2 hit the opponent at close range.
3) Extended the 2nd attack's hitbox both forward and upward.

• Tatsumaki Senpukyaku
1) Can now hit a Crouching opponent.
2) Decreased damage for all levels L: 90 → 80; M: 100 → 90; H: 110 → 100.
3) Changed the medium version's chip damage from 34 (17x2) to 24 (12x2).
4) Changed the heavy version's chip damage from 57 (19x3) to 27 (9x3).
5) Increased the combo count limit.

• EX Tatsumaki Senpukyaku
1) Extended the 1st attack's hitbox forward.
2) Increased the distance the opponent pulled backward when the 1st attack hits.
3) The hitbox of the attack is now extended upward after the 1st attack hits in midair.
4) Increased the combo count limit.

• Jodan Sokutou Geri
1) Changed the motion on activation.
2) Increased distance traveled forward.
3) Extended the collision box upward from the start of the move until the 1st frame of start-up.
4) Changed frame advantage on block from -16F to -15F.

• L. Jodan Sokutou Geri
1) Increased damage from 70 to 90.
2) Increased the combo count limit.

• M. Jodan Sokutou Geri Increased damage from 80 to 100.

• H. Jodan Sokutou Geri
1) Increased damage from 100 to 110.
2) Changed start-up from 18F to 17F when performed from a Standing MP.

• EX Jodan Sokutou Geri
1) Changed the motion on activation.
2) Increased distance traveled forward.
3) Extended the collision box upward from the start of the move until start-up.
4) Changed knockback speed and height on hit.
5) Changed the timing at which it can be canceled with "Tatsumaki Senpukyaku".
6) Changed start-up from 18F to 17F.
Changed stun from 36F to 33F.
Changed frame advantage on block from -16F to -13F.

• Mind's Eye (V-Skill I)
1) V-Timer now recovers 50F when the attack is successful during VTrigger.
2) Can now be canceled with EX Special Moves/CA when successful.

• [Normal/V-Trigger I] Thrust Strike (V-Skill II)
1) Can now be canceled when "Jodan Nirengeki/Sanrengeki" hits. (The canceled version has different start-up, etc. from that of the normal version to ensure it combos.)
2) Increased the duration of the active frames by 2F.
3) Increased pushback on block when the attack is not successful.
4) Increased damage from 60 to 70 when the attack is not successful.
5) Changed V-Gauge gain when successful from (50+50) to (60+40).

• [V-Trigger I] Denjin Renki
1) Increased V-Timer from 800F to 1000F.
2) Increased hit stun by 2F (normal punches only).

• [V-Trigger II] Kakko Fubatsu
"Hadoken"/the base of "Shoryuken"/"Jodan Sokutou Geri" can now be canceled with a unique special move on hit/block.
(Only the normal versions of "Shoryuken" and "Jodan Sokutou Geri" can be canceled.)

• [V-Trigger II] Isshin (successful)
1) Added camera animation on hit.
2) Increased V-Timer cost from 800F to 1500F.
3) V-Timer now ends on successful hit.

• Shinku Hadoken (CA) Changed frame advantage on block from -17F to -25F.

• [V-Trigger I] Denjin Hadoken (CA) Increased the combo count limit when canceled into from "Shoryuken".


Sagat
With versatile projectiles, spatial control, and long reach, Sagat is a great long-range character.

However, he was unable to do much damage when controlling the opponent, meaning characters with strong offense could often come back from the edge of defeat.

As such, we have given Sagat a significant offensive boost by increasing the projectile speed of "Tiger Shot" and "Grand Tiger Shot," as well as making further improvements to his offense, particularly his special moves.

The knockback duration of "EX Tiger Shot" has been adjusted, and "H. Tiger Knee Crush" has been altered to make follow-ups easier.

Landing "H. Tiger Knee Crush" now allows better wakeup offense, and more opportunities to combo Standing opponents.

Both "L./M. Tiger Knee Crush" have improved recovery time on stun, and can now be used to push forward more easily. If the last part of the move is blocked, Sagat will gain the upper hand.

The start up of "Tiger Knee Crush" has been sped up when canceled from "Step High Kick" or "Step Low Kick."

In addition to improving its use as a surprise attack from a distance, "EX Grand Tiger Shot"―useful to counter―has been adjusted to allow for a better wakeup game.

These changes have upped Sagat's responsiveness when switching to offense or defense, giving more opportunity to inflict damage.

• Standing HP Expanded the hurtbox during recovery.

• Crouching MP The upper half of the hitbox no longer hits airborne opponents.

• Crouching MK Reduced hitback.

• [Normal/V-Skill I] H. Tiger Uppercut Extended the hitbox forward during the 1st and 2nd frames.

• H. Tiger Shot Increased projectile speed.

• EX Tiger Shot
1) Increased knockback time on hit.
2) Reduced knockback distance on hit.

• H. Grand Tiger Shot Increased projectile speed.

• [Normal/V-Skill II] Tiger Knee Crush (inc. EX) Sped up start-up when canceled from "Step High Kick" or "Step Low Kick".

• [Normal] L. Tiger Knee Crush
1) Changed frame advantage on hit or block from 21F to 20F.
(Recovery time on whiff remains unchanged.)
2) Changed frame advantage on block from -6F to -5F.

• [Normal] M. Tiger Knee Crush Changed frame advantage on block from -9F to -7F.

• [Normal] H. Tiger Knee Crush Reduced knockback distance on mid-air hit.

• [V-Skill II] Tiger Knee Crush Increased the combo count limit.

• [V-Skill II] M. Tiger Knee Crush Changed frame advantage on block from -4F to -2F.

• Tiger Revenge (V-Reversal) Decreased pushback on block.

• [V-Trigger] Tiger Spike Added camera animation for when the fully charged version is guarded.

• Tiger Rampage (CA) Changed hitstop. (Blockstop remains unchanged.)


Sakura
Sakura was largely left unchanged besides some upward adjustments to her attacks.

Despite this, she now has more combo options.

Notably, "EX Shunpukyaku" can now combo from Sakura's fastest move, Crouching LP, then cancel into a V-Trigger, making it useful for both offense and defense.

Sakura is at an advantage even when V-Trigger canceling on block, allowing her to push opponents into the corner and barge forward with her offensive.

As for "Oukakyaku", we've made it possible for Sakura to continue her combo even without Critical Gauge in some situations, such as when she consumes all of her V-Timer after using "Shunpukyaku" during V-Trigger II "Sakura Senpu".

• Chin Buster Kick Now knocks the opponent down on a mid-air hit.

• L. Shunpukyaku Changed frame advantage on hit from +1F to +2F.

• EX Shunpukyaku
1) Shortened start-up from 15F to 12F when canceled from Crouching LP.
2) Now V-Trigger cancelable.

• Oukakyaku (V-Skill I) Lowered combo count gain.


Seth
Seth's offensive abilities were too overwhelming for most characters, often making opponents feel they were being cheated.

To rectify this, alterations have been made to allow more satisfying battles for both players.

Firstly, Seth's health has been reduced, making aggressive plays risky and requiring players to move more carefully.

Other offensive advantages, such as high combo damage, normal attacks, and special moves have largely gone unchanged, but mid/long-range moves such as "Step Shoot" and "Hazard Blow" have been made easier to use.

Although these adjustments affect the rate in which certain moves will be used, Seth is still an offense-heavy character.

• Health Reduced from 925 to 900.

• Stun Threshold Reduced from 925 to 900.

• Death Throw (forward throw)
1) Reduced grab range.
2) Increased recovery time on hit by 3F.

• Death Throw (back throw) Reduced grab range.

• Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Step Shoot The input window for canceling with a target combo now lasts 3F longer.

• Shoot Slicer
1) Increased frame advantage on block from 21F to 24F.
2) Changed frame advantage on block from -5F to -8F.

• Hazard Blow Extended forward the box that triggers the opponent's block.

• Annihilate Sword
1) Reduced the hitbox in a downward direction.
2) Increased landing recovery time on whiff by 4F, and extended hurtbox and thrown box.

• L. Annihilate Sword Increased recovery time on hit/block by 2F and extended hurtbox and thrown box.

• M. Annihilate Sword Fixed an issue in which the counterable box disappeared 1F before startup.

• EX Annihilate Sword Extended the hitbox downward for the 2nd attack.

• Sumo Headbutt (V-Skill I)
1) Made the active attack portion CA cancelable.
2) Increased damage of the active attack portion from 90 to 100.
3) Decreased frame advantage on hit or block by 8F.
4) Changed frame advantage on block from -12F to -4F.

• [V-Trigger I] Tanden Ignition
1) Reduced V-Timer from 4000F to 3000F.
2) Reduced V-Trigger-exclusive special moves' V-Timer cost from 1000F to 700F.

• [V-Trigger II] Tanden Maneuver Fixed an issue in which the projectile would disappear in certain situations.

• [Normal/V-Trigger I] Tanden Destruction/Tanden Extreme (CA)
1) Changed invincibility timing from 1F-15F to 1F-10F.
2) Shortened active attack frames from 10F to 5F.
3) Increased recovery time from 42F to 47F.
(No change to frame advantage.)


Urien
Urien's V-Trigger I "Aegis Reflector" is perhaps his most defining feature. It can be used in combination with different move types, positions, and throws to apply pressure in a variety of ways.

However, this tactic has been greatly affected by the addition of throw-initial combo scaling and the V-Shift mechanic.

Thus we've deemed it necessary to limit the move; for example, it will no longer generate a reflector if Urien takes damage before the hitbox appears.

Additionally, we've slightly weakened two moves that can forcefully open up opponents for attack: "Violence Knee Drop" and the V-Skill II version of his "L./M. Metallic Sphere".

On the other hand, we've made it more difficult for opponents to jump over "H. Metallic Sphere", made it easier to go from "Chariot Tackle" into "Dominant Crush" during an air combo, and made other adjustments to better reward players for accurately reading their opponents.

• [Normal] H. Metallic Sphere (charged/uncharged ver.) Extended the hitbox backward from the attack's 2nd frame onward.

• [Normal/V-Skill I] EX Dangerous Headbutt Increased frame advantage on whiff from 29F to 34F.

• [Normal/V-Skill I] Violence Knee Drop (including EX)
Unified landing recovery time on whiff at 17F for all strength levels.
(No change to landing recovery time on hit or block.)

• [V-Skill II] L./M. Metallic Sphere Changed frame advantage on block from +2F to -2F.

• [V-Trigger I] Aegis Reflector Will no longer throw a projectile if hit before the projectile forms.

• [V-Trigger II] Tyrant Blaze Added camera animation for when the 1st attack of the fully charged version is guarded.

• Dominant Crush (CA) Shortened start-up from 6F to 2F when canceling from "Chariot Tackle".


Vega
Vega's playstyle centers around whether or not he has his claws equipped, and the adjustments we've made serve to highlight that unique quality.

With Vega's claws equipped, Standing HP can now hit more easily from mid to long range, making it easier to maintain control over the opponent's attacks.

When Vega's claws aren't equipped, Standing HP and Crouching HP are a lot easier to punish on whiff, but at close range, Standing MK > Standing LP > Crouching MP is an effective combo and great at applying pressure on approach.

Additionally, "Flying Barcelona" can now no longer be performed with simple inputs.

The EX version has not had its input method changed, so it remains unaffected―aside from an increase in usability.

• Stardust Shot (air throw) Increased Vega's falling speed on hit.

• Sankaku Tobi
Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)

• Standing HP (claw)
1) Reduced the size of the hurtbox before the hitbox is generated.
2) Expanded the hurtbox during recovery.

• Standing HP (bare-handed) Expanded the hurtbox during recovery.

• Standing MK Reduced hitback.

• Crouching MP (claw) Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• Crouching MP (bare-handed)
1) Added a projectile-invincible hurtbox to the upper body from 1F before active attack time begins until the attack ends.
2) Reduced hitback.

• Crouching HP (bare-handed) Expanded the hurtbox during recovery.

• Matador Flash (2nd attack)
1) Extended the hitbox forward.
2) Reduced knockback distance on hit.

• L. Crimson Terror Changed active attack frames of the 1st attack from 2F to 3F.

• Flying Barcelona Can no longer be performed with simple inputs.

• EX Flying Barcelona Extended the knee's hitbox forward.

• EX Aurora Spin Edge
1) Can now be canceled with Alegrias when the 2nd attack hits or is blocked.
2) Added a throw hurtbox after the 1st attack ends.

• [V-Trigger I] Bloody Kiss - Torero/Rojo/Azul
1) Added armor-breaking properties to the linked attack.
2) Extended the hitbox of the final attack of Bloody Kiss Torero/Azul backward.

• [V-Trigger I] Bloody Kiss - Azul
The character will no longer land before shifting to follow-up when the 1st attack hits or is blocked.

• [V-Trigger II] Flash Arch -Rossa
1) V-Timer cost decreased from 1000F to 0F when successful.
2) Now special cancelable when the 2nd attack hits.
3) Reduced knockback time when the 2nd attack hits in mid-air.

• [V-Trigger II] Flash Arch - Granate
1) V-Timer cost decreased from 2000F to 1000F.
2) Now special cancelable when the 2nd attack hits.
3) Reduced knockback time when the 2nd attack hits in mid-air.
4) Decreased damage from 120 to 100.
5) Decreased stun damage from 150 to 120.

• Bloody Rain (CA)
1) Changed the timing of the voice clip during CA animation.
2) Increased recovery time on block/whiff by 11F.
3) Changed frame advantage on block from -14F to -25F.


Zangief
Given that Standing HP has armor frames at the beginning of the motion, and is a powerful control option at mid and long range, we've increased its risk on whiff.

We've also made adjustments with the goal of boosting Zangief's close-range links and combos.

In addition to making the base of "Double Lariat" V-Trigger cancelable, we've also adjusted combo counts, etc. for follow-up moves.

For example, V-Trigger II "Cossack Muscle" can still keep up the pressure even if "Double Lariat" is guarded, and on hit, you can follow up with "EX Borscht Dynamite", making it work well with the move.

Regarding the V-Trigger II version of "Borscht Dynamite", these adjustments greatly increase the viability of the move in combos, so we've reduced its offensive properties on hit slightly.

• Standing HP (uncharged ver.)
1) Fixed an issue in which start-up would be 1F faster when the move was performed in advance during wake-up recovery, etc.
2) Expanded the hurtbox during recovery.
3) Changed active attack frames from 4F to 5F.
4) Changed frame advantage when active frame 1 is blocked from -3F to 0.
5) Decreased combo-count start value on mid-air crush counter.

• Standing HP (charged version)
1) Expanded the hurtbox during recovery.
2) Changed active attack frames from 4F to 5F.
3) Changed frame advantage when active frame 1 is blocked from +1F to +3F.
3) Decreased combo-count start value.

• Standing MK Fixed an issue in which a counterable box wasn't generated 1F after the start of the motion.

• Crouching HP Increased knockback time when the attack lands on an airborne opponent.

• Double Lariat
1) The base of the attack can now be V-Trigger canceled on hit/block.
2) Decreased combo-count start value.
3) Increased combo count gain.

• [V-Trigger I] Cyclone Lariat
1) Will now pull the opponent in even if they are in a knocked-back state.
2) Extended the final attack's hitbox upward.
3) Increased the combo count limit.

• [V-Trigger II] Borscht Dynamite
1) Changed the hitbox type from throw to strike.
2) Decreased damage when canceling from "Flying Headbutt" to "V Borscht Dynamite": L: 290 > 240; M: 310 > 250; H: 330 > 260.
3) Decreased stun from 350 to 300 when canceling from "Flying Headbutt" to "V Borscht Dynamite".
4) Increased stun on hit by 6F.

• [V-Trigger II] EX Borscht Dynamite
1) Increased stun on hit by 6F.
2) Increased the combo count limit.


Zeku
Zeku is able to switch between his old form―for a defensive moveset―and his young form―for a more offensive one.

However, his rushdown in his young form tended toward one strategy: build up stun damage all at once and charge through to victory.

As such, we've slightly lowered the stun damage of moves often used in young Zeku's combos.

In exchange, he has more opportunities to use his most popular moves in both old and young forms, expanding possibilities for his options and styles.

"Bushin Gram - Ban" in old form can now be used more strategically with added unique properties for each move level.

The medium and heavy versions also have longer reach, affording them more utility in combos and counterattacks.

V-Skill II "Kuchiyose - Shii" didn't see much use before, so we made it more useful by adding a hitbox to the firecracker as it falls.

While young, it is now easier to combo from Crouching HP to "Kaeshi Urasaiha", then further combo into "EX Hozanto", unlike with "Kaeshi Saiha".

In addition, we sped up the follow-up timing for "EX Hayagake", allowing the long-reaching Standing LK to combo into "Ashikari".

This expands Zeku's offensive options, and lets him down opponents with combos that start from quick counterattacks and light attacks.

• [Old] Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.

• [Old] Crouching LK
1) Shortened start-up from 5F to 4F.
2) Entire move shortened from 14F to 13F.

• [Old] L. Bushin Gram - Ban Added throw invincibility from 1st to 5th frames.

• [Old] M. Bushin Gram - Ban
1) Extended the hitbox forward on the 1st frame of the attack.
2) Reduced the knockback distance when the strike portion lands.
3) Removed throw invincibility from the 1st to the 7th frames.
4) Added projectile invincibility from the 3rd to the 12th frames.

• [Old] H. Bushin Gram - Ban Extended the hitbox forward on the 1st frame of the attack.

• [Old] EX Bushin Jakura Changed recovery time on landing from 7F to 4F if no follow-up attack is performed.

• [Old] Kuchiyose - Shii (VSkill II)
1) Added a hitbox that lasts until the projectile hits the ground.
2) Increased recoverable damage on block from 4 (1x4) to 12 (3x4).

• [Old] [V-Trigger I] Bushin Bakujasho Added camera animation on hit.

• [Young] Back Recovery Adjusted the motion.

• [Young] Crouching HP Reduced hitback.

• [Young] Kaeshi Urasaiha Lowered combo-count start value.

• [Young] Bushin Soukosou Reduced stun damage from 100 to 80.

• [Young] Sankaku Tobi/Hassou Tobi/Bushin Shidenkyaku
Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)

• [Young] EX Hayagake Made the cancel timing 1F faster for successive attacks, excluding Tozetsu.

• [Young] Hozanto Reduced stun damage from 150 to 100.

• [Young] EX Hozanto
1) Extended collision box upward when canceled from Kaeshi Urasaiha.
2) Reduced combo count gain when canceled from Kaeshi Urasaiha.
3) Increased combo count limit when canceled from "Kaeshi Urasaiha".

• [Young] [V-Trigger I] Bushin Seiryukyaku Added camera animation on hit.


 

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Отключился от файтингов на какое-то время и конечно же пропустил в рамках 5го сезона выход Rose в SFV.
Street Fighter V: Champion Edition – Rose Gameplay Trailer


Добавлено спустя 4 минуты 43 секунды:
Street Fighter V - Akira Kazama Teaser


Добавлено спустя 7 минут 3 секунды:
Скриншоты из предварительного показа Oro на Street Fighter V Spring Update 2021.
Oro's Street Fighter 5 showcase reveals plenty of old attacks along with a few intriguing new twists


 

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Несколько видео по итогам стрима посвящённого летнему обновлению.

Oro gameplay

Akira gameplay


Представлен последний персонаж 5го сезона, Luke, будет доступен в ноябре.
Luke teaser


 

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Патч с Akira и Oro доступен для скачивания(29,5 Гб) в стиме.


 

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LUKE Gameplay + Character Breakdown


Добавлено спустя 7 минут 1 секунду:
А доступен он будет 29го ноября.
п.с. а в GG Strive 30го выход Happy Chaos.


 

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Патч сегодня уже вышел. Luke доступен.
Один из немногих действительно новых персонажей, который мне понравился и по внешней и по боёвке.


 

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Анонс долгожданного патча, который должен выйти 29 марта.
Street Fighter V'S Definitive Update


 

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Street Fighter 6 - State of Play June 2022 Announce Trailer


Добавлено спустя 1 минуту 45 секунд:
Street Fighter 6 official artwork, high resolution images, logo and more


 

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Street Fighter 6 - Real Time Commentary Feature Trailer


Добавлено спустя 39 минут 8 секунд:
Street Fighter 6 - Guile Gameplay Trailer


 

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Street Fighter 6 - Pre-Order Trailer


 

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Всех фанов поздравляю с выходом новой части! Конечно пара поварешек дёгтя есть, таких как ограничение по покупке в РФ и Беларуси в Steam, а также отсутствие регионального ценника. Но если касаться самой игры, а не сложностей с её приобретением, вышла отличной на старте, механика снова стала более подвижной, активность поощряется, плюс стала менее требовательной к новичкам, как и SF4.


 

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Rashid trailer released for Street Fighter 6

Персонаж будет доступен 24 июля.


 

Moderator
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Откуда: вопросы?
Фото: 72
George80, для обсуждения Street Fighter 6 есть отдельная тема Street Fighter 6 (2023)

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