Street Fighter V/Changelist

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Universal Changes

SFV-Header Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Street Fighter V Released
Street Fighter V Season 2 (December 20, 2016)
  • S2 released
Street Fighter V - Season 2.5 (May 30, 2017)
  • S2.5 released
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • S3 released
Street Fighter V - Season 3.5 (April 3, 2018)
  • S3.5 released
Street Fighter V - Season 4 (December 16, 2018) {{{9}}}
Street Fighter V - Champion Edition (December 15, 2019) {{{10}}}

Ryu

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


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

Ken

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