Street Fighter V Season 2 (December 20, 2016) |
- Crouching hurtbox adjusted
- Neutral jump changed from 39f to 38f
- Forward (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
- Chin Buster (b+MP) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block
- Chin Buster 2nd hit (b+MP > HP) damage decreased from 60 to 50, can be performed on whiff, larger window
- Lion Breaker (MK > HK) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block
- Inazuma Kick (b+MK) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6
- Thunder Kick (f+HK) faint changed from 31f to 34f, On hit advantage changed from 0 to +2, On block changed from -4 to -2, less pushback on hit
- Quick Step (MP+MK) collision box expanded during kick animation, opponent floats longer on hit
- Senpu Nataotoshi (f+KKK) startup changed from 10f to 12f, active frames reduced from 4f to 2f, less pushback on hit, hurt boxes invincibility adjusted
- Hadoken (qcf+P)
- On Hit advantage changed from -4 to -2, On block changed from -10 to -8, less CA meter on activation, larger delay when canceled into CA
- EX Hadoken hit box expanded upwards during startup
- Shoryuken (f,d,df+P)
- LP version advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f
- MP version damage reduced from 130 to 120, advantage on block for V-Trigger changed from -5 to -7, no longer invincible
- HP version damage decreased from 140 to 130, no longer strike invincible until 3f and no longer invincible
- EX version on hit V-Trigger advantage increased from +3 to +7, On block V-Trigger advantage changed from -5 to -7
- Tatsumaki Senpukyaku (qcb+K)
- LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2
- 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 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 Tatsumaki Senpukyaku (qcb+K in air)
- All versions increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f
- EX version damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk
- Guren Enjinkyaku (qcf, qcf+K) hitbox increased upwards
- V-Trigger
- 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 movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block
- Air Tatsumaki Senpukyaku (qcb+K in air)
- Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f
- EX Air Tatsu damage adjusted from 55*55 to 40*40, block stun reduced by 6f, expanded hurtbox, shrunk hitbox
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Street Fighter V - Season 3 (Arcade Edition, January 16, 2018) |
- Forward walk speed increased
- Forward 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
- Inazuma Kick (b+MK) collision box adjusted
- Thunder Kick (f+HK) first active frame will not hit crouching opoonents, collision boxes adjusted
- Shoryuken (f,d,df+P)
- Collision box adjusted on all versions
- LP version damage increased from 100 to 110
- MP version damage increased from 120 to 130
- HP version damage increased from 130 to 140
- EX version damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne
- Tatsumaki Senpukyaku (qcb+K)
- MK version second and third hits damage increased from 20 to 40 if first does not connect, stun increased from 50 to 75 if first hit does not connect
- HK version 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 version damage increased from 120-130
- MP version damage adjusted from 140 to 150
- HP version damage adjusted from 150 to 160
- EX version damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne
- Tatsumaki Senpukyaku (qcb+K)
- MK version damage increased from 30 to 50 if first hit does not connect, stun increased from 50 to 75 if first hit does not connect
- HK version collision box adjusted
- Air Tatsumaki Senpukyaku (qcb+K in air)
- EX version on block advantage increased by 3f
- Added V-Trigger 2: Shinryuken
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Street Fighter V - Season 3.5 (April 3, 2018) |
- Forward (Knee Bash) damage increased from 110 to 120, recovery increased by 1f
- Back (Hell Wheel) damage increased from 130 to 140
- Stand LP 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
- Quick Step (MP+MK) damage reduced from 70 to 50, stun reduced from 150 to 100, added float value on airborne hit and eased combo count, collision box expanded when performed from MP > HP xx VS
- Shoryuken (f,d,df+P)
- MP Shoryuken combo count increased
- EX Shoryuken
- V-Trigger
- Shoryuken (f,d,df+P)
- EX version adjusted to hit behind Ken, collision box adjusted for first hit
- VT2 (Shinryuken) damage reduced from 200 to 180 for max version, eased combo count, reduced horizontal knockback distance on max version allowed follow-ups
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