Street Fighter 5's latest balance changes revealed, available at the end of April

Posted by Steven 'Dreamking23' Chavez • March 15, 2017 at 6:29 p.m. PDT

Capcom has officially released information on Street Fighter 5's latest balance changes.

After the release of Season 2, Capcom has been closely monitoring how the alterations have holding up. Peter "Combofiend" Rosas said in today's Capcom Unity blog that though the company was mostly pleased with the changes, they felt that some more tweaks were necessary.

The latest set of balance changes aims to make the characters who weren't deemed quite as strong this season better, as opposed to bringing down the higher tier fighters.

These changes will become available at the end of April.

The full set of patch notes are available after the jump. Any character not listed did not receive any balance changes.

System changes


V-Reversal:

V-Reversal input delay on crouching block has been shortened by 1F.

When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.

Throw Escape:

It is no longer possible to escape throws while inputting up during the throw escape.

Correctly guessing an opponent's next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right.

One such option select in Street Fighter V is the "jump back, throw select" in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk.

With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.

Hold frames for charge moves:

The number of frames necessary to complete a charge has been increased from 6F to 10F.

The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off.

To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.

Invincible “Shoryuken” Attacks:

Shoryuken type attacks have seen a change across the board. The changes are as follows below.
L Shoryuken attacks – maintain throw invincibility
M Shoryuken attacks – added airborne invincibility
H Shoryuken attacks – added attack and projectile invincibility
This change affects Ryu, Ken, Akuma, Cammy, and Juri. Please refer to each character’s individual adjustment list for specifics.

Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong.

After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended.

We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.

Bug fixes


With the Kolin update, a number of bugs were introduced into the game. Below is a list of the bugs and their fixes.

Chun-Li

Bug – EX Kikoken granted meter gain on hit or block
Fix – No longer grants meter on hit or block
Bug – Because her hurtbox was so low when crouching, there were times when opponents at certain distances could not hit or force Chun-Li to block attack
Fix - Slightly expanded her crouching hurtbox

Necalli

Bug – H Raging Light did not have a counter hitbox on startup
Fix – Added a counter hitbox on startup

Alex

Bug – Unintended delay on Power Drop startup when going from H Flash Chop
Fix - Delayed Power Drop startup so that it does not connect when H Flash Chop is blocked
Bug – Certain combos were unintentionally not possible against this character
Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

F.A.N.G

Bug – When doing Nikankyaku to Senpukuga against an opponent in the corner, Senpukuga would sometimes face in the opposite direction of the opponent
Fix - Slightly increased the time to change direction facing when switching places

Karin

Bug – EX Ressenha – Could not immediately perform jumps or other basic movements post-recovery
Fix - EX Ressenha – Adjusted the landing animation so Karin can now immediately perform jumps and other basic movements post-recovery

Akuma

Bug – Jumping LP – Unintended input priority
Fix - Jumping LP – Adjusted input priority to match that of other characters
Bug – Couching LP – The window to chain cancel this normal is longer than that of other characters. This allowed players to input a light attack by chain cancelling at the last possible moment while simultaneously inputting another action (V-Skill, special moves, etc.). If the opponent attacked at the same moment, the other action would be performed; if not, crouching LP would be performed.
Fix – Crouching LP – Shortened the window to chain cancel this attack by 1F
Ibuki

Bug – In Trial 7, an unnecessary “neutral” symbol is displayed in the command for Airborne M Kunai
Fix – Removed the unnecessary “neutral” symbol

Balrog

Bug – Certain combos were unintentionally not possible against this character
Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

Dhalsim

Bug – When performing Crouching LP ⇒ normal grab on Balrog in the corner, whether or not it hit varied between whether Dhalsim was on the 1P side or 2P side

Fix - Slightly increased normal throw box forward to ensure hit consistency between 1P and 2P sides

Ken

Bug –EX Tatsumaki Senpukyaku – Could not immediately perform jumps or other basic movements post-recovery
Fix - EX Tatsumaki Senpukyaku – Adjusted the landing animation so Ken can now immediately perform jumps and other basic movements post-recovery

Birdie
Bug – EX Bull Head – Because Birdie’s collision box was placed somewhat behind his presence box, opponents could slip behind Birdie when he whiffs this attack

Fix – EX Bull Head - Increased collision box and hurtbox backwards

Akuma


Akuma has very high potential. That potential however, comes with low health. What we noticed is that due to his low health, Akuma players were playing much more conservatively than anticipated and not really exploring his options as much as they could be.

We hope that with the change to his vitality, Akuma players will be able to approach matches more confidently and fully explore new strategies with him without the fear of losing the round quickly.

Vitality
Increased from 875 to 900

M Goshoryuken
Added a hurtbox for frames 3-6F
Added invincibility for airborne attacks for frames 1 to 6F
Increased the knockback distance for the first hit
Slightly expanded the forward hitbox during rising animation

H Goshoryuken
Added attack and projectile invincibility for frames 3-6F

Alex


In Season 2, the start up on some of Alex's longer range attacks were modified as we believed moves with relatively fast startup and reach would be strong. Unfortunately, these changes lessened his overall effectiveness against some of the cast as his attacks were now taking that much longer to connect.

With the increase in speed to the start-up of his key ranged attacks, Alex should be able to fight against the entire cast that much better. Additionally, as Alex has to take considerable risks closing in on the opponent to really land damage, his vitality has been slightly increased.

Hurtbox
Fixed an issue where Alex's collision boxes would shrink in the reverse direction of other characters if Alex turned around while crouching. This led to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.

Vitality
Increased from 1000 to 1025

Standing MP
Move recovery changed from 14F to 12F
Note: No changes to advantage/disadvantage

Standing MK
Startup reduced from 9F to 8F
Note: The entire move has been reduced by 1F

Crouching MK
Startup reduced from 10F to 9F
Note: The entire move has been reduced by 1F

V-Skill – Overhaul
The entire move has been reduced from 55F to 52F

EX Air Knee Smash
Timing of the hurtbox activation has been restored to the Season 1 version

L Slash Elbow
Disadvantage on block has been reduced from -4F to -2F

Balrog


Initially, Balrog's vitality was increased as we viewed him to be a very straight forward character who has to take risks to get in and do damage. After reviewing his other adjustments granted in Season 2, which have increased his options and in effect made him that much stronger , we feel that his increased vitality is unnecessary.

Even with bringing his vitality back to the 1000, we feel that Balrog will still be a force to be reckoned with in the hands of the right players.

Hurtbox
Fixed an issue where Balrog's collision boxes would shrink in the reverse direction of other characters if Balrog turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.

Vitality
Reduced from 1025 to 1000

Birdie


The initial design concept for Birdie is that he is supposed to be quite powerful in neutral, which he deviated away from in Season 2. The changes made to Birdie in Season 2 left him in a slightly less optimal place in both his neutral and defense game, but much stronger place in the offensive game.

Although the adjustments made were beneficial in their own right, his core design is still that of a strong neutral character. To bring him more in line with that vision, we've reverted some changes, allowing Birdie to establish and compete at neutral a bit better.

Crouching MP
Expanded the hitbox upwards for active frames 4-5F

Crouching MK
Startup reduced from 11F to 10F

EX Bull Head (Normal/V-Trigger)
Disadvatange on block increased from -2F to -5F

EX Bull Horn
Armor startup and duration changed from 3F-20F, to 1F-20F

Cammy


Overall, we think Cammy is faring quite well against the cast in Season 2. That said, we did notice that Cammy’s EX Canon Spike sometimes missed in combos, thereby causing frustration for Cammy players. With this adjustment, players will now be able to use it more confidently in combos.

The addition of Cammy’s airthrow was made as we felt her move set was not quite complete. With the changes to her Canon Spike an addition of an airthrow, she should now feel a bit more robust.

L Cannon Spike
Added a hurtbox for frames 3-6F
Added throw invincibility for frames 1F to 6F
Limited the follow-up attacks after a hit at the base

M Cannon Spike
Added a hurtbox for frames 3-6F
Added invincibility for airborne attacks for frames 1 to 6F
Limited the follow-up attacks after a hit at the base

H Cannon Spike
Added attack and projectile invincibility for frames 3-6F

EX Cannon Spike
Expanded the downwards hitbox

Neck Spiral
Added an air throw (press LP+LK during a jump)

Chun-Li


The initial change to Hyakuretsukyaku was made so that both legacy players and new players could input the command for this attack as they saw fit. Unfortunately, for some players who press buttons repeatedly either in block stun, hit stun or during combos, this sometimes led to accidental inputs. To alleviate this issue, the number of K inputs has been increased.

Hyakuretsukyaku (Normal/V-Trigger)
Changed the number of necessary inputs when rapidly pressing K from 4 to 5

Dhalsim


In Season 2, Dhalsim is in a much stronger place overall. For all his improvements however, he was still lacking a low attack that did not leave him severely disadvantaged. With the addition of this attack, we feel Dhalsim now has the complete set of tools to do well in the right hands.

Thrust Kick
Added a new normal move (down-forward + MK)

F.A.N.G


Although the changes made to the start-up of F.A.N.G's attacks were done to keep him in line with the rest of the cast, these changes made it quite difficult for F.A.N.G to land combos or punishes of substantial damage and also keep faster opponents at bay.

With the reduction to the startup of a few key attacks contained in this list, in addition to the other improvements given to F.A.N.G in Season 2, it should result in F.A.N.G feeling that much stronger and competitive overall.

Standing LP
Reduced the advantage on hit from +6F to +5F
Reduced the advantage on block from +3F to +2F
Increased the hitbox on the second active frame Increased the hit hold from the second and third active frames by 1F

Standing MK
Reduced the startup from 6F to 5F

Standing HP
Reduced the startup from 8F to 7F
Reduced the hitbox
Slightly increased the hurtbox

Standing HK
Reduced the startup from 14F to 12F
Note: The entire movement is reduced by 2F
Advantage on hit reduced from +7F to +6F

Crouching MP
Reduced the startup from 7F to 6F

Nirenko
Reduced the pushback on hit for the first hit

Guile


Guile's initial concept has him as the opposite of Nash, in that he has all the tools to be strong defensively. That said, the adjustments made to Guile in Season 2 have also left him extremely strong offensively as well, deviating a bit from his concept.

We feel that with these new adjustments, Guile will move closer to his initial concept, while still leaving players feeling quite strong.

Forward Throw
Recovery after a successful throw increased by 3F

Reverse Spin Kick
Advantage on hit reduced from +6F to +4F

M Somersault Kick
Added a hurtbox to the attack/projectile invincibility for frames 3 to 8F
Added invincibility for airborne attacks for frames 1 to 8F

V-Trigger – Solid Puncher
Number of V-Gauge blocks increased from 2 to 3

Sonic Breaker
V-Timer gauge consumption restored to Season 1

EX Sonic Break
V-Timer gauge consumption restored to Season 1

Ibuki


In the heat of battle, we noticed that Ibuki players sometimes performed Kunai Hoju when they meant to perform Kazekiri. This happened either when performed against a cross up or if the command wasn't precisely input.

Unfortunately, this resulted in not only missed damage, but it also left Ibuki open to counter attack as well. With this change, Ibuki players should now get Kazekiri much more consistently.

Kunai Hoju
Placed lower in the command priority than Kazekiri

Juri


The change to Juri's light punch was made to bring her more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Standing LP
Decreased the size of the upwards hitbox
Increased the horizontal knockback distance on mid-air hit

L Tensenrin
Added throw invincibility for frames 1F to 8F

M Tensenrin
Added a hurtbox for frames 3 to 6F
Added invincibility for airborne attacks for frames 1 to 6F

H Tensenrin
Changed the 1F to 8F throw invincibility frames to attack/projectile invincibility from 3F to 7F

Ken


Ken's Season 2 Thunder Kick change added a layer to Ken's offensive options that we feel is quite interesting. That said, the reward for it is extremely high, while the risk is rather low. The change made to this attack will give the attack a more balanced mix of risk versus reward.

Thunder Kick
Changed the recovery on block from -2F to -4F

M Shoryuken
Added a hurtbox for frames 3-6F
Added invincibility for airborne attacks for frames 1 to 6F
Increased the knockback distance for the first hit

H Shoryuken
Added attack and projectile invincibility for frames 3-6F

Laura


Laura is a character who has seen quite a bit of a climb since the introduction of the Season 2 update. We are quite happy with her current performance and don't think much needs to be changed.

That said, we did notice that she can feel a bit overwhelming once her offense gets started. We think that by ever so slightly reducing the effectiveness of a few of her attacks, which are used in her continuous pressure strings, players will now have more chances to move around, rather than feel overwhelmed. This also has the benefit of encouraging Laura players to develop even newer strategies against what counters may develop.

L Bolt Charge (Normal/V-Trigger)
Reduced the active frames from 4F to 3F

Crouching LK
Reduced the advantage on block from +1 to 0

Nash


The initial concept behind Nash's Season 2 adjustments were to encourage players to explore his large array of attacks to begin offense, rather than the same few that were always used, stifling strategy. Additionally the adjustments to his defensive options were made so that there would be a clear distinction between Nash, who is more offensive, and Guile, who is more defensive.

Unfortunately, the adjustments to some of his attacks resulted in his offense becoming a bit weaker, leaving Nash in a place where he didn't feel strong on offense, defense nor in neutral. With the adjustments made here, we believe that Nash will end up with a slightly stronger neutral game and stronger offensive game, leaving him in an overall better position amongst the cast.

Forward Dash
Total movement frames changed from 19F to 18F

Standing HP
Increased the forward hitbox for the first active frame
Expanded the hitbox downward for frames 2F to 3F, and reduced the upwards hitbox

Crouching MK
Quickened the timing for V-Trigger cancel by 1F
Note: After the change, Nash will go from +4F to +5F advantage from cancelling into V-Trigger (Sonic Move - Hide)

M Sonic Scythe
Increased the pushback distance on block

EX Sonic Scythe
Added throw invincibility for frames 1F to 6F
Expanded the upwards hitbox for the first and second active frames

Necalli


Overall, we believe Necalli is in a good place in Season 2. We did notice however that the pushback on Necalli's L Disc's Guidance was quite far while in V-Trigger, which in effect, made it extremely hard to punish by most of the cast.

As this attack leads to great positioning and continued offense for Necalli, with minimal risk, the disadvantage on block was increased to more evenly balance the risk versus reward.

The Disc’s Guidance (V-Trigger)
Disadvantage on block increased from -4F to -6F

Rashid


The change to Rashid's light kick was made to bring him more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Hurtbox
Fixed an issue where Rashid's collision boxes would shrink in the reverse direction of other characters if Rashid turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.

Standing LK
Reduced the upwards hitbox
Increased the horizontal knockback distance on mid-air hit

EX Eagle Spike (V-Skill)
If Rashid KO's the opponent with EX Airborne Eagle Spike during his V-Skill, he will get the EX flashing screen finish

Ryu


The concept behind Ryu's initial Season 2 adjustments were that we wanted to encourage players to engage in closer combat by giving Ryu stronger in close tools, while in return, his midrange was weakened a little. Although his tools in close were strengthened, due to the shrinkage of a few hitboxes and increased attack startup, he now had a bit more trouble than anticipated fighting from the midrange. This, in turn, made it harder to get in close, making it more difficult for Ryu players to experience his Season 2 adjustments.

We hope with the additional adjustments made, Ryu will be more well-rounded than he was in Season 1, while also feeling that much stronger.

Standing LK
Expanded the forward hitbox

Standing MP (Normal/V-Trigger)
Expanded the forward hitbox

M Shoryuken
Added a hurtbox for frames 3-6F
Added invincibility for airborne attacks for frames 1 to 6F

H Shoryuken
Added attack and projectile invincibility for frames 3 - 6F

Crouching HP
Changed the move animation

Urien


Urien has seen a significant climb in the ranks since the Season 2 update went into effect. That said, we noticed a few key attacks that have very minimal risk, yet high reward associated with them being used more than his other attacks, reducing his overall strategy.

We think with these new adjustments, players will be motivated to use his other attacks and figure out newer strategies to defeat the competition. However, the increased risk on a few of these attacks will require players to properly weigh the risk versus reward of using said attack, especially with Urien’s vitality returning to the former value that is was in Season 1.

Vitality
Reduced from 1025 to 1000

Crouching MK
Advantage on block changed from +2F to -2F

Jumping LK
Expanded the hitbox downwards

EX Dangerous Headbutt
Increased the recovery on whiff from 15F to 25F

EX Chariot Tackle
Increased the disadvantage on block from 0F to -2F
Reduced the pushback distance on block

Vega


Vega is an interesting character in that he has two distinctive styles. What we noticed, however, was that due to the damage output that's possible with the non-claw version, players had less incentive to use his claw form.

With the adjustments made to Vega's claw form, Vega players can now alternate between the two styles and develop different strategies for both, while not having to worry about a substantial damage differential between the two.

Additionally, the changes to his V-Trigger and EX Crimson Terror will ensure that Vega players will consistently get their damage without fear of the opponent dropping out of their combos.

Standing HP (claw)
Advantage on hit increased from +6F to +7F
Pushback on hit slightly decreased
Pushback on block slightly decreased

Crouching HP (claw)
Advantage on hit changed from -2F to +5F
Advantage on block changed from -5F to +3F

V-Trigger: Bloody Kiss – Azul
Changed so that Vega will be fully invincible from the first frame after hit

Flying Barcelona Attack (claw)
Damage increased from 90 to 120.
Advantage on block increased from 0F to 3F
Relaxed the restrictions on mid-air juggles after hit
Note: Increased follow-up options

Flying Barcelona Attack (no claw)
Damage increased from 60-80

EX Crimson Terror
Increased the movement distance
Note: Is now between Season 1 and original Season 2 changes

Zangief


Zangief is one of the characters who has seen a big jump in the rankings since the beginning of Season 2. Although we are quite happy with his progression, we have noticed that his lariat is a large source of frustration for his opponents in that it's extremely hard to punish.

We feel that with the adjustment made to Zangief's lariat, he will still maintain his strength, yet players will have to utilize a bit more strategy to be effective with him.

Lastly, we felt that Zangief's moveset could use more options. To that effect, we have added a few more moves to his arsenal, which should make him a bit more entertaining for those who play him.

Head Butt
Reduced the amount of CA meter gain upon use to cancel a projectile attack
Note: From 50 to 30

Double Lariat
Reduced the downwards hitbox on his arms while spinning (1st revolution)
Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents
Expanded the hurtbox to the same position as his hitbox

Harasho Choke Slam
New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents

Flying Head Butt
New move: press up + HP during a neutral jump

Tundra Storm
New move: F, D, DF + P - perform a counter (only works against horizontally-angled kick attacks)

Source: Capcom Unity.

Comments

jgt4242 said on March 15, 2017 at 9:11 a.m.

Well...the info came out before then end of march. Way to go Capcom!

#1
EndwaterAngry said on March 15, 2017 at 9:12 a.m.

bah gawd. Time for people who have been waiting for a balance change to start bitching about the balance change.

#2
BlankaBeast said on March 15, 2017 at 9:14 a.m.

The Return of Ryu.

It will be.

#3
Put_Garuda_in_SF5 said on March 15, 2017 at 9:14 a.m.

Time for people bitching about people bitching

OSsloth

#4
VanCityPlayboy said on March 15, 2017 at 9:15 a.m.

Capcom, give us color edit like SF X T with the option not to see our opponents colors

#5
VanCityPlayboy said on March 15, 2017 at 9:16 a.m.

Capcom when is Alex and Ibuki's nostalgia costumes coming out? M Bison's remastered stage? It's been 8 months now

#6
Ataxis said on March 15, 2017 at 9:17 a.m.

Urien got hit. Thank goodness. On paper the changes look pretty good.

#7
AngriestAngryArtist said on March 15, 2017 at 9:18 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#8
CreepShowKid said on March 15, 2017 at 9:18 a.m.

now comes people complaining about different things, i honestly don't know why bother why all people are going to do is complain that their character wasn't buffed enough or nerfed too hard no matter how good they do things this time around.

#9
BlankaBeast said on March 15, 2017 at 9:19 a.m.

YESS
PATCH NOTES!

Time to play the game before the game.

#10
meltsy said on March 15, 2017 at 9:20 a.m.

"The number of frames necessary to complete a charge has been increased from 6F to 10F."

Chun Li is deader than it was before, goodbye her only damaging combo that ended in sbk.

#11
sleepychino69 said on March 15, 2017 at 9:21 a.m.

*Reads Urien changes

Yeaaa boi!

Edit:Gief got new stuff!

#12
VanCityPlayboy said on March 15, 2017 at 9:21 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#13
OkieScrub said on March 15, 2017 at 9:22 a.m.

But not one fix to the netcode, UI, battlelouges, load times, etc....

#14
ParabolaBeam said on March 15, 2017 at 9:24 a.m.

Now comes people complaining about people complaining about people who tend to spend their time complaining about posters who complain about different things.

:)

#15
SFViper said on March 15, 2017 at 9:26 a.m.

No Ibuki nerfs. WOO HOO!!!!!

#16
vindeeezel said on March 15, 2017 at 9:27 a.m.

Not too many reverts and nerfs, and they fixed Urien. Good patch

#17
Kinimaster said on March 15, 2017 at 9:29 a.m.

Ken's thunder kick is now dead, every character can punish with a 4 framer.

#18
EndwaterAngry said on March 15, 2017 at 9:29 a.m.

Surely you're not bitching about my bitching about other people bitching....

....we must go deeper

#19
roarmonster said on March 15, 2017 at 9:29 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#20
Rizz091 said on March 15, 2017 at 9:30 a.m.

I'm glad to see Bison is untouched. Very well done adjustments from what I can tell. Just the right amount. And no jump back os, very huge fan. I didn't like no meter reversals, but I can see why they're back.

#21
thisRalf said on March 15, 2017 at 9:31 a.m.

What? Buffs to FANG?! WHAT WILL HAPPEN TO THE MEME!?!

Seriously though, I may have to give him a try. His pressure is going to go way up with this. :D

#22
malcrash01 said on March 15, 2017 at 9:31 a.m.

I'm happy on no Ibuki nerfs and more tools for Zangeif

#23
malcrash01 said on March 15, 2017 at 9:33 a.m.

Maybe Xian will go will have F.A.N.G as a secondary?

#24
SFViper said on March 15, 2017 at 9:34 a.m.

"Hold frames for charge moves
The number of frames necessary to complete a charge has been increased from 6F to 10F."

Please god don't let this mean I can't do Chun's m.SBK combo anymore. The timing on that charge is already tight as is.

#25
ABMone said on March 15, 2017 at 9:35 a.m.

Vega buffs are hype!

#26
BlankaBeast said on March 15, 2017 at 9:35 a.m.

No more Jump away throw escapes...

YESSS!!!!

Guess right or GET BUMPED!!

#27
Dacapn said on March 15, 2017 at 9:36 a.m.

Switching to Gief halfway through season 1 was the best thing I did in this game. Damn I can't wait for this patch. Every time I'm about to try a new character, Gief gets new tricks.

#28
malcrash01 said on March 15, 2017 at 9:37 a.m.

The Akuma health buff... I can actually play as him now

#29
Smorgasboard said on March 15, 2017 at 9:37 a.m.

Is F.A.N.G. nerfed again?

#30
dlmaniac said on March 15, 2017 at 9:37 a.m.

ChunLi was REKT again. Instead of getting some justified buff, she now has to spend more time charging fireball / SBK only to make her already low-damage complex combos even more complex and useless. Thanks CrapCom.

#31
Markin013 said on March 15, 2017 at 9:38 a.m.

GIEF won new moves PogChamp

#32
Blackoshinomi said on March 15, 2017 at 9:38 a.m.

I forgot how powerful st LP is in this game wow
My friend got amazing in this game while i was gone

Juri buffs and yes ibuki not begin touch even better .Glad capcom didn't go crazy

#33
Santaclaus said on March 15, 2017 at 9:38 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#34
robot_mauk said on March 15, 2017 at 9:40 a.m.

Cammy got an air throw. Holy hell.

#35
GalvatronTypeR said on March 15, 2017 at 9:40 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#36
thisRalf said on March 15, 2017 at 9:40 a.m.

Shoryuken buffs. Universal LP DP invincibility on throws. Should help against grapplers and especially crazy pressure from laura.

#37
DonnieRizzle said on March 15, 2017 at 9:41 a.m.

Maybe giefs hands glow green during his tundra storm! Lol

#38
dantemundus said on March 15, 2017 at 9:41 a.m.

Gief has a counter now! and his old jumping headbutt!!

Bah Gawd if they start adding new moves with balance changes... only a matter of time before Ryu has his donkey kick back!

#39
Metronome said on March 15, 2017 at 9:41 a.m.

view alex is listed for akuma

#40
SFViper said on March 15, 2017 at 9:42 a.m.

For an extra 25 HP? lol that's literally an extra medium punch of health. I don't think it would make that much of a difference

#41
Projectjustice said on March 15, 2017 at 9:42 a.m.

What about Bison? You seriously not going to change his worthless target combo? Im good with Urien changes, they sound fair to me.

So can SRK still be meaty?

#42
AngriestAngryArtist said on March 15, 2017 at 9:42 a.m.

HOLY SH*T NEW MOVES! D:

alright, going to play more gief now.

#43
Shinebox said on March 15, 2017 at 9:42 a.m.

Better nerf Ken we need at least one Dan like shoto

#44
CreepShowKid said on March 15, 2017 at 9:42 a.m.

he got a nerf but that is to be expected with him

#45
ABMone said on March 15, 2017 at 9:43 a.m.

I'm no frame scientist but does this mean claw St hp can now cancel into at mp? Or maybe even cry mk?

Anybody know?

#46
Existent said on March 15, 2017 at 9:43 a.m.

I didn't expect them to add entirely new attacks. That's a nice surprise.

#47
mario3d said on March 15, 2017 at 9:43 a.m.

Gill appears and give Kolin ice powers, now give resurect for Nash maybe??
LOL

#48
Mochawhitey said on March 15, 2017 at 9:43 a.m.

Are the meterless invincible shoryukens still in tact?

#49
thisRalf said on March 15, 2017 at 9:44 a.m.

No you are not. Depends on the character you use.

For example:

All LP DPs are throw invincible.

For Ryu: MP DP is now air invincible. HP DP is invincible against Fireballs for a few frames.

In other words: DPs are much better, but they require thought on use. No brainless DPs on wakeup. You have to pay attention to what your opponent is doing.

In other words: SF5's wakeup game for DP characters got much more complex and interesting.

#50
Kinimaster said on March 15, 2017 at 9:44 a.m.

Welcome to cammy/ibuki fighter.

#51
Cammystrike said on March 15, 2017 at 9:45 a.m.

It's official, someone over at Capcom has a hard on for Cammy. Screw it, I'm done fighting the urge, I'm going back to my lady in the leotard.

#52
AS_Columbo said on March 15, 2017 at 9:46 a.m.

dont like the changes to Fang :/

#53
Enedred said on March 15, 2017 at 9:46 a.m.

Ryu

Standing LK
Expanded the forward hitbox

I came

#54
thisRalf said on March 15, 2017 at 9:50 a.m.

I mispoke:

L Shoryuken attacks – maintain throw invincibility
M Shoryuken attacks – added airborne invincibility
H Shoryuken attacks – added attack and projectile invincibility

Universal on all DP users. Some fighters got other abilities on theirs.

Welcome back Ryu.

#55
Evorgleb said on March 15, 2017 at 9:50 a.m.

Or maybe its just really really hard to balance a fighting game that has 24 characters who each have wildly different attributes and are controlled by human beings with wildly different playstyles.

#56
zUkUu said on March 15, 2017 at 9:50 a.m.

Well no more free EX HB for Birdie. Should still be somewhat save due to spacing. I really like the return of the first frame armor. That makes his defensive capabilities all that much stronger. He was free to bully in S2.

#57
chemicalBirdkick said on March 15, 2017 at 9:51 a.m.

Capcom sucks at balancing. Balrog should have gotten more then a health nerf at least an added frames in some moves. And they didnt do anything at all for chun but make her weaker. There goes the fireball corner pressure added with the h.dp projectile invincibility was enough to stop that alone but making the charges longer makes the game feel more if a basic fighting game tutorial.

#58
Projectjustice said on March 15, 2017 at 9:52 a.m.

DPs can still be meaty on wakeup though unless you use meter. I do like the new properties they now have. Its gonna make playing Shotos fun.

#59
Zephyrus said on March 15, 2017 at 9:52 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#60
Clamper said on March 15, 2017 at 9:52 a.m.

Not one single change to Bison?

#61
FengShuiMachine said on March 15, 2017 at 9:53 a.m.

Lets gooooooooooooooo!!!

#62
Smorgasboard said on March 15, 2017 at 9:54 a.m.

V-reversal - Buffed when crouching
Shoryuken Change - It's now a better anti-air
Corrected some Hurtbox to prevent unintended crossups - Good

Alex - More life, faster animation
Akuma - More life
Balrog - Less life
Birdie - Buffed pokes, nerfed yolo bullhead
Cammy - Buffed cannon spike, got an air throw
Dhalsim - New far range low hitting normal. MK
Chun-li - Got nothing
F.A.N.G. - Faster MK & MP.
Guile - V-Trigger reverted to Season 1. Throw/Reverse Kick mixup nerfed.
Ibuki - Got nothing
Juri - LP anti-air nerfed.
Ken - Nerfed overhead
Laura - Nerfed projectile and LK.
Nash - Buffed quite a bit
Necalli - Nerfed, I guess
Rashid - Nerfed anti-air LP
Ryu - Buffed LP, MP and HP. LOL
Urien - Nerfed a lot
Vega - Buffed a lot
Zangief - Lariat & headbutt nerfed. 3 new moves!!!

Bug fixes - Meh.

#63
zUkUu said on March 15, 2017 at 9:54 a.m.

Reading Fang notes
Capcom: "Well Fang needs some buffs"
Standing LP
Reduced the advantage on hit from +6F to +5F
Reduced the advantage on block from +3F to +2F<

Haha

#64
GensDisciple said on March 15, 2017 at 9:55 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#65
nocturnal said on March 15, 2017 at 9:55 a.m.

THANK YOU CAPCOM FOR THE VEGA CHANGES!

#66
Xagni said on March 15, 2017 at 9:55 a.m.

I'm not even mad...Ryu's back as well as more reasonable changes. As a player that uses charge characters, the frame rate still being better than S1 shouldn't deter players from using charge characters. Finally, for those complaining about these changes - or people who just like to complain (as always), don't holler until you're hurt. Let's see what these look like in-game.

#67
downvote said on March 15, 2017 at 9:56 a.m.

Sees "Balance Patch".

Complains about system patches.

lol

#68
BMTrajan said on March 15, 2017 at 9:56 a.m.

These changes seem good, glad invincible dps are back love doing CC combos.

#69
roarmonster said on March 15, 2017 at 9:56 a.m.

capcom taking a lot of half measures

#70
amrraed said on March 15, 2017 at 9:57 a.m.

The charge change means that you have MORE time to release the direction you are charging and pressing the opposite one to complete the move.

Charge moves will come out EASIER people.

#71
IMainDanHibiki said on March 15, 2017 at 9:57 a.m.

>Buffing Cammy

Yun had trouble getting in, guys.

#72
PzychoNimz said on March 15, 2017 at 9:57 a.m.

Hmm...

The DP changes are fine, but no tuning of crush counter moves to make them have a REAL risk/reward game. No damage nerf to Balrog/Laura. Dunno if this will change much outside of the DP characters. I actually don't think this balance patch is all that good, color me disappointed.

#73
Retsuki said on March 15, 2017 at 9:57 a.m.

Daigo does not have to go back to be a family man. Vega is back, cant wait DR Ray's showing.

#74
Metronome said on March 15, 2017 at 9:58 a.m.

so this means vega can punish projectiles with Vtrigger now?

#75
chemicalBirdkick said on March 15, 2017 at 9:59 a.m.

Chun-li got merged by charge system change

#76
nocturnal said on March 15, 2017 at 10 a.m.

Exactly

#77
doh82 said on March 15, 2017 at 10:01 a.m.

why the cammy buff... i dont get it !!!
capcom logic... WTF

chun-li untouched.. omg

#78
Andre00x said on March 15, 2017 at 10:01 a.m.

Wow all the scrubs are happy about Ryu. Scrub harder now.

#79
Projectjustice said on March 15, 2017 at 10:02 a.m.

He got buffed. You just want free wins. lol

#80
chemicalBirdkick said on March 15, 2017 at 10:03 a.m.

Easier or faster? I don't need easier if I have to wait longer to use them

#81
jleadership said on March 15, 2017 at 10:04 a.m.

Great,

So maybe they were testing during the down periods. Looking at the notes, I don't see anything listed for Bison. The return of lord bison?

As for Urien and Rog:
https://youtu.be/j5TLlaKWqN8

They were never to strong, the health was to much.

#82
won3d said on March 15, 2017 at 10:04 a.m.

Most other overheads are punishable on block (-6?), but Ken still gets a combo off of of it, so his high/low/throw is still pretty good, IMO.

But it is silly that Cammy would get buffs on top of the SRK buffs while Ken gets nerfed! I still feel like I don't have that many great neutral options besides random dashes and run cancels. Maybe faster MK? Or better frame data for normals in V-Trigger?

#83
Projectjustice said on March 15, 2017 at 10:04 a.m.

They come out better than they did in Season 1. Are you not reading?

#84
mario3d said on March 15, 2017 at 10:05 a.m.

Nash is good now??!!

#85
Smorgasboard said on March 15, 2017 at 10:06 a.m.

Were there anything that was no longer possible when this change was made for season 2?

#86
Frosty4024 said on March 15, 2017 at 10:06 a.m.

Content with Vega Buffs...

Pissed at Birdie's Nerf (But I expected it so I'll have to adjust to unsafe EX Bull Horn..)

Warning...Im STILL gonna abuse the hell out of it..

#87
amrraed said on March 15, 2017 at 10:06 a.m.

Guys the charge change means doing stuff like St. LP into SBK is easier.

It means that the input is more lenient. None of Chun combos are going away. They will be easier to perform. What has increased is the leniency not the charge time.

#88
pip said on March 15, 2017 at 10:06 a.m.

I expected longer V trigger for Chun, lower damages of some moves for Laura and Boxer, a bit more buffs to Nash, but beside that, the rest seems quite interesting and not over the top. Didn't expect so many buffs to Vega though, he'll be very scary.
Very happy and curious about Zangief new moves, that will make up for the Lariat nerf. More diversity in gameplay and options is always a good thing.

A bit sad that they don't release it on march though. They are probably waiting for the release of the next character which happens every other month.

#89
AngriestAngryArtist said on March 15, 2017 at 10:07 a.m.

So capcom went against their standard because the "FANS" wanted to have a 2nd balance patch because they feel some of the cast needs buffs?

Oh no?

#90
AsgardianWarrior said on March 15, 2017 at 10:07 a.m.

This does nothing but make that easier. Thisonly increases the time you have between releasing charge and completing the motion, iirc in season 1 it was 12 frames.

#91
Frosty4024 said on March 15, 2017 at 10:08 a.m.

Apparently...Yes...

#92
Zephyrus said on March 15, 2017 at 10:08 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#93
Existent said on March 15, 2017 at 10:09 a.m.

Nope. Azul is the jumping V Trigger.

#94
mario3d said on March 15, 2017 at 10:09 a.m.

Really?!

#95
shifty_calibur said on March 15, 2017 at 10:09 a.m.

cammys online are going to be scary as if they weren't already...

changes look good tho! can't wait!!

#96
Abbadon36 said on March 15, 2017 at 10:09 a.m.

I was about to spit my drink out.
The first thing I read on FANG was "Reduced".
Was like, uh oh FANG nerfs! But I see now.

#97
CODYYY said on March 15, 2017 at 10:09 a.m.

urien is fine

so happy capcom didnt kill him.

#98
Le_Perique said on March 15, 2017 at 10:09 a.m.

Alex life 1025!
Hell yeah!

#99
fakersgonnafake said on March 15, 2017 at 10:11 a.m.

oh wow this looks good - Ryu is potentially back with a vengeance and Vega got some love!
Loving the buffs to Alex and Akuma HP, Gief's new tools and the overdue tinkering of Urie's EX tackle.

Load more comments


Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.