Street Fighter 5: Arcade Edition Season 4 patch notes released

Posted by Dakota 'DarkHorse' Hills • December 16, 2018 at 7:22 p.m. PST

Following the conclusion of Capcom Cup 2018, the developers released the official patch notes for Street Fighter 5 Season 4.

Included in this giant list of notes are changes for every character on the Street Fighter 5: Arcade Edition roster. There are many buffs, many nerfs, and even some new moves added to the game.

There have been some sweeping changes made to the game, such as a universal shift to make it so that every character can get hit during the activation of their V-Trigger. Previously, some characters had invincibility during the V-Trigger activation's screen freeze, but now everyone has been normalized.

On top of that, EX attacks that have invincibility beginning on frame 1 are now susceptible to harder punishes when recovering. In Season 4, the first attack used to punish such moves will do 1.2x damage, meaning you'll be able to tack even more pain onto your opponent who attempts a risky reversal.

In a surprising turn of events, Capcom released the Season 4 balance update right after Capcom Cup wrapped up. All of these balance changes are available in game now, as well as brand new DLC character and official start to Season 4, Kage.

You can find the full set of Street Fighter 5 Season 4 patch notes below.

General

Moves with Armor
-If your character’s vitality is reduced to zero, they will be KO’d even if they have white gauge remaining.
-Stun values for opponent attacks that are absorbed by the armor state have been reduced from 100% to 50%.

Invincible Moves that can be counter-hit after the move ends
-Among the invincible moves where the counter-hit status continues up to the end of the move, for moves are invincible from 1F, damage dealt during move recovery will be 1.2x that of the normal damage dealt. Please refer to each character to see which moves have been affected.

Invincibility on V-Trigger Activation
-The invincibility during the screen freeze for V-Trigger activation differed, as there were some characters who took a hit and others who did not. This has been changed so that all characters will take the hit if it lands during the screen freeze of a V-Trigger activation that was not canceled into. See each character's change list to see which characters are affected by this change. For V-Trigger activation cancels, refer to each character's change list.

Behavior when taking damage during screen freeze
-If a character received damage during the V-Trigger screen freeze, the recovery for the character that took damage would be shortened by 1F. This has been fixed to the intended values.

Behavior when certain attacks hit during screen freeze and KO animation
-Fixed the phenomenon where, if certain attacks connected at the same time as the CA, V-Trigger, or KO animation, the character would behave in an unnatural way. Applies to: Ibuki, Dhalsim.

Behavior when inputting EX Special Moves as a Reversal
-Fixed the phenomenon where, if using a certain button when inputting an EX special move as a reversal, the move would come out 1F slower than usual.

Behavior when Inputting certain commands as a Reversal
-Fixed the phenomenon where, if a forward or backwards dash was input at the same time as a command at reversal timing, the command move would come out after the dash.

Developer Notes - Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we've made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.

Regarding moves with armor, considering that the number of armored moves is increasing while there aren't very many armor break moves in the game, we've changed it so that a character can be KO'ed if their vitality drops below zero even during an armor absorb. As a trade-off, we've adjusted it so that the damage dealt to armored moves is reduced.

There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we've made changes to make it more universal across the board.

Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.

Abigail

• Stun
- Reduced from 1075 to 1000.

• All Jumps
= Expanded the hurtbox at his feet in the downward direction 1F before landing.

• Abicissor
- Added a new unique move (Downback + HK).

• Standing HP
①Damage reduced from 100 to 90.
②Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
③After the hitbox disappears, the timing at which the hurtbox at the arms will disappear will be 4F slower.

• Standing HP (V-Trigger I)
①Charge version: Damage reduced from 115 to 103.
②Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
①V-Gauge meter gain from a Crush Counter decreased from 200 (100 + 100) to 150 (75 + 75).
②Increased V-Gauge meter gain from a Crush Counter, if caused by the 2nd hit only, from 100 to 150.

• Jump HK
①Damage reduced from 100 to 90.
②Expanded the hurtbox that appears before the hitbox active frames.

• Abi Blaster (Normal/V-Trigger I)
①Added 5F of recovery on whiff.
②Expanded the hurtbox at the legs in the upwards direction during the move recovery.
③After the hitbox disappears, the timing at which the hurtbox at the legs will disappear will be 12F slower.

• Abigail Smash (All Strengths)
- Reduced the throw range.

• M/H Giant Glip
- Expanded the hurtbox that appears before the hitbox active frames.

• Avalance Press (Normal/EX)
- Eased the combo count.

• Bay Area Sunrise
- Increased the input window by 1F when Nitro Charge is performed at the fastest timing.

• Hungabee High/Low (V-Skill)
- V-Gauge meter gain decreased from 150 to 100.

• Nitro Hungabee High/Low (V-Skill)
①V-Gauge meter gain decreased from 150 to 100.
②V-Gauge meter consumption for EX Nitro Charge reduced from 200 to 150.
③Increased the input window by 1F when Nitro Charge is performed at the fastest timing.

• Max Power (V-Trigger I)
①Number of V-Gauge blocks increased from 2 to 3.
②V-Timer reduced from 3,500F to 2,800F.
③V-Timer meter consumption for supported moves reduced from 600F to 500F.
④Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Hybrid Charge (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: Abigail is known for his long reach and devastating power, so while we haven't made major changes there, we have increased the risk for him if his opponent makes the appropriate response to him. Also, considering that he is highly functional as both as a brawler and a command throw character, in order to differentiate him from other command throw characters we've reduced the situations in which he can go for Abigail Smash.

Considering the ease at which he can activate his V-Trigger I and its effectiveness, we've made adjustments to the number of blocks and the timer. While he still has his explosive power after activation, finding the right activation timing, as well as utilizing the powered-up state will be more difficult, so it will require a different battle strategy than before.

His new attack, Abi Scissor, is a long-reaching sweep that doesn't move him forward. Use it effectively to knock the opponent down even from a distance.

Akuma

• Standing HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 100.

• Standing HK
①Startup reduced from 12F to 11F.
②Reduced the advantage after a Crush Counter from +11F to +10F.

• Crouching HP
①Expanded the hurtbox.
②Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Kikokurenzan
- Increased the movement distance.

• Gohadoken
①Expanded the hurtbox at the hands that appears before the hitbox in the forward direction, and made it projectile invincible.
②Reduced the hitbox at the first active frame.

• L Sekia Goshoha
①Reduced the hurtbox at the hands that appears before the hitbox.
②Reduced the startup from 21F to 18F.
Note: No changes to the overall frames.
③Increased the hit and block stop by 3F.

• M Sekia Goshoha
①Reduced the hurtbox at the hands that appears before the hitbox.
②Decreased the disadvantage on block from -7F to -4F.

• H Sekia Goshoha
- Decreased the disadvantage on block from -8F to -4F.

• EX Sekia Goshoha
①Damage reduced from 120 to 100.
②Reduced the stun from 200 to 150.

• EX Sekia Goshoha (V-Trigger II)
- Reduced the fire damage from 21 to 11.

• M Goshoryuken
- Damage increased from 110 to 120.

• Goshoryuken (V-Trigger I)
①Increased the damage taken for an attack that hits during the move's duration by 1.2x.
Note: Does not apply if the third hit is performed.
②If the first hit connects, adjusted the hitbox and the blowback for the 2nd hit, addressing the phenomenon where the 3rd hit would miss.

• EX Goshoryuken (Normal/V-Trigger II)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• EX Hyakki Gozan (Normal/V-Trigger II)
- Advantage on block changed from +2F to -2F.

• Hyakki Gosai
- Landing recovery increased from 16F to 26F.

• EX Hyakki Gosai (Normal/V-Trigger II)
- Landing recovery increased from 16F to 26F.

• Zanku Hadoken (V-Trigger I)
- V-Timer consumption increased from 1,000F to 1,500F.

• Ashura Senku (V-Trigger II)
- Added a Shiretsu Hasshi version.

• Rakan (V-Skill) (Crouching Version)
- Expanded the armor in the backwards direction.

• Shiretsu Hasshi (V-Trigger II)
- V-Timer consumption for Shiretsu Hasshi moves reduced from 1,500F to 1,300F, with the exception of EX Sekia Goshoha and Ashura Senku.

Developer Notes: We've changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.

Also, considering their performance, we've made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.

We have also made adjustments to both of his V-Triggers - considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.

Alex

• Standing HP
-Added a hitbox that will only hit airborne opponents on 9F of the move.

• Standing HK
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LP
-Expanded the hitbox in Alex's body.

• Crouching MP
- Expanded the hitbox in Alex's body.

• Crouching MK
- Expanded the hitbox in Alex's body.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Lariat
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• EX Air Knee Smash
- Changed so that it can hit a standing opponent.
- Expanded the downwards hitbox.
- Changed so that he is closer to the opponent after hit.
- Damage decreased from 160 to 140.
- 5F to 13F - changed from complete invincibility, to invincibility to airborne attacks and projectiles.

• EX Slash Elbow
- First hit only forces stand.
- Increased the disadvantage on block from -11F to -17F.
- Expanded the armor in the backwards direction.

• EX Power Drop
-Damage increased from 180 to 200.

• EX Power Bomb
- Increased the throw range.

• Overhaul (V-Skill)
- Can be canceled into from EX Flash Chop, EX Slash Elbow, and EX Air Stampede.
- The Hard Hit effect has been increased from +2F to +5F.
-Increased the advantage frames by 3F if a Hard Hit is performed from a move that can trigger a Crush Counter.

• Rage Shift (V-Trigger 1)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Sledge Hammer (V-Trigger 1)
- Increased the input window by 1F when performing each EX move variation with specific timing.

• Rage Boost (V-Trigger 2)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Flying DDT (V-Trigger 2)
- Can be canceled into from the first hit of EX Slash Elbow and L Slash Elbow.

Developer Notes: EX Air Knee Smash can now hit grounded opponents.

We've made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.

Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.

Balrog

• Standing HP
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Standing HK
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Dash Straight
- Extended the CA cancel window by 1F.

• EX Dash Straight
- Increased the hit stun for the first hit by 1F.
- Stun distribution changed from 100 + 100 to 50 + 150 (total stun still 200)
- Addressed the phenomenon where Balrog would end up behind the opponent after certain combos.

• EX Screw Smash
- Damage increased from 150 to 160.
- Disadvantage on block increased from -14F to -17F.
- Expanded the armor in the backwards direction.

• KKB (V-Skill)
- Reduced the recovery by 2F when performed from EX Dash Straight. Note: No changes to the advantage/disadvantage if performed from a whiff cancel.

• Buffalo Swing (V-Skill)
- Decreased the V-Gauge meter gain on hit from 100 to 80.

Developer Notes: We have improved Balrog's Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.

In particular, after the first hit of EX Dash Straight connects, he can transition into KKB - on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.

Considering its highly-versatile usage in combos, footsies, pressure, etc., we've slightly decreased the meter gain for Buffalo Swing.

Birdie

• Back Recovery
- Adjusted the recovery motion.

• Standing HK
- V-Gauge meter gain from a Crush Counter decreased from 200 to 150.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Bull Slider
①Increased the movement distance.
②Changed so that the hitbox will gradually increase during the active frames.
③Increased the active frames from 5F to 6F.

• Bull Charge
- Reduced the blowback during a Crush Counter.

• EX Bull Head (V-Trigger I)
- Increased the disadvantage on block from -5F to -9F.

• EX Bull Horn
- Increased the disadvantage on block from -19F to -21F.

• M Hanging Chain
- Sped up the startup when canceled from MP.

• Enjoy Time (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Birdie Time (V-Trigger II)
①Reduced the size of the V-Gauge from 3 blocks to 2.
②Changes the properties when canceled from EX Bull Horn.
③Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Bull Capture (V-Trigger II)
- Eased the combo count.

Developer Notes: We've readjusted the functionality of the unique moves Birdie uses to control the opponent. We've also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we've reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.

Blanka

• Standing HP
①Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
②Startup reduced from 11F to 10F.

• Standing HK
①Will no longer trigger a Crush Counter.
②Advantage on hit increased from +3F to +6F.
③Disadvantage on block decreased from -5F to -4F.
④Increased the pushback on hit.
⑤Increased the pushback on block.

• Crouching HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching MK
- Can cancel the first frame of movement into Surprise Forward/Surprise Back.

• Crouching HK
①V-Gauge meter gain from a Crush Counter increased from 100 to 120.
②Increased the hurtbox around the arms in the upwards direction.

• Amazon River Run
- Changed the recovery from 27F to 25F.

• Raging Bash
- The second hit only can be canceled into Surprise Forward/Surprise Back.

• Surprise Back
- Reduced the overall frames by 3F.

• Rolling Attack
- Reduced the stun from 200 to 150.

• EX Back Step Rolling
①Will knock down the opponent if the opponent is grounded by active frame 8F.
②If the opponent is hit in mid-air by active frame 8F, increased the float height.
③If the attack hits by active frame 8F, changed the timing of the hitbox for the 2nd hit.
④Damage reduced from 130 to 100.
⑤Reduced the stun from 200 to 150.
⑥Restricted the combo count.
⑦When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation.

• EX Electric Thunder
①Damage reduced from 120 to 80.
②Reduced the stun from 200 to 150.

• H Vertical Rolling
- Reduced the hurtbox in the upwards direction.

• EX Vertical Rolling
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Vertical Rolling (V-Trigger I)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Wild Lift (V-Skill)
- Can be canceled into a special move on hit only.

Jungle Dynamo (V-Trigger I)
①Reduced the number of V-Gauge blocks from 3 to 2.
②V-Timer reduced from 4,000F to 2,000F.
③V-Timer consumption for supported moves decreased from 1,500F to 600F.

• Rolling Attack (V-Trigger I)
- Damage reduced from 120 to 100.

• Vertical Rolling (V-Trigger I)
- Damage decreased from 140 to 120.

• Back Step Rolling (V-Trigger I)
①Damage reduced from 130 to 100.
②When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation.
③Restricted the combo count.

• Electric Thunder (V-Trigger I)
①Stun decreased from 230 to 200.
②Advantage on block changed from +2F to -2F.

• Ground Shave Rolling (V-Trigger I)
①Damage reduced from 180 (30 × 6) to 155 (30 + 25×5).
②Stun reduced from 300 (50 × 6) to 240 (40 × 6).
③Max charge version - Damage reduced from 40 + 220 (40 × 4 + 60) to 30 + 170 (30 × 4 + 50).
④Max charge version - Damage reduced from 60 + 300 (60 × 5) to 50 + 250 (50 × 5).

Note: ①② are the values when all hits connect in the corner.
Note: ③④ are the values for the max charge version where all hits of the charge action and forward charge connect.

Developer Notes: We've adjusted the advantage/disadvantage on hit and block for Blanka's S.HK, and now he can combo off a normal S.HK hit. This will change the way he uses it from before, and since it was difficult for him to follow up on a blown-back opponent, we've removed the Crush Counter aspect.

Also, Wild Lift can now be canceled into a special move, which leads to Blanka being able to combo into EX Back Step Rolling. If you can make the right reads, this adjustment will leads to increased combo damage.

Considering the functionality of Blanka's V-Trigger I moves, and that quicker access leads to easier utilization, we've changed the number of V-Trigger blocks, and adjusted move functionality accordingly.

Cammy

• Crouching Motion
- Expanded the backwards hitbox for her head.

• Normal/Back Recovery
- Adjusted the recovery motion.

• Stun
- Reduced from 950 to 900.

• Gyro Clipper (Forward Throw)
- Increased the separation distance after the throw.

• Neck Spiral (Air Throw)
- Increased the throw range.

• Standing HK
- Added 3F of recovery on whiff.

• Crouching LP
- Decreased the advantage on block from +2F to 0F.

• Crouching MP
①Expanded the hurtbox at the arms, from the middle of the attack active frames until the hitbox disappears.
②Added 2F of recovery on whiff.
③Delayed the timing at which the hurtbox at the arms disappears on whiff by 2F.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump HK
- Changed so that it cannot hit opponents who are behind Cammy.

• Lift Upper
- Changed so that it cannot hit opponents who are behind Cammy.

• Spiral Arrow
- Reduced the stun from 150 to 120.

• Cannon Spike
- Reduced the stun from 200 to 150.

• Cannon Spike (V-Trigger I)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• EX Cannon Spike
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Strike Back (V-Reversal)
- Increased the disadvantage on block from -4F to -6F.

• Delta Drive (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Delta Twist (V-Trigger II)
- Increased the landing recovery from 9F to 13F.

• Reverse Edge (V-Trigger II)
- Increased the disadvantage on block from -5F to -7F.

• Delta Step (Special Move Version) (V-Trigger II)
- Reduced the overall movement frames from 20F to 19F.

Developer Notes: Considering how continuously she can keep up the pressure, and her stun, we've adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.

As Cammy's C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.

Chun-Li

• Standing MK
-Damage increased from 60 to 70.

• Standing MK (V-Trigger 1)
-Damage increased from 70 to 80.

• Crouching MK (Normal/V-Trigger 1)
-Reduced the hurtbox that appears before the hitbox active frames.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• H Hyakuretsukyaku
①Eased the combo count.
②Reduced the pushback on hit, for all hits except the last one.
③Reduced the pushback on block, for all hits except the last one.

• H Hyakuretsukyaku (V-Trigger 1)
①Reduced the pushback on hit, for all hits except the last one.
②Reduced the pushback on block, for all hits except the last one.

• H Kikoken (Normal/V-Trigger 1)
-Disadvantage on hit reduced from -2F to -1F.

• Rankyaku (Normal/V-Trigger 1) (V-Skill)
①Increased the blowback time on hit.
②Increased the upwards blowback.
③Restricted the combo count.
④Expanded the downwards hitbox.
⑤Regular version only - adjusted the combo count for jump attacks performed from Rankyaku.

• Souseikyaku (Normal/V-Trigger )
-Added a new move, performed from Rankyaku (from MP + MK > MP + MK).

• Renkiko (V-Trigger 1)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.

We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.

She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.

Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.

Cody

• Forward Walk
- Increased the movement speed.

• Crime Throw (Back Throw)
①Damage increased from 120 to 150.
②Stun increased from 150 to 200.

• Trash Out (Front Throw)
Damage increased from 120 to 130.

• Standing MP
①Changed the hurtboxes to be projectile invincible during the attack startup.
②Reduced the hurtbox during the attack startup.
③Reduced the hurtboxes at the arms in the downward direction.
④Reduced the disadvantage on block from -2F to 0F.

• Standing LK
①Reduced the hitboxes in the horizontal direction.
②Delayed the timing at which the hurtbox disappears after the active frames end by 3F.

• Standing HK
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LP
- Expanded the hurtbox at the arms in the upward direction.

• Crouching MP
①Reduced the pushback on block.
②Reduced the pushback on hit.
③Reduced the hurtbox at the legs.
④Added 2F of recovery on whiff.

• Crouching HP
- Reduced the hurtbox that appears before the hitbox active frames.

• Crouching MK
①Changed the recovery on block from -2F to +1F.
②Advantage on hit increased from +2F to +3F.
③Increased the pushback on block.
④Delayed the V-Trigger cancel timing by 2F.

• Crouching HK
①Changed the animation after the attack startup, and changed the hurtbox to match the new animation.
②Increased the disadvantage on block from -12F to -14F.
③Changed the condition on hit.
④Expanded the hurtbox during the attack startup.
⑤V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump HP
①Changed the hitbox to match the visuals.
②Reduced the hurtbox.

• Jump HK
- Adjusted the hurtboxes, reinforced in the downward direction.

• Slip Jab
①Changed the recovery from 15F to 17F.
②Changed the recovery on hit from 0F to -2F.
③Increased the disadvantage on block from -4F to -6F.
④Increased the block stop.

• Crack Combination (V-Skill)
- Increased the V-Gauge meter gain from 30 to 50.
- Note: No changes to the increase amount if there is recoverable damage.

• Zonk Knuckle
- Advantage on hit increased from +2F to +3F.

• EX Zonk Knuckle
- Decreased the hitbox in the downward direction for the first hit.

• L Ruffian Kick
- Increased the hitbox in the upwards direction for the final active attack frame.

• M Ruffian Kick
①Active frames increased from 3F to 4F.
②Expanded the forward hitbox.

• H Ruffian Kick
- Reduced the hurtbox that appears before the hitbox active frames.

• EX Ruffian Kick
①Expanded the forward hitbox.
②Increased the active frames from 4F to 5F.
③Increased the disadvantage on block from -7F to -12F.

• Tornado Sweep
- Increased the hitbox in the backwards direction.

• EX Tornado Sweep
①Increased the number of projectile-cancelling hits from 2 to 3.
- Note: No changes to the number of physical hits.
②Decreased the projectile speed.

• Double Kick (V-Skill)
①Extended the invincibility time to last until the active frames of the second attack.
②Expanded the hitbox of the second attack to match the visuals.
③Increased V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.

• Side Arm (V-Trigger I)
①V-Timer consumption for M knife attacks reduced from 100F to 80F.
②V-Timer consumption for H knife attacks reduced from 200F to 150F.
③V-Timer consumption for Burst Shot MP-HP increased from 200F to 300F.
④Eased the combo count for M and H knife attacks.

• Standing LP (V-Trigger I)
- Changed so that 1F will face towards the opponent.

• Crouching LP (V-Trigger I)
- Changed so that 1F will face towards the opponent.

• Crouching HP (V-Trigger I)-
- Expanded the hitbox for the second active frame.

• Reload (V-Trigger I)
①Can be canceled into from Snipe Shot and Anti-Air Snipe Shot on whiff.
②If canceled into from Snipe Shot/Anti-Air Snipe Shot at the fastest timing, the inputs will be properly registered.

• Crouching HP (V-Trigger II)
- Decreased the startup from 10F to 9F.

• Gentle Swing (V-Trigger II)
①Made the active frames for the attack, projectile reflection, and hitting the Bean Ball all 3F.
②Decreased the disadvantage on block from -3F to -2F.

• Gentle Upper Swing (V-Trigger II)
①Reduced the startup from 15F to 12F.
②Expanded the forward hitbox.
③Quickened the timing at which the hurtbox that appears before the character disappears after the attack active frames.
④Can cancel into Gentle Swing on hit.

Note: The adjustments ① - ④ above do not apply for the version canceled from Bean Ball.

• Criminal Punisher
- Expanded the collision boxes and the hitboxes on hit.

Developer Notes: Aside from his Zonk Knuckle, Cody didn't have many ways to get closer to his opponent, so we've made adjustments to address that and make it easier for him to engage in close-range attacks. Primarily we've increased his movement speed, and revisited the moves he uses as pokes, which increases his footsie ability, and increased the advantage frames on Zonk Knuckle on hit, leading to changes for his post-hit options.

Additionally, in order to improve his low-hit options, we've improved the recovery for his C.MK. Although the timing for V-Trigger cancel has become slower, this change does not have any effect on his combos on hit.

Considering overall balance, Cody's S.LK and C.HK have been weakened, but on hit C.HK has gotten an increase in advantage frames, making it easier for him to apply the pressure on hit than before.

Also, considering that EX Zonk Knuckle is plus on hit, we made it a bit easier to avoid it by jumping.

We've adjusted the timer meter usage of knife attacks during V-Trigger I, so basically he can stay in V-Trigger status for a longer period of time.

For V-Trigger II, primarily we've made it easier for him to get rewards off his Gentle Upper Swing.

Dhalsim

• Standing HK
①Disadvantage on block decreased from -5F to -4F.
②Made the forward hurtbox that appears before the attack active frames projectile invincible.

• Crouching LK
①Damage increased from 20 to 30.
②Disadvantage on hit decreased from -4F to -3F.
③Disadvantage on block decreased from -7F to -6F.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 150.

• Jump MP
①Eased the air combo count.
②Decreased the damage from 70 to 60.
③Slightly decreased the blowback on mid-air hit.
④Increased the blowback time on mid-air hit.

• Yoga Anvil
- Expanded the hitbox.

• L Drill Kick
①Reduced the projectile invincibility of the hurtbox.
②Expanded the upper body hurtbox.
③Reduced the downwards hurtbox for the torso.

• M Drill Kick
①Changed the hurtbox at the feet to be projectile invincible.
②Reduced the hurtbox for the torso.
③Expanded the hurtbox at the feet.

• H Drill Kick
①Changed the hurtbox at the feet to be projectile invincible.
②Reduced the hurtbox.

• EX Yoga Fire
①Changed so that the strength of the button input will change the projectile speed.
②Slightly decreased the blowback on mid-air hit.

• EX Yoga Flame
①Damage decreased from 140 to 120.
②Reduced the stun from 200 to 150.
③Reduced the blowback from the final hit.
④Increased the disadvantage on block from -3F to -8F.

• Yoga Float (V-Skill) (Grounded Version)
- Changed the hurtbox at the feet to be projectile invincible during the ascent.

• Yoga Burner (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.

We've also fixed the hurtboxes for each of his Drill Kicks, which didn't line up with the visuals before.

Ed

• Standing HP
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Standing HK
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
①V-Gauge meter gain from a Crush Counter increased from 100 to 120.
②Reduced the active frames from 9F to 5F.
③Recovery on whiff increased from 20F to 22F.
④Recovery on hit and block increased from 20F to 24F.

• Jumping MK
- Reduced the hurtbox that appears before the hitbox active frames.

• Psycho Flicker
- Changed the number of necessary button presses to activate the move from 5 to 4.

• Psycho Upper
①Expanded the forward hitbox.
②Increased the forward movement when canceled into from crouching MP.

• EX Psycho Upper
①Increased the forward movement distance when performed from a cancel.
②Reduced the startup when performed from a cancel from 16F to 13F.
③Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• EX Psycho Shoot
- Can cancel into Enhanced Snatcher (V-Trigger II).

• Psycho Knuckle
①Can cancel into Enhanced Snatcher (V-Trigger II).
②Reduced the stun from 200 to 150.

• Psycho Snatcher - Air (V-Skill) (Charge)
①Eased the air combo count.
②Adjusted to address the phenomenon where the opponent would not get hit with the 2nd hit in certain situations.

• Psycho Cannon (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Enhanced Snatcher (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Ultra Snatcher - Ground (V-Trigger II)
- Changed to be invincible on hit until the recovery ends.

• Ultra Snatcher - Air (V-Trigger II)
①Reduced the startup from 21F to 16F.
②Slightly reduced the recovery on hit.
③Changed to be invincible on hit until the recovery ends.
④Changed the float if the first hit connects from a low position.

• Psycho Barrage
- Will be invincible on hit until the attack active frames conclude.

Developer Notes: Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.

We've increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn't connect.

C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he'll be at less of a risk on whiff.

F.A.N.G

• Back Recovery
- Adjusted the recovery motion.

• Standing HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LK
- Increased the pushback on hit.

• Crouching HK
①Increased V-Gauge meter gain from a Crush Counter, from 100 (50 + 50) to 120 (60 + 60).
②Increased V-Gauge meter gain on Crush Counter, if caused by the 2nd hit only, from 50 to 100.

• Jump HK
- From a forward jump, increased the hitbox in F.A.N.G's body.

• L Sotoja
①Startup reduced from 16F to 13F.
②Recovery reduced from 25F to 23F.
Note: No changes in advantage/disadvantage on block.
③Reduced the hitbox for the first hit in the backwards direction.
④Changed the effects of the first hit from a knockdown to grounded hit stun.
⑤Reduced the disadvantage on hit for the 2nd hit from -4F to 0F.

• M Sotoja
- Startup reduced from 20F to 16F.

• EX Ryobenda (Regular/V-Trigger II)
①The airborne part of the move after the attack startup can be canceled into Nikyoushu.
②Increased the pushback on block for the attack portion, so that on block it's easier to place the poison.
③Reduced the block stop for the first hit by 2F.
Note: Changes in the advantage/disadvantage only if the first hit is blocked.

• Nikyoushu
- Added a new airborne-only special move (from during jump LP + MP + HP).

• Dokunomu (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Nishodoku (V-Skill) (V-Trigger I)
①Can be canceled into from special move-cancellable normal moves.
②Changed to blowback damage on mid-air hit.
③Reduced the disadvantage on block from -4F to -2F.
④Advantage on hit increased from +1F to +2F.
⑤Decreased the projectile speed.

• Shishiruirui
- When used as part of a juggle combo in the corner, made it easier for all the hits to connect.

Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G's ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.

Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.

Falke

• Windstoss (Air Throw)
- Increased the throw range.

• Standing LP
①Advantage on hit increased from +3F to +4F.
②Increased the pushback on hit.
③Increased the pushback on block.

• Crouching LP
①After the hitbox disappears, delayed the timing at which the hurtbox disappears by 3F.
②Reduced the pushback on hit.

• Crouching MP
①Damage increased from 60 to 70.
②Reduced the startup from 10F to 9F.
③Recovery changed from 20F to 18F.
④Advantage on hit increased from +2F to +4F.
⑤Disadvantage on block reduced from -4F to -2F.
⑥Increased the Psycho Angriff cancel window by 5 frames.

• Crouching HP
①Damage decreased from 90 to 80.
②Changed the recover from 25F to 27F.
③Disadvantage on block increased from -6F to -8F.
④Expanded the hitbox.
⑤Reduced the pushback on hit.
⑥Reduced the height of the hurtbox that appears in front of Falke during the move.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.
- Jump HP Active frames increased from 2F to 3F.

• Blaukraehe
①Expanded the forward hitbox.
②Increased the advantage on block from +2F to +3F.
③Can no longer be canceled into special moves, V-Skill, or her Critical Art.

• Luftjagd
①Falke can control her bounce-off direction on hit or block using directional inputs.
②Deleted the forward movement value on hit and block.
③Can cancel into Psycho Feder, Psycho Jaeger on hit or block.
④Increased the descent speed on hit or block.
⑤Can be performed with a down-back or down-forward input.

• Psycho Spitze
①Psycho Angriff cancel timing window by 5F.
②Reduced the hurtbox in the lower direction for the staff.

• Psycho Kugel
①Reduced the hitbox in the backwards direction on initial startup.
②Made the calculation for chip damage the same as for projectiles.
③Increased the startup from 13F to 16F.
④Advantage on hit increased from +1F to +7F.
⑤Recovery on block changed from -3F to +2F.
⑥Reduced the pushback on hit.
➆Damage reduced from 80 to 60.
⑧Increased the pushback on block.

• Psycho Kanonen
①Reduced the startup from 25F to 24F.
②Changed the overall frames from 55F to 54F.
③Reduced the hitbox for frames 1F - 2F in the horizontal direction.
④Increased the internal hitbox from 3F onward.
⑤Increased the hit stop and block stop from 3F onward by 2F.
⑥Delayed the timing for canceling into the V-Trigger II activation move by 2F.
⑦Adjusted the hurtbox for the back-end of the move, to make it easier to avoid projectiles.

• Psycho Feder
- Damage increased from 60 to 80.

• Psycho Schneide
①Increased the active frames of the 2nd hit from 2F to 3F.
②Reduced the collision boxes in the vertical direction only during the active frames.
③Changed so that it will move forward if canceled from normal moves only.

• EX Psycho Schneide
①Increased the damage taken for an attack that hits during the move's duration by 1.2x.
②Reduced the collision boxes in the vertical direction only during the active frames.
③Changed so that it will move forward if canceled from normal moves only.
④Eased the combo count for the 3rd hit.

• Psycho Trombe (V-Skill)
①Made part of the hurtbox projectile invincible from the startup until the active frames begin.
②Will build V-Gauge upon canceling out a projectile.
③Reduced the move's recovery if it cancels out a projectile.
④Changed so that it will move forward if canceled from normal moves only.
⑤Changed so that it will be easier for all hits to connect when canceled from a normal move.

• Psycho Trombe (V-Trigger II) (V-Skill)
①Made part of the hurtbox projectile invincible from the startup until the active frames begin.
②Damage reduced from 70 to 60.
③Changed so that it will move forward if canceled from normal moves only.
④Changed so that it will be easier for all hits to connect when canceled from a normal move.

• Starken (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Schrot (V-Trigger I)
①Expanded the collision box in the forward direction.
②Changed so that Falke will be pushed back if it connects close-range against an opponent in the corner.

• Psycho Angriff (V-Trigger II)
①Expanded the hitbox for the first hit in the horizontal direction.
②When canceled into from a unique or special move, startup reduced from 3F after screen freeze to 1F after screen freeze.
③Changed the recovery from 41F to 31F.
④Reduced the recovery on block from -42F to -28F.
⑤Reduced the number of V-Gauge blocks from 3 to 2.
⑥Changed the V-Timer from 4,000F to 3,000F.
⑦Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Sturm (V-Trigger II)
- Increased the pushback on block.

• Psycho Klinge (V-Trigger II)
①Reduced the landing recovery from 8F to 5F.
Note: No changes to the recovery on grounded hit or block.
②Adjusted the float on mid-air hit.
③Changed so that the active frame 1F hitbox will not hit grounded opponents.

Developer Notes: We noticed that some of Falke's moves get more usage than others, so we reviewed her overall balance and improved the functionality of the moves that weren't quite as versatile.

One of her major changes is that although the startup of Psycho Kugel has increased, the active frames have been greatly increased. So while she can no longer combo into it from her light attacks, even on block she will be at an advantage.

Meanwhile, its now easier for her to combo into Psycho Schneide from light attacks. In particular, she moves forward quite a bit for the EX version, which makes it more reliable as a combo part.

Additionally, we've made it easier for her to avoid her opponent's projectiles when using Psycho Kanonen, and if she hits the opponent from a certain distance or greater, she'll get more frames of advantage.

Due to her V-Trigger II's nature, it was a lot harder to activate than her V-Trigger I, so in response we've changed the number of T-Trigger blocks and adjusted the cancel timing.

G

• Vitality
- Increased from 1000 to 1025.

• Crouching HK
①V-Gauge meter gain from a Crush Counter increased from 100 to 120.
②Expanded the hitbox in the backwards direction.
③Reduced the recovery on normal hit by 4F.

• Wild President
- Reduced the pushback on hit during a Crush Counter.

• Message to the People
- Expanded the hurtbox in the forward direction when performed from crouching HK, G Smash Under.

• G Spin Kick (Lv. 3/EX/V-Trigger I)
- Will become projectile invincible after the first hit connects.

• G Smash Over (V-Trigger I)
- Expanded the collision boxes in the upwards direction for the first hit.

• EX G Smash Under
- Reduced the recovery after hit by 5F.

• Dangerous President (V-Trigger II)
- V-Timer increased from 2,000F to 3,000F.

• G Explosion (V-Trigger II)
- V-Timer consumption increased from 1,000F to 1,500F.

• G Rage (V-Trigger II)
①V-Timer consumption increased from 1,000F to 1,500F for both activation, and successfully landing the throw.
②Armor will continue up to the attack active frames.

Developer Notes: G is a character with high attack abilities, but he had moves that didn't give him a lot of rewards on hit, and moves that didn't let him keep up the offensive pressure, so we made adjustments to these areas to make him a more offensive character.

On the other hand, while he doesn't have any changes in defense in particular, we've increased his vitality to 1025, which lets him hang in the fight a little longer.

Also, we've extended the V-Timer for G's V-Trigger II, which will effectively let him keep up the pressure while it's active.

Guile

• Standing LP
- Decreased the hitbox in the downward direction.

• Standing MK
- Damage increased from 60 to 70.

• Crouching LP
- Decreased the hitbox in the downward direction.

• Crouching HP
- Increased the startup from 8F to 9F.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Rolling Sobat
- Increased the startup from 11F to 12F.
- Added 3F of recovery on whiff.
- Reduced the forward movement distance.
- Increased the hurtbox in the forward direction after landing.

• Guile High Kick
- Startup reduced from 12F to 11F.

• Spinning Back Knuckle
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Tall Edge
- Disadvantage on block increased from -6F to -8F.

• Swing Out
- Can cancel into V-Skill on hit.
- Increased the blowback on hit.
- Damage reduced from 90 to 70.

• Bullet Revolver
- Can cancel into V-Skill on hit. Increased the blowback on hit. Damage reduced from 90 to 70.

• Taurus Combination
- Can cancel into V-Skill on hit.
- Effect on hit changed from grounded hit stun to knockdown.
- Disadvantage on block increased from -2F to -4F.

• Faultless Move
- Increased the movement speed.

• Somersault Kick
- Increased damage at the base from 120 to 130.
- Increased damage during the hitbox active frames from 90 to 100.

• L Somersault Kick (Normal/V-Trigger 2)
- Projectile and hit invincibility from 3F to 8F changed to airborne attack invincibility from 1F to 7F.
-Changed the throw hurtbox to match the visuals.

• M Somersault Kick (Normal/V-Trigger 2)
- Changed the throw hurtbox to match the visuals.

• H Somersault Kick (Normal/V-Trigger 2)
- Throw and projectile invincibility from 1F to 9F changed to projectile invincibility from 3F to 9F.

• EX Somersault Kick (Normal/V-Trigger 2)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Sonic Boom (Normal/V-Trigger 1)
- Overall movement frames increased from 38F to 40F.
- Expanded the hurtbox.

• L Sonic Boom (Normal/V-Trigger 1)
- Increased the projectile speed.

• Sonic Blade (V-Skill)
- Expanded the hitbox.
- Increased the input window by 1F if EX Sonic Cross is performed with specific timing.

• L Sonic Cross
- Increased the projectile speed.

• Solid Puncher (V-Trigger 1)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Knife Edge (V-Trigger 2)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Sonic Hurricane
- Changed to projectile invincibility during the move.

• Sonic Tempest (V-Trigger 1)
- Changed to projectile invincibility during the move.

Developer Notes: Guile's ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he's getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.

Additionally, he can now cancel into V-Skill from his target combos which weren't getting much use, and we've increased his combo options at mid-screen while giving him combos that can be used in the corner as well.

Ibuki

• Normal/Back Recovery
- Adjusted the recovery motion.

• Standing LK
- Can cancel active frame 3F into V-Trigger on hit or block.

• Standing HK
- Added 3F of recovery on whiff.

• Crouching MK
- Decreased the pushback on hit.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Bonshogeri
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• EX Kazekiri
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Tenrai (V-Skill)
- Expanded the hurtbox in the forward direction.
- Increased the disadvantage on block from -5F to -7F.

• Tenrai (Charged Version) (V-Skill)
- Expanded the hurtbox in the forward direction.

• Rokushaku Horokudama (Akebono) (V-Trigger 1)
- Damage increased from 100 to 120.
- Explosion damage if caused from EX Kunai increased from 150 to 160.
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Rokushaku Horokudama (Hizakari) (V-Trigger 1)
- Damage increased from 100 to 120.
- Explosion damage if caused from EX Kunai increased from 150 to 160.
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Rokushaku Horokudama (Tasogare) (V-Trigger 1)
- Damage increased from 100 to 120.
- Explosion damage if caused from EX Kunai increased from 150 to 160.
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Fuma Shuriken - Haku (V-Trigger 2)
- Advantage on block for the first hit changed from +2F to -2F.

Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.

On the other hand, we've reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.

Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken - Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.

Juri

• Normal/Back Recovery
- Adjusted the recovery motion.

• Standing HK
- V-Gauge meter gain from a Crush Counter reduced from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Enkushu (Normal/V-Trigger I)
- Effects on grounded hit changed from knockdown to grounded hit stun.

• H Tensenrin
- Hit and projectile invincibility window changed from 3F - 7F, to 3F - 8F.

• EX Tensenrin
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Fen Shui Engine alpha (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Feng Shui Engine beta (V-Trigger II)
- Each version of Fuharenkyaku can be canceled into from Ryodansatsu.
- Changed so that it can hit airborne opponents on activation.

Developer Notes: Compared to her VTI, there weren't many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI. Also, as it enables juggle hits, this leads to combos that aren't possible in VTI.

We've also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.

Karin

• Vitality
- Increased from 900 to 925.

• Standing HP
- Will no longer trigger a Crush Counter.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• EX Ressenha
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Kanzuki-Ryu Guren no Kata (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Guren Resshu (V-Trigger I)
- Changed the recovery from 19F to 13F.
Note: Recovery if performed from Guren Ken on hit or block has also changed.

• Yasha Gaeshi Tenchi (Low Attack Counter) (V-Trigger II)
- Increased the advantage on attack hit by 3F.

• Kanzuki-Ryu Hadorokushiki Hasha no Kata
- Will be invincible on hit until the attack active frames conclude.

Developer Notes: S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage - as a result we've removed the Crush Counter aspect.

Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we've made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.

Ken

• Standing HK
①Expanded the hurtbox that appears before the hitbox active frames.
②Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
③Changed so that the blowback on mid-air Crush Counter hit is the same as the grounded version.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Thunder Kick
- Recovery on block increased from -4 to -6.

• Hadoken
- Damage increased from 50 to 60.

• L Tatsumaki Senpukyaku
①Eased the combo count. ②Damage reduced from 70 (40 + 30) to 50 (20 + 30).

• H Tatsumaki Senpukyaku (Normal/V-Trigger I)
- Reduced the hitbox for the first hit.

• EX Tatsumaki Senpukyaku
①Expanded the downwards hitbox for the first hit.
②Expanded the collision box and the hitbox for the first hit.

• H Shoryuken
- Eased the combo count.

• EX Shoryuken (Normal/V-Trigger I)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Quick Step (V-Skill)
- V-Gauge meter gain on hit decreased from 120 to 100.

• Quick Step (V-Trigger I) (V-Skill)
- Movement value at the end of the move has been changed to match the regular version.

• Heat Rush (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Shinryuken (V-Trigger II)
①Expanded the vacuum-property box (that draws the opponent in) immediately after startup.
- Note: The expanded part will not hit airborne opponents.
②Unified the numbers of hits if the move hits an opponent who is behind Ken, to the same amount as if the opponent were in front of Ken.
③Max-rapid button press version only - increased the special move cancel window after landing.

Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we've increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.

The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.

EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you're willing to spend a little meter.

Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.

On the other hand, we've added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.

Additionally, we've increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.

Kolin

• Back Recovery
- Adjusted the recovery motion.

• Standing HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Standing LK
- Advantage on hit increased from +0F to +1F.

• Crouching MK
①Active frames increased from 2F to 3F.
②Changed the recovery from 16F to 15F.
③Can be canceled into CA.

• Crouching HK
①V-Gauge meter gain from a Crush Counter increased from 100 (50 + 50) to 120 (60 + 60).
②Increased V-Gauge meter gain from a Crush Counter, if caused by the 2nd hit only, from 50 to 100.

• Jump LK (H Vanity Step Version)
- Sped up the timing for White Spear by 1F.

• White Spear
①Reduced the startup from 4F to 3F.
②Expanded the hitbox in the backwards direction.
③Changed so that it can hit opponents that are in the backward direction.

• Jump HK
- Changed the hitbox active frames and hurtbox in accordance with the animation change.

• L EX Vanity Step
- Added projectile invincibility from 17F to the end of recovery.

• EX Parabellum
①Increased the disadvantage on block from -4F to -7F.
②Changed so that the startup on 6F will move forward.

• Diamond Dust (V-Trigger I)
- Sped up the startup when canceled from Standing LP and Crouching LP.

• Diamond Dust (Special Move Version) (V-Trigger I)
①Reduced the startup from 21F to 19F.
②Overall movement changed from 40F to 38F.

• Reverse Javelin (V-Trigger II)
- Can be canceled into CA.

Developer Notes: We've slightly improved the performance of her normal moves, giving the ones that didn't get much usage more versatility. Her character strength hasn't changed greatly, but there are more little things that she can do.

Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.

Laura

• Back Recovery
- Adjusted the recovery motion.

• Standing MP
- Expanded the backwards hitbox after the attack becomes active.

• Standing HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Standing HK
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Bolt Charge (All Strengths)
- Changed to give this move command priority over Thunder Clap.

• EX Bolt Charge (Normal/V-Trigger I)
①Disadvantage on block increased from -11F to -17F.
②Reduced the backwards hurtbox.
③Damage increased - Normal: from 70 to 80, V-Trigger: from 80 to 90.

• M Sunset Wheel
- Damage increased from 170 to 180.

• M Sunset Wheel (V-Trigger I)
- Damage increased from 190 to 200.

• H Sunset Wheel
- Damage increased from 180 to 190.

• H Sunset Wheel (V-Trigger I)
- Damage increased from 200 to 210.

• Dual Crash
①2nd hit changed from grounded hitstun to knockdown.
②Can cancel the 2nd hit into V-Skill on hit.
③Increased the disadvantage on block from -2F to -6F.
④Stun decreased from 100 to 70.

• Volty Line (V-Skill)
①Increased the V-Gauge meter gain from 80 to 100.
②Stun decreased from 150 to 130.

• Volty Line (V-Trigger I) (V-Skill)
- Stun decreased from 180 to 160.

• Linear Movement - Avante (Movement) (V-Trigger I) (V-Skill)
- V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F.

• Linear Movement - Avante (Attack) (V-Skill)
①Increased the V-Gauge meter gain from 80 to 100.
②Stun decreased from 150 to 130.

• Linear Movement - Avante (Attack) (V-Trigger I) (V-Skill)
- Stun decreased from 180 to 160.

• (V-Trigger I) Linear Movement - Esquiva (Movement) (V-Skill)
- V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F.

• Linear Movement - Esquiva (Attack) (V-Skill)
①Increased the V-Gauge meter gain from 80 to 100.
②Stun decreased from 150 to 130.

• Linear Movement - Esquiva (Attack) (V-Trigger I) (V-Skill)
- Stun decreased from 180 to 160.

• Linear Movement - Finta (Attack) (V-Skill)
①Increased the V-Gauge meter gain from 80 to 100.
②Stun decreased from 150 to 130.

• Linear Movement - Finta (Attack) (V-Trigger I) (V-Skill)
- Stun decreased from 180 to 160.

• Spark Show (V-Trigger I)
①Changed the V-Timer from 2,000F to 3,000F.
②Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Matsuda Sway (V-Trigger II)
- Changed the timing of the hit and projectile invinciblity from 4F to 3F.

• Shock Choke (V-Trigger II)
- Increased the forward throw distance.

Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.

M. Bison

• Standing HK
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Psycho Axe
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• EX Psycho Blast
①Reduced the overall movement frames from 40F to 38F.
②Increased the advantage on block from +4F to +6F.

• EX Psycho Blast (V-Trigger I)
①Reduced the overall movement frames from 38F to 36F.
②Increased the advantage of block from +5F to +7F.

• EX Double Knee Press
-Eased the combo count.

• EX Double Knee Press (V-Trigger I)
①Eased the combo count.
②Expanded the hitbox for the final hit when the opponent is locked into the move.

• EX Head Press (V-Trigger I)
-Adjusted the motion on block.

• Psycho Reflect (V-Skill)
-If the move comes into contact with a physical attack, or a projectile that's attached to the character's body, Bison will perform a physical attack move.

• Psycho Power (V-Trigger I)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Nightmare (V-Trigger II)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Crusher (V-Trigger II)
-Is now projectile invincible during the attack active frames.

Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we've changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.

Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison's various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.

Menat

• Back Recovery
- Adjusted the recovery motion.

• Standing LP (Bare-Handed)
①Expanded the hurtbox at the arms in the upwards and downwards directions.
②Delayed the timing at which the hurtbox at the arms disappears by 2F.

• Standing LP (Crystal Ball)
①Active frames reduced from 5F to 4F.
②Recovery increased from 7F to 8F.
③Added 3F to the recovery on whiff.
④For the final 2F active frames, reduced the hitbox in the backwards direction.
⑤Expanded the hurtbox at the arms in the upwards and downwards directions.
⑥After the hitbox disappears, delayed the timing at which the hurtbox at the arms disappears by 5F.
⑦Changed so that the attack will trigger the opponent's block until the hitbox disappears.

• Standing MP (Crystal Ball)
①Disadvantage on block decreased from -11F to -8F.
②Disadvantage on hit decreased from -5F to -3F.

• Standing HP (Crystal Ball)
①Recovery increased from 16F to 19F.
②Disadvantage on hit increased from -3F to -6F.
③Disadvantage on block increased from -7F to -10F.
④Damage decreased from 90 to 80.

• Standing HP (Bare-Handed)
- Will no longer trigger a Crush Counter.

• Standing LK
- After the hitbox disappears, delayed the timing at which the hurtbox at the legs disappears by 4F.

• Standing HK (Crystal Ball)
①At the base, reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
②At the crystal ball, increased the V-Gauge meter gain from a Crush Counter from 100 to 120.

• Standing HK (Bare-Handed)
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LP (Crystal Ball)
①Reduced the hitbox in the backwards direction for the final 2F active frames.
②After the hitbox disappears, delayed the timing at which the hurtbox at the arms disappears by 3F.
③Added 3F of recovery on whiff.

• Crouching HK (Bare-Handed/Crystal Ball)
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• L EX Soul Sphere
- Damage increased from 30 (20 + 10) to 60 (30 + 10).

• H EX Soul Sphere
- Expanded the hitbox after releasing the crystal ball.

• Wisdom of Thoth (V-Trigger I)
①Changed so that the hitbox will not appear immediately after recovering from a knockdown or blowback.
②Increased the number of V-Gauge blocks from 2 to 3.
③Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Prophecy of Thoth (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Judgement Of Thoth (V-Trigger II)
- The judgment for a successful input differed from that of other special moves, so it has been adjusted to be the same as other special moves.

• Crystal Ball Behavior
- Fixed the phenomenon where, under certain conditions, the crystal ball would not return after Menat was hit by Zangief's Critical Art.

Developer Notes: Menat is well known for her long reach, but some of her moves - considering their reach - had little recovery and a small hurtbox, which lead to her being overwhelmingly oppressing. As such, we've made adjustments in that area. Accordingly, while her S.LP (Crystal Ball) and S.HP (Crystal Ball) were weakened, the recovery on S.MP (Crystal Ball) has been improved, which makes it easier to use. Also, since she didn't get much of an advantage off her S.HP (Bare-Handed) Crush Counter, and in order to differentiate it from S.HK (Bare Handed), we removed the Crush Counter.

Menat's powerful V-Trigger I Wisdom of Thoth is crucial to her gameplay - after activation, her opponent has a great deal of difficulty in dealing with it. However, if we were to nerf its functionality, the fun of using this V-Trigger would be lost. As such, we've weakened the defensive aspects of the move, and increased the number of V-Trigger blocks.

Nash

• Standing MK
-Damage increased from 60 to 70.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Spinning Back Knuckle
①Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
②Expanded the backwards hitbox.

• EX Moonsault Slash
-Increased the advantage on block from +2F to +3F.

• M Tragedy Assault
①Reduced the separation distance on hit.
②Eased the combo count.
③Expanded the collision box.

• Stealth Dash (V-Trigger II)
①Can cancel the initial startup of Sonic Boom, regardless of whether it hits the opponent, is blocked, or whiffs.
②V-Timer increased from 2,000F to 4,000F.
③Special move V-Timer usage increased from 1,000F to 2,000F.

• Stealth Dash (Stop) (V-Trigger II)
-Reduced the recovery from 13F to 11F.

• Justice Corridor (V-Trigger II)
-Changed the recovery on block, from -6F to +2F.

• Justice Shell (V-Trigger II)
-Changed to expand the hitbox for the 2nd hit after the first hit connects.

Developer Notes: One of Nash's unique traits is his ability to absorb his opponent's EX gauge with Tragedy Assualt - as such, we've shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.

His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.

As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.

Necalli

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Opening Dagger
- Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200.

• EX Valiant Rebellion (Regular/V-Trigger I/V-Trigger II)
- If the first hit hits the opponent and causes a knockdown, the opponent will be able to perform all kinds of knockdown recovery.

• EX Raging Light (Regular/V-Trigger I/V-Trigger II)
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Clouded Mirror (V-Trigger I)
①Can be canceled into from special move cancellable normal moves.
②The 2nd hit of the charged version will cause a crumple instead of a knockdown.
③Changed the travel distance for the charged version, made it easier to control the travel distance using forwards and backwards inputs.
④Increased the recovery for the charged version from 17F to 24F.
Note: No changes to the advantage/disadvantage on block.

Developer Notes: Necalli's moves are already extremely balanced, so there haven't been any major changes. However since there wasn't much usage for his Clouded Mirror during V-Trigger I, we've adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.

R. Mika

• Normal/Back Recovery
- Adjusted the recovery motion.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• EX Shooting Peach
- Disadvantage on block increased from -10F to -15F.

• Nadeshiko (Above) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Nadeshiko (Front) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Nadeshiko (Behind) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Steel Chair (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• (V-Trigger II) Fightin' Dirty
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren't any other major changes, she can be played the same as before.

Rashid

• Standing HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Standing MK
= Will be enhanced if it comes into contact with Ysaar.

• Crouching MP
- Expanded the hurtbox immediately after the active frames end.

• Crouching HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Ground Eagle Spike
- Changed so that Rashid does not bounce back on hit.
Note: No changes to the Dash and V-Trigger versions of Eagle Spike.

• L Eagle Spike
①Damage decreased from 110 to 100.
②Increased the blowback on hit.
③Reduced the stun from 200 to 150.

• M Eagle Spike
①Damage decreased from 130 to 120.
②Increased the blowback on hit.
③Reduced the stun from 200 to 150.

• H Eagle Spike
①Damage decreased from 140 to 130.
②Increased the blowback on hit.

• EX Spinning Mixer (Regular/Enhanced)
①Increased the damage taken for an attack that hits during the move's duration by 1.2x.
②The inertia version can now be counter-hit during the move.

• L Spinning Mixer
- Damage decreased from 90 to 80.

• M Spinning Mixer
- Damage decreased from 110 to 100.

• H Spinning Mixer
①Changed the blowback direction if the back-end of the move hits the opponent.
②When used in combos in certain situations, fixed the phenomenon where Rashid would end up behind his opponent.

• Dash Spinning Mixer
- Fixed the phenomenon where it would not move forward if it came into contact with Ysaar in certain situations.

• Ysaar (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we've reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.

His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.

Ryu

• Standing HP (V-Trigger 2)
-Can be special move canceled.

• Standing MK
-Damage increased from 60 to 70.

• Crouching MK
-Advantage on hit increased from +1F to +2F.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Hadoken
①Decreased the overall movement frames from 47F to 45F.
-Note: No change to the advantage/disadvantage on hit/block.
②Increased the pushback on block.

• H Hadoken
-Increased the projectile speed.

• EX Tatsumaki Senpukyaku
①Slightly decreased the blowback distance on hit.
②Increased the blowback time for grounded hit.

• L Jodan Sokutou Geri
①Reduced the startup from 16F to 10F.
②Restricted the air combo count.

• M Jodan Sokutou Geri
①Reduced the startup from 18F to 16F.
②Increased the attack movement distance.

• H Jodan Sokutou Geri
-Reduced the startup from 20F to 18F.

• EX Jodan Sokutou Geri
-Increased the attack movement distance.

• EX Jodan Sokutou Geri
①Input command for the regular version changed from qcf + K to hcf + K.
②Input command for the EX version changed from qcf + KK to hcf + KK.

• EX Shoryuken (Normal/V-Trigger 1)
-Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• VT1 Denjin Renki
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• VT2 Isshin
①Recovery reduced from 40F to 36F.
②The attack recovery can be canceled into Shoryuken and EX Jodan Sokutou Geri.
③If Ryu successfully parries an attack, but his counterattack misses, he can cancel the recovery into Mind's Eye or Isshin.
-Note: When canceled into from recovery, the parry's startup will be 1F.

Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we've buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.

The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we've changed the inputs.

We've also adjusted the ease of use of his combo parts for his overall performance.

Sagat

• Forward Dash
①Overall movement changed from 21F to 20F.
②Changed the animation.

• Backwards Dash
- Reduced the overall frames from 28F to 24F.

• Standing LP
- Expanded the hitbox that will hit crouching opponents in the forward direction.

• Standing HP
- Reduced the pushback on hit.

• Standing HK
①Increased the startup for the first hit from 7F to 8F.
- Note: No changes to the second hit.
②The first hit can only be canceled into V-Trigger activation.
③If the first hit connects and the second hit does not, cannot be canceled into V-Trigger.
④If only the 2nd hit connects, damage decreased from 90 to 80.
⑤If only the 2nd hit connects, reduced the pushback on hit.
⑥If the 2nd hit is canceled into V-Trigger, increased the advantage frames by 5F.

• Crouching HP
①Reduced the startup from 11F to 10F.
②Reduced the pushback on hit.
③Changed the recovery from 18F to 19F.

• Crouching MK
- Reduced the recovery from 10F to 9F.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump MP
- Increased the blowback time on mid-air hit for the second hit.

• Jump HK
- Reduced the hurtbox at the torso.

• Step Low Kick
- Changed the timing window for a kara cancel from 15F - 18F, to just 18F.

• Tiger Shot
①Decreased the blowback on mid-air hit.
②Increased the blowback time on mid-air hit.
③Increased the hitbox in the upwards direction.
④Reduced the projectile nullification on startup in the horizontal direction, and expanded in the upwards direction.
⑤L, M only: Decreased the projectile speed.
⑥Chip damage increased from 10 to 12.

• EX Tiger Shot
①Expanded the hitbox in the upwards direction.
②Expanded the projectile nullification on startup in the upwards direction.

• Grand Tiger Shot
①Extended the projectile invincibility at the upper body by 5F.
②Decreased the blowback distance on mid-air hit.
③Increased the blowback time on mid-air hit.
④L, M only: Decreased the projectile speed.
⑤Reduced the pushback on block.

• Tiger Uppercut (All Strengths)
- When performed as a kara cancel from Step High Kick or Step Low Kick, decreased the startup by 1F.

• H Tiger Uppercut
- Given invincibility to mid-air attacks from 1F - 16F.

• H Tiger Uppercut (V-Skill Version)
- Given invincibility to mid-air attacks from 1F - 16F.

• EX Tiger Uppercut
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• EX Tiger Uppercut (V-Skill Version)
①Increased the blowback on hit.
②Increased blowback time on hit.
③Reduced the landing recovery time on hit.
④Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Tiger Charge (V-Trigger I)
①Reduced the recovery by 2F when canceled into from Tiger Shot.
②Reduced the recovery by 4F when canceled into from Grand Tiger Shot.

• Tiger Cannon (V-Trigger I)
- Recovery on block changed from -2F to +2F.

• Tiger Rush (V-Trigger II)
Reduced the blowback on hit.

Developer Notes: Sagat is all about taking control of the situation with his powerful projectiles and anti-air moves, so we've made adjustments to better reassert that aspect of his gameplay. Now there is a greater variation in projectile speed depending on the button strength for Tiger Shot and Grand Tiger Shot, which makes it easier to lock the opponent down, and he can get greater returns for mid-air hits.

Also, we've increased the anti-air functionality of his H Tiger Uppercut, so together with L Tiger Uppercut, he is better equipped to deal with his opponent's jump-ins.

In order to create more of a difference between his Step Low Kick kara cancel and Step High Kick, the Step Low Kick cancel can only be performed now at the last possible timing.

We've also revised his overall movements, including moves that were difficult to use and his dashes, leading to an overall improvement in the usage of the character.

Sakura

• Sakura Hop (Air Throw)
- As Sakura could hit the opponent with an additional attack in certain situations, the animation for the opponent was changed so that Sakura could no longer hit the opponent after this throw.

• Standing MK
- Reduced the recovery on whiff from 19F to 15F.

• Standing HK
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching MP
- Increased the advantage on block from +1F to +2F.

• Crouching HP
①Changed the recovery from 26F to 23F.
②Reduced the disadvantage on hit from -5F to -2F.
③Reduced the disadvantage on block from -8F to -5F.

• Crouching MK
- Decreased the startup from 7F to 6F.

• Crouching HK
①Decreased the startup from 10F to 9F.
②V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• M Shouoken
①Decreased the startup from 13F to 9F.
②Decreased the blowback distance.

• H Shouoken
- Decreased the startup from 17F to 14F.

• EX Shouoken
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• Shouoken (V-Trigger II)
①Increased the damage taken for an attack that hits during the move's duration by 1.2x.
②The opponent will not be able to recover from hits 1-4.

• Hadoken
①Decreased the startup from 17F to 15F.
②Changed the overall frames to 48F.
③Removed the hurtbox at the arms that appeared before the attack startup.

• Hadoken (Charge Version)
- Removed the hurtbox at the arms that appeared before the attack startup.

• EX Hadoken
①Sped up the V-Trigger cancel timing by 2F.
②Increased the advantage for V-Trigger cancel by 5F.
③Removed the hurtbox at the arms that appeared before the attack startup.

• Hadoken (V-Trigger I)
①Eased the combo count.
②Increased the pushback on hit.
③Removed the hurtbox at the arms that appeared before the attack startup.
④V-Timer gauge usage increased from 500F to 800F.

• Hadoken (Charge Version) (V-Trigger I)
Removed the hurtbox at the arms that appeared before the attack startup.

• M Shunpukyaku
- Damage increased from 70 to 80.

• H Shunpukyaku
- Decreased the pushback on hit.

• Shunpukyaku (V-Trigger II)
- Startup decreased from 13F to 12F.

• Tengyo Hadoken (V-Trigger I)
①Eased the air combo restrictions when Tengyo Hadoken is the first hit.
②Restricted its follow-up attack ability.

• EX Tengyo Hadoken
①Changed the blowback on hit.
②Increased the blowback time on hit.

• Oukakyaku (V-Skill)
- Increased the recovery on block by 3F.

• Haru Arashi (V-Trigger I)
①Increased the effect time from 2,000F to 3,000F.
②Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Hogasho (V-Trigger I)
①Advantage on hit increased from +6F to +9F.
②Increased the advantage on block from +2F to +5F.
③Damage increased from 60 to 80.
④Stun increased from 120 to 150.
⑤Will consume 500F of V-Timer.

• Sakura Senpu (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Sakura Rain (Normal/V-Trigger I)
- Increased the hitbox in the upwards direction when canceled into from Shouoken.

Developer Notes: Sakura didn't have many moves she could use in footsies, and had to often rely on jumping in or interrupting her opponent's pressure with light attacks. So we have improved her regular attacks and her Hadoken to make it easier for her to control movement and increase her range of movement.

We've also made it easier to keep things going once she lands a hit, giving her more opportunities to do damage off a single chance.

Urien

• Back Recovery
- Adjusted the recovery motion.

• Standing HP (No Charge)
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Quarrel Kick
- Active frames increased from 3F to 4F.
- Recovery reduced from 19F to 18F.
- Advantage on hit increased from +3F to +4F.
- Will no longer trigger a Crush Counter.

• EX Dangerous Headbutt
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• L Chariot Tackle
- Damage increased from 70 to 80.

• M Chariot Tackle
- Damage increased from 80 to 90.

• Aegis Reflector (Back) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Aegis Reflector (Front) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Aegis Reflector (Above) (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Tyrant Pressure (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Tyrant Blaze (V-Trigger II)
- Damage increased from 90 to 100.

• Tyrant Blaze (V-Trigger II) (Max Charge)
- Changed so that the attack will retain armor up to immediately after the attack startup. Note: The charging portion and the attack portion will have 1 hit of armor each (for a total of 2).

• Tyrant Blaze w/V-Skill (V-Trigger II)
- Attack will continue to have armor up to the point where the hitbox for the second attack disappears.
- The charging portion will have 2 hits of armor. Note: The number of armor hits will be shared between the charging portion and the attack portion.
- Damage increased from 90 to 100.

• Tyrant Blaze w/V-Skill (Max Charge) (V-Trigger II)
- Attack will continue to have armor up to the point where the hitbox for the final attack disappears.
- The charging portion will have 2 hits of armor. Note: The number of armor hits will be shared between the charging portion and the attack portion.

Developer Notes: We've improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.

We've greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies - it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.

For his VTII Tyrant Blaze, we've made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.

Vega

• Stardust Shot (Air Throw)
- Increased the throw range.

• Standing MP (Claw)
①Damage increased from 60 to 70.
②Can cancel into Switch Claw.

• Crouching MP (Claw)
- Can cancel into Switch Claw.

• Crouching HP (Claw)
①Can cancel into Switch Claw.
②Increased the pushback distance on block.

• Crouching HP (Bare-Handed)
①Advantage on hit increased from +1F to +5F.
②Changed the advantage on block from -2F to +3F.
③Will no longer trigger a Crush Counter.

• Crouching HK
①Eased the combo count.
②V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Buster Claw
①Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
②Expanded the backwards hitbox.

• EX Aurora Spin Edge
- Reduced the blowback distance for the 2nd hit.

• L Crimson Terror
- Advantage on hit increased from +1F to +2F.

• M Crimson Terror
- Reduced the pushback on hit.

• EX Crimson Terror
- Changed to a new action.

• EX Flying Barcelona Attack
- For the first hit, changed the height of Vega's kick off the wall for cases where the opponent is within a fixed distance.

• Matador Turn (V-Skill) (Claw/Bare-Handed)
- Reduced the pushback on block.

• Bloody Kiss - Torero (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Bloody Kiss - Rojo (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Bloody Kiss - Azul (V-Trigger I)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Bloody Rain
①Expanded the forward hitbox for the 2nd hit.
②Will be invincible on hit until the attack active frames conclude.

Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.

It didn't seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.

We've also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.

Zangief

• Standing MP
①Startup increased from 6F to 7F.
②Active frames increased from 2F to 3F.
③Expanded the forward hitbox.
④Recovery increased from 13F to 15F.

• Standing HP (Charge)
- Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200.

• Standing MK
①Startup increased from 9F to 10F.
②Advantage on hit increased from 0F to +2F.
③Expanded the forward hitbox.

• Crouching LP
- Reduced the pushback on hit.

• Crouching MK
- Advantage on hit increased from 0F to +2F.

• Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 150.

• Flying Head Butt
- Expanded the hitbox.

• L Screw Pile Driver
- Damage increased from 180 to 200.

• M Screw Pile Driver
- Damage increased from 200 to 210.

• L Screw Pile Driver (V-Trigger II)
①Damage increased from 310 to 330.
②Damage increased from 230 to 280 when used in a combo.

• M Screw Pile Driver (V-Trigger II)
①Damage increased from 330 to 340.
②Damage increased from 250 to 290 when used in a combo.

• H Screw Pile Driver (V-Trigger II)
- Damage increased from 270 to 300 when used in a combo.

• EX Screw Pile Driver (V-Trigger II)
- Damage increased from 270 to 300 when used in a combo.

• Double Lariat
①Reduced the blowback distance on hit for a grounded opponent.
②If the attack hits on active frames 9F - 11F, the recovery will be reduced by 10F.
③If the attack hits on active frames 9F - 11F, damage increased from 120 to 130.

• Iron Muscle (V-Skill)
①Can cancel the button hold into a backwards dash.
②Increased the V-Gauge meter gain on attack hit from 50 to 80.

• Iron Muscle (V-Trigger I) (V-Skill)
- Can cancel the button hold into a backwards dash.

• Muscle Explosion (V-Reversal)
- Damage decreased from 60 to 40.

• Cyclone Lariat (V-Trigger I)
①Can now be hit by an attack during the screen freeze upon V-Trigger activation.
②Delayed the cancel timing from Standing MP, Standing MK, and Crouching MK.
Note: There are no changes to the situation upon canceling.

• Cossack Muscle (V-Trigger II)
- Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Developer Notes: Zangief's true power lies in getting in close and forcing the opponent to guess whether he's going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we've adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.

We've also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.

Zeku

• [Old] Tsurigane Otoshi (Forward Throw)
- Quickened the timing at which Zeku can move after the throw by 2F.

• [Old] Standing HP
- Will no longer trigger a Crush Counter.

• [Old] Standing HK
= Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• [Old] Crouching LK
- After the hitbox disappears, reduced the amount of time for which the forward hurtbox remains.

• [Old] Crouching MP
- Reduced the hurtbox that appears before the hitbox in the backwards direction.

• [Old] Crouching HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• [Old] Crouching MK
- Moved the hurtbox in the backwards direction to match with the visuals.

• [Old] Crouching HK
①Expanded the forward hitbox.
②V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• [Old] L Bushin Gram - Koku
- Reduced the disadvantage after the projectile portion is blocked from -6F to -3F.

• [Old] M Bushin Gram - Koku
①If the physical attack part of the move does not hit, reduced the overall frames from 50F to 48F.
②Reduced the disadvantage after the physical attack portion is blocked from -6F to -4F.
③Reduced the disadvantage after the projectile portion is blocked from -8F to -4F.

• [Old] H Bushin Gram - Koku ①Reduced the overall movement frames on whiff from 55F to 50F.
②Reduced the disadvantage after the physical attack portion is blocked from -6F to -2F.
③Reduced the disadvantage after the projectile portion is blocked from -9F to -5F.

• [Old] M Bushin Gram - Ban
①Expanded the forward hitbox for the first active frame.
②Damage decreased from 120 to 110.

• [Old] EX Bushin Gram - Ban
- Increased the damage taken for an attack that hits during the move's duration by 1.2x.

• [Old] EX Bushin Gram - Teki
①Increased the float on hit for the projectile part only.
②Can be canceled into from Bushin Gram - Teki (Normal) on hit only.

• [Old] EX Bushin Kirinkyaku
- Expanded the downwards hitbox.

• [Old] Fukuro (V-Skill)
①Can be canceled into from Bushin Gram - Teki (Normal) on hit only.
②Expanded the hitbox for the cancelled version.

• [Old] Toushi (V-Reversal)
①Increased the forward movement distance.
②Damage decreased from 60 to 40.

• [Old] Karura Tenzan (Activation Version) (V-Trigger II)
①Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
②On hit, will continue to have projectile invincibility upon landing.

• [Old] Karura Tenzan (Special Move Version) (V-Trigger II)
①Startup reduced from 15F to 10F.
②Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
③On hit, will continue to have projectile invincibility upon landing.

• [Young] Normal/Back Recovery
- Adjusted the recovery motion.

• [Young] Back Dash
- Increased the timing at which the hurtbox begins to move backwards.

• [Young] Standing HP
①Increased the disadvantage on block from -2F to -3F.
②After the hitbox disappears, increased the hurtbox in the forward direction, and delayed the timing at which the hurtbox disappears by 2F.

• [Young] Crouching HP
- Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• [Young] Crouching HK
- V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• [Young] EX Hayagake
- Sped up the timing at which each special move can be performed by 1F.

• [Young] Hozanto (All Strengths)
- Added 4F to the block stop.

• [Young] H Hozanto
①Extended the float on hit by 3F.
②Sped up the timing at which it can be canceled into Shukumyo by 4F.
③Reduced the recovery when canceled into Shukumyo by 4F.

• [Young] Shukumyo
Reduced the recovery by 4F when canceled into from Hozanto.

• [Young] Toushi (V-Reversal)
①Increased the forward movement distance.
②Damage decreased from 60 to 40.

• [Young] Karura Tenzan (Activation Version) (V-Trigger II)
①Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
②On hit, will continue to have projectile invincibility upon landing.

• [Young] Karura Tenzan (Special Move Version) (V-Trigger II)
①Startup reduced from 15F to 10F.
②Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
③On hit, will continue to have projectile invincibility upon landing.

Developer Notes (Old): As most people overwhelmingly used Young Zeku, our adjustments primarily focused on increasing the advantages of playing Old Zeku. The normal moves he uses in footsies and his Bushin Gram - Koku have been improved, making his footsie game at mid to far range stronger.

As there weren't many uses for M Bushin Gram - Ban, we've increased the hitbox and made it easier to combo into from S.LK. Being able to combo into Shukumyo is a strong technique from S.HP, but considering that he didn't get much off the Crush Counter, and he didn't get much of an advantage off the Crush Counter compared to other hard attacks, we've removed the Crush Counter aspect.

Developer Notes (Young): For things that Young Zeku's opponents had extreme difficulty in dealing with, such as his wakeup, Hozanto, and S.HP, we've weakened these things to make them less difficult to deal with. The functionality of Young Zeku's backdash was quite different than that of Old Zeku, so we've made Young's backdash closer to Old's.

Compared to the regular version, the startup timing of EX Hayagake was 1F slower, so we changed it to have the same startup. This will open up some new combo possibilities for him.

Source: Capcom Unity.

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