Update: Street Fighter 5: Arcade Edition patch notes released; previously hidden fixes detailed

Posted by Dakota 'DarkHorse' Hills • October 24, 2018 at 7:01 p.m. PDT

Update: Capcom has released an update to their patch notes from October 23rd detailing Street Fighter 5's previously hidden changes and bug fixes. You can take a look at the updated patch notes after the jump.

Today is the day that many Street Fighter fans and players have been waiting for over two years now in some cases with Street Fighter 5 receiving a new update today that reduced it's input delay further and improved its consistency.

Capcom released the official patch notes for the Version 03.091 update though the developer / publisher did not release hard numbers for the changes made to the game. Most of the notes in fact relate to changes made to the title's Dojo Mode which was added in September.

The amount of Dojo Points that players can earn in a day for their respective clans appears to have been altered or reduced. Players will now only receive points for their first 10 losses in Ranked or Casual Matches, and similar restrictions have been placed on other modes like Survival.

In another vague listing, Capcom states that they deleted timeline data up until the last three months to speed up Capcom Fighters Network times which could just relate to how quickly things like profiles and statistics load online.

Nash's new Gunspike costume is also now available in SF5's Fighting Chance shop after getting announced earlier today.

Street Fighter 5's input delay on on PlayStation 4 appears to have been lowered from an average of 6.2 frames — with display lag — to 5.3 frames while the PC version is around one frame faster. You can check out Capcom's official patch notes after the jump.

Street Fighter 5: Arcade Edition 10/23 Update Info (Ver. 03.091)

Fighting Chance

-- Get Nash's Canon Spike Additional Costume through "Soldier of Misfortune" now underway in Fighting Chance.

Other

-- There have been changes made to the acquisition conditions and values for Dojo Points.

Dojo Points can be obtained through playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes. However, point acquisition will be limited to 10 times per 1 day for losses in Ranked and Casual Match (including draws).

Dojo Points can only be obtained a maximum of 10 times per 1 day for matches within the Battle Lounge, and per each difficulty in the Arcade and Survival Modes.

Please note that there may be further changes to Dojo Point acquisition depending on the circumstances.

-- In order to improve the CFN response times, timeline data up to the past 3 months has been deleted.

-- We have restored any LP that was lost during disconnects due to login issues that occurred on October 23rd.

-- The speed at which inputs are registered has been improved.

We will continue to explore ways to optimize the gameplay experience. Please be sure to check the latest news, updates, and improvements!

Update

The recent update included some adjustments made to the battle system, which were not listed in the original update information. We apologize for any inconvenience caused, and will list them here in this additional update notice.

• System Adjustment 1 - Overall

After certain lock-on type moves that cause the characters to switch sides hit, the recovering character could not perform a reversal if the move needed a charge to perform. This issue has been addressed.

-- Confirmed Lock-On Moves
Nash: Tragedy Assault (all versions)
Cammy: Gyro Clipper (forward throw)
Dhalsim: Yoga Hoop (backwards throw)
Akuma: Hyakki Gosai (all versions)
Falke: Wirbel Wind (forward throw)
Cody: Trash Out (forward throw)

• System Adjustment 2 - Ed's V-Skill

If the Psycho Cannon hit the opponent while they were being hit by Ed's V-Skill Psycho Snatcher - Air, they would be able to recover from the Psycho Snatcher. This also caused a bug that would make the opponent invincible. This phenomenon has been fixed.

Sent in by fawaz.
Source: Capcom.

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