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Street Fighter 5 Ver. 202205 patch notes released with nerfs to Luke

Posted by Dakota 'DarkHorse' Hills • May 15, 2022 at 8:13 p.m. PDT • Comments: 50

It feels like Street Fighter 5 just received its big Definitive Update re-balancing the game's entire cast, but it appears as though they aren't done tinkering with the characters yet.

Capcom just released a new update for Street Fighter 5 introducing more balance changes to the game including some nerfs to Luke.

Although this latest update is largely focused around fixing bugs and other issues in the game, there are some balance adjustments to be found, and they're mostly centered around Luke.

The newcomer's received a handful of nerfs to his standing light punch, medium kick, crouching medium kick and Sandblaster, which many players were wondering about given his apparent top tier status since he launched.

The rest of the characters touched up in the latest patch are Chun-Li, Nash, Ken, Necalli, Vega, Zangief, Dhalsim, Alex, Ibuki, Juri, Akuma, Ed, Zeku, Blanka, Lucia, Gill, Seth and Akira.

You can check out the full list of patch notes below or on Capcom's website.

General

This update mainly provides fixes for existing issues, issues that resulted from the previous adjustment, and moves experiencing unintentional property changes.

Additionally, the issue of newly available combos not hitting certain characters has also been fixed.

We've also fine-tuned some of Luke's moves in order to meet our overall adjustment plan.

Akira

• EX Senshubu Can now be canceled with Haten no Kamae during final attack from Crouching LP.

• Tsutenda (V-Skill II) Will no longer pass through the opponent during mid-air hitstun in the corner, not only when executed from Haten no Kamae.

Akuma

• [V-Skill II] EX Sekia Goshoha Fixed an issue in which the opponent's knockback after a hit changed, making it impossible to use existing combos.

Alex

• [V-Trigger I] Sledge Hammer - Fixed an issue where it was possible to CA cancel during the motion before a hitbox is generated at the startup of a normal cancel.

Blanka

• Hit-Stunned (Crouching) Fixed an issue in which the hurtbox expanded horizontally when receiving a hit.

Chun-Li

• [Normal/V-Trigger I] EX Hyakuretsukyaku - Will no longer pass through the opponent during mid-air hitstun in the corner and fixed an issue where only the latter half of the motion passes through the opponent.

Dhalsim

• Standing HP - Fixed an issue in which the notice and damage scaling value at the startup of a crush counter were treated as counter hits.

Ed

• Psycho Snatcher - Air (VSkill I) Reduced instances of the 2nd attack not hitting overhead or long-range opponents after the 1st attack.

Ibuki

• Hanagasumi (V-Reversal) - Fixed an issue in which counter hits caused conditions to change

Juri

• EX Fuharenkyaku Will no longer pass through the opponent during mid-air hitstun in the corner and fixed an issue where this occurred for only the final attack.

Ken

• [Normal/V-Trigger I] Quick Step (V-Skill I) - Will no longer pass through the opponent during mid-air hitstun in the corner just before moving into the hold version and the attack portion of the hold is now easier to land against opponents knocked back by attacks such as Standing HK crush counter.

Gill

• Standing HP Changed the transition timing into the hold version from 5F to 7F and reduced instances of delay with the normal version.

• [V-Trigger II] Delay Freeze Lance The 2nd attack is now easier to land even when the 1st attack connects at long range, and instances of inconsistent properties when landing a hit has been reduced.

Luke

For Luke, we are reviewing some areas that were determined insufficient in the previous game-wide adjustment.

In the previous adjustment, we increased the risk for low-risk/high-reward moves used to check opponents at mid-range and adjusted various moves with the intention of making it easier for opponents to respond to fully-committed fake outs. Luke's Crouching MK was one of the moves adjusted for this purpose but considering that it doesn't have a large no-gauge return, we kept the risk increase modest.

However, upon further reviewing the move's reach and attack power when used in combination with an EX move, we determined that this adjustment was insufficient compared to the debuffs of other characters' moves.

Similarly, Standing MK, which has low return when used as a normal attack but performs well when checking opponents, boasts high power with V-Trigger active so there isn't really any reason to use a different move to check opponents when the V-Gauge is full. For this reason, we're reviewing the risk/return and will try to make the move's use more situational.

We are decreasing the range of M. Sand Blaster which, although risky, has wide coverage with few countermeasures for opponents. We've increased the hitstop/blockstop of Standing LP to make it easier for opponents to respond to the move's speed.

• Standing LP Changed the hitstop/blockstop frames from 8F to 12F.

• Standing MK
1. Expanded the hurtbox during recovery.
2. Decreased the cancellation timing with V-Trigger and Rock Smasher by 4F.

• Crouching MK
1. Changed the recovery from 14F to 18F when whiffed.
2. Expanded the hurtbox during recovery when whiffed.

• M Sand Blaster Changed the active attack frames from 7F to 6F.

Nash

• [V-Trigger II] EX Sonic Scythe - Fixed an issue where you could not cancel from Crouching LK on consecutive cancels.

• Judgement Saber - Will no longer pass through the opponent during mid-air hitstun in the corner and fixed an issue where consecutive hits would not land against certain characters at the startup of a H. Sonic Scythe cancel.

Necalli

• [Normal/V-Trigger I/II] Opening Dagger - Fixed an issue where the character would become unresponsive if activated just before the VT I V-Timer expired.

Seth

• Crouching HP Changed the hurtbox on frame 7 to be invincible against only certain projectiles. Effectiveness against projectiles is now about the same as before the previous adjustment.

• [NECALLI] The Disc's Guidance (V-Skill I) Will no longer pass through the opponent during mid-air hitstun in the corner.

Vega

• Face Reveal - Fixed an issue where it was impossible to CA cancel while the removed mask was on screen.

Zangief

• [Normal] Borscht Dynamite - Fixed an issue in which it was possible to perform a backwards recovery after a hit.

• [V-Trigger I] Cyclone Lariat - When fully charged, the hitbox after the 1st attack lands has been extended upward and instances in which the final attack missed certain characters has been reduced.

Zeku

• [Old] Fukuro (V-Skill I) Reduced instances of the 2nd attack not hitting opponents after the 1st attack lands under certain conditions.

Note: With this adjustment, conditions following the hit will change.

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