Street Fighter V: Arcade Edition – Season 3 Balance Update
We’ve been closely monitoring each character and the community’s reception since the start of Season 3 and have decided to implement further balance changes.
Season 3 started more than two months ago with the arrival of Street Fighter V: Arcade Edition. Since then, Sakura and Blanka joined the ever-expanding roster with Falke, Cody, G, and Sagat coming later in 2018. Two Premier Events on the Capcom Pro Tour 2018 have also crowned their champions with many more along the way to Capcom Cup 2018.
This update will go live on April 3 following the server maintenance. Take a look at the patch notes below, including developer comments to give more insight into the decisions we made.
GENERAL
Crush Counters
Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.
Throw Escape
Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break.
Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor.
Normal Throw Damage
Increased parameters for characters that have less reward on hit.
V-Reversals
Overall rebalancing for the moves’ start-up and performance.
CHARACTERS
Ryu
- Shoulder Throw (Forward Throw)
- Damage increased from 120 to 130
- Recovery increased after the throw by 2F
- Damage increased from 140 to 150
- Reduced the upwards hitbox
- Removed the forward hurtbox that appeared before the hitbox active frames
- Changed so that the collision box will emerge forward when the hitbox becomes active
- Enforced the combo count restrictions
- Added float if the final hit hits midair
- Increased the length of the V-Timer from 800F to 1,000F
- Changed that the counter judgment will become active from 1F of Isshin receiving an attack
- Removed the counter hit judgment from a successful Isshin activation
- Can cancel the recovery into EX Jodan Sokuto Geri only on hit
- Can be canceled into from Axe Kick and Solar Plexus Strike
- Increased the V-Timer usage of each V Hadoken from 50F to 100F
- Changed the position at which movement is possible after the move
- Damage increased by 10 for 1 st active frame only
- Hit stop increased for 1 st active frame only
- Expanded the forward hitbox
- Changed the opponent’s behavior on the first hit
- Note: This has no effect on the battle balance
- Changed so that it will consume V-Timer gauge
- Note: Uses 150F of gauge
- Reduced the opponent’s knockback distance
- Increased the forward travel distance during the move
- Eased the combo count
Ken
- Knee Bash (Forward Throw)
- Damage increased from 110 to 120
- Added 1F of recovery after the throw
- Damage increased from 130 to 140
- Reduced the upwards hitbox
- Pushback on hit slightly decreased
- Pushback on block slightly decreased
- Reduced the upwards hitbox
- Increased the pushback on hit
- Damage reduced from 70 to 50
- Stun reduced from 150 to 100
- Added float value for airborne hit
- Eased the combo count
- Expanded the collision box only when performed from Chin Buster 2 nd cancel
- Eased the combo count
- Changed so that it can hit opponents who are behind Ken
- Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit
- Eased the combo count
- Reduced the horizontal knockback distance for max button press version
- Damage reduced from 200 to 180 for max button press version
Chun-Li
- Standing LP and Standing MP (Normal/V-Trigger)
- Reduced the upwards hitbox
- Changed the distance from the opponent after a throw
- Can be performed from cancelable moves
- Decreased the V-Gauge meter gain from 100 to 80
- Decreased the advantage on Crush Counter from +19F to +18F
- Recovery increased on whiff from 13F to 18F
- Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile
Cammy
- Hurtbox
- Expanded her upwards hurtbox while crouching
- Increased from 900 to 950
- Damage increased from 120 to 130
- Stun decreased from 150 to 120
- Damage increased from 140 to 150
- Increased the pushback on hit
- Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
- Invincible to airborne attacks from 1F to 6F
- Can cancel into V Canon Strike on hit
- Number of V-Trigger blocks reduced from 3 to 2
- The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush
- Expanded the downwards hurtbox
- Damage increased from 70 to 80
- The second attack will be considered a mid attack
- The recovery on block will be the same as on hit
- Recovery on block decreased from -11F to -5F
- Active frames 1F and 2F will be able to hit grounded opponents
M. Bison
- Crouching LP
- Reduced the upwards hitbox
- Expanded the upwards hurtbox
- Damage increased from 130 to 140
- Changed the startup from 16F to 17F
- When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
- Eased the combo count
- Damaged increased when the lower body portion hits from 70 to 100
Nash
- Dragon Suplex (Forward Throw)
- Damage increased from 130 to 140
- Stun increased from 120 to 150
- Damage increased from 140 to 150
- Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
- Increased the forward movement distance of the second hit
- Increased the advantage on hit from +2F to +5F
- Increased the V-Gauge meter gain from 80 to 100
- Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
- Reduced the recovery by 2F
- Throw and projectile invincible from frames 1F-3F
- Will not be able to perform Stealth Dash on whiff
- Changed the behavior when Nash overtakes the opponent character
Vega
- Rainbow Suplex (Forward Throw)
- Damage increased from 120 to 140
- Damage increased from 140 to 150
- Reduced the upwards hitbox
- Can cancel into CA on block
- Increased the distance at which it triggers the opponent’s blocking motion
- Increased the pushback on block
- Damage increased from 100 to 140
- Expanded the forward hitbox for the first hit
- Adjusted the input window
- Addressed the phenomenon where the attack would not connect after a successful parry
- Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded
Dhalsim
- Yoga Rocket (Forward Throw)
- Damage increased from 110 to 120
- Eased the combo count
- Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
- Startup increased from 16F to 17F
- Applied the combo count limit
- Increased the float on hit
- Increased the horizontal blowback distance on hit
Zangief
- Standing Heavy Punch (Uncharged Version)
- Changed the timing for cancel into V-Trigger II
- Reduced the stun from 400 to 200
- Changed the hit effect from blowback to mid-air unrecoverable damage
- Can now be canceled
- Increased the pushback on hit
- Increased the pushback on block
- The opponent’s stun gauge will not recover during the animation lock
- Added a cancel-specific action
Karin
- Hajotsui (Forward Throw)
- Damage increased from 120 to 130
- Damage increased from 140 to 150
- Reduced the recovery after the throw by 2F
- Reduced the hurtbox
- Increased the horizontal blowback distance on hit
- Changed the attack active frames from 8F to 11F
- Reduced the recovery from 21F to 18F
- Uncharged version: Damage decreased from 60 to 50
- Charged version: Damage decreased from 80 to 70
- Charged version: V-Gauge meter gain decreased from 100 to 80
- Eased the combo count
- Damage decreased from 120 to 100
- Damage increased from 120 to 140
- Can be performed from cancelable moves
- Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit
- Reduced the damage for the grounded version from 120 to 100
R. Mika
- Crouching MP
- Increased the horizontal blowback distance for mid-air hit
- Changed the performance when performed as a cancel from Lady Mika
- L: Damage increased from 170 to 180
- M: Damage increased from 180 to 190
- H: Damage increased from 190 to 200
- EX: Damage increased from 230 to 240
Birdie
- Bad Skull (Forward Throw)
- Stun decreased from 200 to 150
- Active frames reduced from 6F to 5F
- Recovery increased from 15F to 16F
- Increased the disadvantage on block from -11F to -14F
- Expanded the hurtbox after the active frames end
- Delayed the timing at which the post-active frames hurtbox disappears
- Increased the pushback on block
- Startup increased from 16F to 17F
Necalli
- Standing LP and Crouching LP (Normal/V-Trigger)
- Reduced the upwards hitbox
- Regular version: Damage increased from 110 to 120
- V-Trigger version: Damage increased from 120 to 130
- Regular version: Damage increased from 100 to 110
- V-Trigger version: Damage increased from 110 to 120
- The blowback on counter hit was changed to be the same as the regular version
- Blowback on hit changed to be the same as the regular version
- The blow on counter hit was changed to be the same as the regular version
- Pushback on hit for the second hit slightly decreased
- First hit can be canceled into V-Trigger
- Pushback on hit for the second hit slightly decreased
- Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)
- Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)
- The second hit can be canceled into V-Trigger
- Increased the pushback on hit for the second hit
- Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar
- Pushback on block slightly decreased for the max charge version
- Increased the active frames after landing for the max charge version from 4F to 7F
- Added collision boxes for after the move ends
Rashid
- Stun
- Decreased from 1000 to 950
- Added 2F of recovery after the throw
- Stun decreased from 200 to 150
- Advantage on hit decreased from +4F to +2F
- Advantage on block decreased from +2F to +1F
- Is now a cancelable move
- Advantage on block decreased from +0F to -3F
- Note: Block recovery reduced by 3F
- Recovery increased from 15F to 17F
- Advantage on hit reduced from +2F to +1F
- Disadvantage on block increased from -2F to -4F
- Expanded the forward hitbox
- Cancel timing from Easifa delayed by 3F
- Reduced the recovery for the first hit on block by 3F
- Reduced the recovery for the first hit on block by 3F
- Sped-up the startup of the second hit by 1F
- Increased the interval between clinging to the wall and jump by 2F
- Pushback on block slightly decreased for the rapid button press version
- Landing recovery on whiff increased from 11F to 16F on whiff
- Note: No changed to recovery on hit or block
- Block stop for the third hit increased by 4F
- Sped up the startup when performed in close range
- Changed so that Rashid will bounce off the opponent when blocked
- Damage decreased from 140 to 100
- Stun decreased from 200 to 150
- Damage decreased from 120 to 100
- Stun decreased from 200 to 150
- Damage decreased from 150 to 120
- Stun decreased from 200 to 150
- Advantage on block decreased from +1F to -2F
- Increased the pushback on block
- Damage reduced from 80 to 60
- Stun for the M and H versions reduced from 150 to 140
- Damage reduced from 120 to 100
- Stun reduced from 200 to 160
- Invincibility frames changed to 1-17F
Laura
- Seoi Throw (Forward Throw)
- Added 2F of recovery after the throw
- Slightly increased the separation distance upon landing the throw in the corner
- Reduced the backwards hitbox
- Increased the advantage on hit from +3F to +4F
- Recovery increased on whiff and on block by 2F
- Is now subject to counter-hit
- Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap
- Startup increased from 34F to 32F
- Startup increased from 16F to 17F
- Expanded the forward hitbox for the second active throw frame
- Changed so that the dodging motion will not consume V-Timer gauge
- V-Timer consumption amount increased from 500F to 1,000F
- Fixed the phenomenon where Laura would have a hurtbox during the move’s animation
F.A.N.G
- Standing LP
- Reduced the upwards hitbox
- Added 2F of recovery after the throw
- Eased the combo count
- Increased the overall movement frames from 30F to 31F
- Added a hurtbox from 26F to 31F
Alex
- Leg Tomahawk (Backwards Throw)
- Damage increased from 140 to 160
- Reduced the upwards hitbox
- Increased the active frames from 2F to 3F
- Reduced the recovery from 8F to 7F
- Will force the opponent to stand on hit
- Reduced the upwards hitbox
- Increased the float on hit
- Can be canceled
- Increased the disadvantage on block from -6F to -8F
- Eased the height restriction at which the move can be performed
- Eased the combo count
- Increased the float for mid-air hit
- Startup increased from 16F to 17F
- Reduced the startup from 19F to 18F
- Damage increased from 90 to 100
- Eased the combo count
- Delayed the timing at which he can move again after hit by 4F
- Increased the separation distance after hit
- Throw hitbox startup reduced from 6F to 5F
- Reduced the collision box on startup
- Throw hitbox startup reduced from 6F to 5F
- Damage decreased from 190 to 180
- Sped up the startup by 3F when performed as a cancel
Guile
- Dragon Suplex (Forward Throw)
- Damage increased from 120 to 130
- Stun increased from 120 to 150
- Startup increased from 16F to 17F
- Recovery increased on hit by 2F
- Pushback on block slightly decreased
- Cannot be activated by V-Trigger cancel from a regular Sonic Boom.
- No changes to the EX version
- Increased the horizontal blowback distance on hit
- Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version
- Increased the horizontal blowback distance on hit
- Decreased the invincibility period from 31F to 11F
- Changed so that until the attack startup, Guile’s body is not pushed into movement
- Expanded the collision boxes in the forward direction until directly before attack startup
- Changed so that Guile isn’t pushed to a different position until the attack startup
Ibuki
- Yami Kazura (Forward Throw)
- Damage increased from 120 to 130
- Damage increased from 140 to 150
- Expanded the downwards hitbox
- Expanded the downwards hurtbox
- Changed the damage for the last hit only to 70
- Startup increased from 15F to 17F
- Decreased the active frames from 13F to 4F
- Reduced the hitbox
- Increased the log’s movement speed
- Changed to be uniformly -2F on block
- Pushback on block slightly decreased
- Damage reduced from 100 to 80
- Damage increased from 80 to 100
Balrog
- Dirty Bomber (Forward Throw)
- Damage increased from 130 to 140
- Startup increased from 16F to 17F
- Reduced the startup from 24F to 23F
- Slightly increased the forward movement distance
- Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure
- The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush
- Will combo when performed from a cancelable normal move on hit
- Reduced the recovery after the thrown by 8F
- Changed the status after hit in the corner to be about the same as in the middle of the screen
- Expanded the forward hitbox only when performed from a cancel
Juri
- Chisenkyaku (Forward Throw)
- Damage increased from 110 to 120
- Added 2F of recovery after the throw
- Reduced the upwards hitbox
- Reduced the downwards hurtbox
- Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50
- Startup increased from 15F to 17F
- Increased the pushback distance on block
- Normal, V-Trigger: Damage decreased from 100 to 90
Urien
- Spartan Bomb (Forward Throw)
- Stun increased from 120 to 150
- Stun decreased from 200 to 150
- Recovery increased from 9F to 10F
- Note: No changes to recovery on hit or block
- Advantage on hit increased from +3F to +4F
- Advantage on block increased from +2F to +3F
- Increased the pushback distance on hit and block
- Reduced the opponent pushback distance on Crush Counter
- Recovery increased from 8F to 9F
- No changes to recovery on hit or block
- Reduced the upwards hitbox
- Delayed the cancel timing for each version of Tyrant Blaze by 2F
- Increased the advantage on hit from +1F to +3F
- Increased the disadvantage on block from -6F to -8F
- Pushback on block slightly decreased
- Increased the disadvantage on block from -6F to -8F
- Pushback on block slightly increased
- Changed the length of the V-Timer from 3,000 to 3,200F
- Increased the horizontal blowback distance for the 2 nd attack on hit
- Increased the V-Timer consumption from 800F to 1,200F
- Slightly increased the forward hitbox
- Increased the V-Timer consumption from 800 to 1,200F
- Decreased the recovery for the first hit only by 4F
- Changed to have armor properties until 8F after the first hi
- Expanded the forward hitbox
- Increased the V-Timer consumption from 800F to 1,200F
- Changed to have armor properties until 3F after the first hit
- Expanded the forward hitbox
- Startup increased from 16F to 17F
Akuma
- Hyakkigosai (Shiretsu Hasshi Ver)
- Behavior on whiff unified with the EX version
- Reduced the upwards hitbox
- Recovery increased from 16F to 18F
- Note: No changes to advantage/disadvantage
- Reduced the upwards hitbox
- Recovery increased from 16F to 20F
- No changes to advantage/disadvantage
- Startup increased from 16F to 17F
- Increased the horizontal blowback distance on hit
- Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit
- Changed so that the opponent cannot perform a recovery for the 3 rd overall hit
- Can no longer cancel Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
- Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move
- Changed so that his collision boxes will not move forward during recovery
- Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100
Kolin
- Pressure Ridge (Forward Throw)
- Damage increased from 120 to 130
- Increased the disadvantage on block from -2F to -4F
- Reduced the upwards hitbox
- Delayed the timing for canceling into Absolute Zero by 3F
- Expanded the upwards hurtbox
- Delayed the timing for canceling into Absolute Zero by 3F
- Reduced the backwards hitbox
- Reduced the active frames from 3F to 2F
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for both hit for both hit and block
- Recovery increased for the normal and V-Trigger versions on hit by 5F
- Can cancel into Absolute Zero on block
- Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge on block
- Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash
- Changed so that it will not hit opponents who are behind Kolin
- Only applies to grounded opponents, has no effect on her juggle combos
- Damage increased from 90 to 120
- Increased the V-Timer consumption from 500F to 700F
- Decreased the advantage on hit from +3 to +2F
- Increased the disadvantage on block from -7F to -8F
- Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100
Menat
- Overflowing Nile (Forward Throw) (Bare Handed/Crystal Ball)
- Added 1F of recovery after the throw
- Expanded the downwards hitbox of the crystal ball
- Reduced the backwards hitbox
- Base of the hitbox only – will not hit opponents who are behind Menat
- Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
- V-Gauge meter gain increased from 50/25 to 80/40
- Can cancel into Wisdom of Thoth/Prophecy of Thoth
- V-Gauge meter gain increased from 80/40 to 100/50
- Can cancel into Wisdom of Thoth/Prophecy of Thoth
- V-Gauge meter gain increased from 50/25 to 80/40
- Reduced the hurtbox
- Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage
- Can cancel into Wisdom of Thoth/Prophecy of Thoth
- V-Gauge meter gain increased from 50/25 to 100/50
- Reduced the hurtbox
- Can cancel into Wisdom of Thoth/Prophecy of Thoth
- Changed the command from F, D, DF +P/PP to F, D, DF, +K/KK
- Changed the invincibility timing from 6F to 5F
- Changed the command from F, D, DF + P to D, DF, F + K
- Reduced the damage from 100 to 80
- Reduced the stun from 200 to 150
- Increased the chip damage from 7 to 13
Ed
- Standing LP
- Reduced the upwards hitbox
- Reduced the upwards hitbox
- Reduced the advantage on block from +3F to +2F
- Reduced the damage from 90 to 80
- Note: Damage on the extended part reduced from 80 to 70
- When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent
- Increased the overall movement frames from 29F to 31F
- Added a hurtbox from 26F to 31F
- Increased the move delay from Psycho Rising by 5F
- Reduced the V-Gauge meter gain for the non-charged version from 100 to 80
- The V-Gauge meter gain distribution has been changed in accordance with the damage
- Reduced the V-Gauge meter gain for the charged version from 120 to 100
- Changed the hit motion for the non-charged version
- Added 2F of recovery for the non-charged version on hit
- Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
- Reduced the recovery on whiff for the charged version from 57F to 40F
- Reduced the recovery on whiff for the charged version from 50F to 40F
- Expanded the downwards hitbox for the non-charged version
- Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
- V-Gauge meter gain distribution has been changed in accordance with the damage
- Damage increased from 100 to 120
- Reduced the startup from 16F to 13F when the move is performed with the forward input
- Deleted the hurtbox during the screen freeze
- Reduced the recovery by 3F when performed from a cancel
- Deleted the hurtbox during the screen freeze
- On block, will deal real chip damage instead of recoverable gray damage
- Added a projectile-nullifying hitbox aside from the attack hitbox
- Expanded the horizontal hitbox for the first active frame
- Reduced the horizontal hurtbox
- Reduced the amount of V-Timer consumption from 1,500F to 1,300
- Expanded the hitbox for the attack active frames from 1F to 3F
- Changed the position of the hitbox for the attack active frames from 4F to 7F
- Reduced the amount of V-Timer consumption from 1,500F to 1,300F
- Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100
Abigail
- Vitality
- Reduced vitality from 1100 to 1075
- Stun increased from 1050 to 1075
- Changed the height of his hurtbox and collision box for spinning knockdown damage
- Increased the spacing distance on hit in the corner
- Startup increased from 5F to 6F
- Increased the pushback on block
- Stun decreased for the charge version from 200 to 150
- Startup increased from 5F to 6F
- Reduced the downward hitbox for the second and third active frames
- Recovery increased from 10F to 12F
- Removed the counter hit judgment after the attack startup
- Increased the pushback on hit
- Can only be canceled into V-Trigger
- Stun decreased for the charge version from 200 to 150
- Increased the pushback on hit
- Changed so that only the third active frame will hit a downed opponent
- Stun decreased for the charge version from 200 to 150
- Stun decreased for the charge version from 200 to 150
- Startup increased from 16F to 17F
- Reduced the opponent’s blowback
- Damage decreased from 120 to 80
- Stun decreased from 200 to 150
- Made the situation after hit the same as L Abigail Smash
- Expanded the hurtbox during recovery
- Damage decreased from 100 to 80
- Expanded the hurtbox during recovery
- Added 4F of recovery after the throw
- Increased the separation distance after hit
- Added 3F of recovery after the throw
- Fixed the phenomenon where the advantage/disadvantage when performed as a cancel from certain regular moves was different than that of Max Power
- On block, opponent takes actual damage instead of recoverable damage
- Reduced the upwards hitbox
- Enforced combo count restrictions on the non-charged version
- Damage increased for the non-charged version from 120 to 150
- Stun increased for the non-charged version from 150 to 200
- Damage increased for the charged version from 170 to 200
- Damage increased for the max-charge version from 220 to 250
- Enforced combo count restrictions
- Increased the knockdown time for the first hit
- Stun decreased for the non-rapid button press version from 180 to 120
- Stun decreased for the rapid button press version from 200 to 150
- Added 8F of recovery to the rapid button press version (L/H)
- Added 7F of recovery to the rapid button press version (M)
- Increased the knockdown time for the first hit
- Changed the blowback on first hit counter hit to be the same as the regular hit version
- Damage increased for the non-rapid button press version from 130 to 140
- Damage decreased for the rapid button press version from 170 to 160
- Stun decreased for the non-rapid button press version from 200 to 150
- Stun decreased for the rapid button press version from 230 to 200
- Recovery increased for the rapid button press version by 8F
Zeku (Old)
- Tsurigane Otoshi (Forward Throw)
- Damage increased from 120 to 130
- Damage increased from 140 to 150
- Reduced the upwards hitbox
- Reduced the upwards hitbox
- Reduced the upwards hitbox
- Expanded the hitbox at the base
- Changed so that it will not build EX gauge on hit or block
- Reduced the startup from 17F to 12F
- Changed the opponent reaction from blowback to stagger on hit
- Increased the pushback on block
- Damage decreased at the base and the part that nullifies projectiles by 10
- Damage decreased from 120 to 100
- Changed the blowback for the first hit
- Changed the horizontal blowback on hit
- Damage decreased on hit at the base from 90 to 80
- Damage decreased on hit for the projectile-nullifying part only from 80 to 70
- Damage decreased on hit at the base from 120 to 110
- Damage decreased on hit for the projectile-nullifying part only from 100 to 90
- Expanded the hitbox for the part that physically hits, from the second hit onward
- Changed the movement distance upon directional key input
- Changed the trajectory on startup
- Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only
- The first normal move performed from Idaten can be cancelled
- Changed the invincibility timing from 6F to 3F
- Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand
- Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku/Teki
- Changed the movement distance for the initial startup
- Changed from one-time usage to timer-type, added the special move Karura Tenzan
- Damage decreased from 180 to 140
- Stun decreased from 200 to 150
- On hit, reduced the opponent’s blowback time by 3F
- On hit, changed to be projectile invincible until the active frames end
- Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
Zeku (Young)
- Tesso (Forward Throw)
- Damage increased from 120 to 140
- Damage increased from 120 to 160
- Stun increased from 150 to 200
- Increased the EX meter gain from 80 to 100
- Reduced the upwards hitbox
- Changed the hitboxes and hurtboxes in to match a change in the motion
- Expanded the forward hitbox
- Deleted the forward hurtbox
- Reduced and expanded the hurtbox
- Changed so that it does not build EX gauge on hit or block
- Damage increased from 80 to 90
- Expanded the upwards hitbox for the startup of the second hit
- Expanded the upwards hitbox for the second hit
- Active frames from the second hit increased from 2F to 4F
- Attack startup reduced from 17F to 12F
- Changed the opponent reaction from blowback to stagger on hit
- Increased the pushback on block
- Eased the combo count
- Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated
- Recovery increased from 20F to 21F
- Note: No changes in advantage/disadvantage
- Attack startup reduced from 27F to 26F
- Damage increased from 80 to 100
- Eased the combo count
- Stun increased from 150 to 200
- Eased the combo count
- Eased the combo count
- Stun increased from 150 to 200
- Eased the combo count
- Can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit only
- The first normal move performed from Idaten can be cancelled
- Invincibility timing changed from 6F to 3F
- Changed the movement distance for the initial startup
- Changed from one-time usage to timer-type, added the special move Karura Tenzan
- Damage decreased from 180 to 140
- Stun decreased from 200 to 150
- On hit, reduced the opponent’s blowback time by 3F
- On hit, changed to be projectile invincible until the active frames end
- Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
Sakura
- Hanakaze (Forward Throw)
- Added 1F of recovery after the throw
- Increased the separation distance upon landing the throw in the corner
- Damage increased from 140 to 150
- Damage increased from 140 to 160
- Landing recovery on whiff increased from 4F to 6F
- Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
- Reduced the upwards hitbox
- Active frames reduced from 4F to 3F
- Adjusted the motion
- Due to the change above, hitboxes were adjusted accordingly
- Advantage on hit increased from +2F to +5F
- Pushback on hit slightly decreased
- Pushback on block slightly decreased
- Expanded the forward hitbox for the first active frame
- Moved the hitbox forward for active frame 3F
- Active frame 3F will no longer trigger a Crush Counter
- Reduced the backwards hurtbox
- Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
- Changed the V-Gauge meter build distribution, from 75 (25×3) to 120 (30+40+50)
- Damage increased from 60 to 80
- Startup increased from 15F to 17F
- Pushback on block slightly decreased
- Reduced the hitbox
- Added 5F of recovery on whiff
- Damage increased from 80 to 100
- Reduced the startup from 25F to 24F
- Expanded the hurtbox for the second hit
- Damage increased from 50 to 60
- Damage increased from 80 to 100
- Startup decreased from 17F to 14F
- Note: No changes to advantage/disadvantage
- Changed the overall movement frames from 48F to 45F
- Note: No changes to advantage/disadvantage
- Expanded the forward hitbox
- Can now be canceled into V-Trigger
- Changed the overall movement frames from 45F to 42F
- Note: No changes to advantage/disadvantage
- Expanded the forward hitbox
- Adjusted the combo count
- Changed the overall movement frames from 75F to 60F
- Increased the advantage on block from +3F to +10F
- Expanded the forward hitbox
- Reduced the damage from 70 to 60
- Changed the overall movement frames from 57F to 45F
- Changed the opponent’s blowback on hit
- Expanded the forward hitbox
- Changed so that it will not hit a crouching opponent
- Changed to cause a knockdown on hit
- Active frames changed from 24F to 27F
- Reduced the attack active frames from 17F to 15F
- Note: No changes to advantage/disadvantage
- Changed the overall movement frames, from 55F to 45F
- Note: No changes to advantage/disadvantage
- Increased the float on hit
- Changed so that it will not hit a crouching opponent
- Can now be canceled into V-Trigger
- Changed the overall movement frames, from 51F to 45F
- Expanded the forward hitbox
- Changed the opponent’s float on hit
- Changed so that it will not hit a crouching opponent
- Adjusted the combo count
- Damage increased from 100 to 110
- Changed the overall movement frames, from 67F to 55F
- Adjusted the combo count
- Changed the opponent’s float on hit
- Changed so that it will not hit a crouching opponent
- Reduced the opponent’s blowback distance on hit
- Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken/V Hadoken/charged V Hadoken/V Tengyo Hadoken/ charged V Tengyo Hadoken).
Blanka
- Quick Rolling (V-Reversal)
- Increased the pushback on block
- Increased the opponent’s blowback on hit
- Reduced 2F of recovery to the V-Trigger cancel
- Advantage on block increased from +2F to +3F
- Damage increased from 100 to 120
- Stun increased from 180 to 200
- Can now be canceled into V-Trigger
- Stun increased from 180 to 230
- Changed to blowback damage on midair hit
- Eased the combo count
- Decreased the landing recovery from 14F to 11F
- Note: No changes to advantage/disadvantage
- Decreased the landing recovery from 13F to 5F
- Note: There are changes to advantage/disadvantage on hit and block
- Decreased the landing recovery from 14F to 11F
- Note: No changes to advantage/disadvantage
- Changed so that the first and second hits will be blocked successively
- Reduced the disadvantage on block from -14F to -8F
- Reduced the damage from 250 to 220
- Changed so that the final hit causes a guard break