Street Fighter V is releasing a big update tomorrow, and we've got all the changes for you right here. Aside from some tweaks to throw escapes, crush counters, and some hitbox adjustments, there are a slew of general changes, plus some balancing tweaks for the two newest fighters, Blanka and Sakura, among others. Head over to the official site for the massive list of changes, or just read our list for an overview of what you can expect from the update.
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
Sakura
Hanakaze (Forward Throw)
Added 1F of recovery after the throw
Increased the separation distance upon landing the throw in the corner
Sakura Shoulder Throw (Backwards Throw)
Damage increased from 140 to 150
Sailor Hop (Air Throw)
Damage increased from 140 to 160
Landing recovery on whiff increased from 4F to 6F
Haru Kaze
Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
Standing LP
Reduced the upwards hitbox
Standing LK
Active frames reduced from 4F to 3F
Adjusted the motion
Due to the change above, hitboxes were adjusted accordingly
Crouching MP
Advantage on hit increased from +2F to +5F
Pushback on hit slightly decreased
Pushback on block slightly decreased
Furiko Upper
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
Sakura Otoshi
Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
Changed the V-Gauge meter build distribution, from 75 (25x3) to 120 (30+40+50)
Oukakyaku
Damage increased from 60 to 80
Floral Spin (V-Reversal)
Startup increased from 15F to 17F
Pushback on block slightly decreased
Hogasho
Reduced the hitbox
Added 5F of recovery on whiff
H Shunpukyaku
Damage increased from 80 to 100
Reduced the startup from 25F to 24F
Expanded the hurtbox for the second hit
Hadoken
Damage increased from 50 to 60
EX Hadoken
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
V Hadoken
Changed the overall movement frames from 45F to 42F
Note: No changes to advantage/disadvantage
Expanded the forward hitbox
Adjusted the combo count
V Hadoken (Charged)
Changed the overall movement frames from 75F to 60F
Increased the advantage on block from +3F to +10F
Expanded the forward hitbox
Tengyo Hadoken
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
EX Tengyo Hadoken
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
V Tengyo Hadoken
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
V Tengyo Hadoken (Charged)
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
EX Shououken
Reduced the opponent’s blowback distance on hit
Sakura Rain
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
Jungle Dynamo/Lightning Beast
Reduced 2F of recovery to the V-Trigger cancel
Electric Thunder
Advantage on block increased from +2F to +3F
EX Electric Thunder
Damage increased from 100 to 120
Stun increased from 180 to 200
Can now be canceled into V-Trigger
V Electric Thunder
Stun increased from 180 to 230
Back Step Rolling
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
EX Back Step Rolling
Decreased the landing recovery from 13F to 5F
Note: There are changes to advantage/disadvantage on hit and block
V Back Step Rolling
Decreased the landing recovery from 14F to 11F
Note: No changes to advantage/disadvantage
Ground Shave Rolling
Changed so that the first and second hits will be blocked successively
Reduced the disadvantage on block from -14F to -8F
Ground Shave Rolling (Max Charge)
Reduced the damage from 250 to 220
Changed so that the final hit causes a guard break
Ryu
Shoulder Throw (Forward Throw)
Damage increased from 120 to 130
Recovery increased after the throw by 2F
Somersault Throw (Backwards Throw)
Damage increased from 140 to 150
Standing LP (Normal/V-Trigger)
Reduced the upwards hitbox
Standing MK
Removed the forward hurtbox that appeared before the hitbox active frames
Crouching MK
Changed so that the collision box will emerge forward when the hitbox becomes active
Jodan Nirengeki/Jodan Sanrengeki
Enforced the combo count restrictions
Added float if the final hit hits midair
Denjin Renki
Increased the length of the V-Timer from 800F to 1,000F
Isshin
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
V Hadoken
Increased the V-Timer usage of each V Hadoken from 50F to 100F
VEX Hadoken
Changed the position at which movement is possible after the move
H Shoryuken (Normal/V-Trigger)
Damage increased by 10 for 1 st active frame only
Hit stop increased for 1 st active frame only
EX Shoryuken
Expanded the forward hitbox
Changed the opponent’s behavior on the first hit
Note: This has no effect on the battle balance
V Shoryuken/VEX Shoryuken
Changed so that it will consume V-Timer gauge
Note: Uses 150F of gauge
Jodan Sokuto Geri
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
Hell Wheel (Backwards Throw)
Damage increased from 130 to 140
Standing LP
Reduced the upwards hitbox
Crouching LP
Pushback on hit slightly decreased
Pushback on block slightly decreased
Reduced the upwards hitbox
Crouching LK
Increased the pushback on hit
Quick Step (V-Skill)
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
M Shoryuken
Eased the combo count
EX Shoryuken/VEX Shoryuken
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
Shinryuken
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
Koshuto (Forward Throw)
Changed the distance from the opponent after a throw
Rankyaku (V-Skill)
Can be performed from cancelable moves
Decreased the V-Gauge meter gain from 100 to 80
Yokusenkyaku (Normal)
Decreased the advantage on Crush Counter from +19F to +18F
Recovery increased on whiff from 13F to 18F
Kikosho
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
Stun
Increased from 900 to 950
Gyro Clipper (Forward Throw)
Damage increased from 120 to 130
Stun decreased from 150 to 120
Delta Through (Backwards Throw)
Damage increased from 140 to 150
Crouching LK
Increased the pushback on hit
Lift Upper
Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
L Cannon Spike
Invincible to airborne attacks from 1F to 6F
V Cannon Spike
Can cancel into V Canon Strike on hit
Delta Step/Delta Ambush
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
Delta Twist
Expanded the downwards hurtbox
Reverse Edge
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
Crouching HP
Expanded the upwards hurtbox
Psycho Impact (Forward Throw)
Damage increased from 130 to 140
Psycho Burst (V-Reversal)
Changed the startup from 16F to 17F
EX Double Knee Press
When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
Psycho Judgment
Eased the combo count
Psycho Crusher
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
Target Down (Backwards Throw)
Damage increased from 140 to 150
Standing MK
Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
Raptor Combination/Bullet Combination
Increased the forward movement distance of the second hit
Bullet Clear (V-Skill)
Increased the advantage on hit from +2F to +5F
Increased the V-Gauge meter gain from 80 to 100
Moonsault Slash
Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
Sonic Move – Hide
Reduced the recovery by 2F
Throw and projectile invincible from frames 1F-3F
Justice Corridor
Will not be able to perform Stealth Dash on whiff
Changed the behavior when Nash overtakes the opponent character
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