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diegomel escribió:Alguien sabe que hay que hacer en la semanal de 5000 de esta semana ?
THumpER escribió:Me gustan los temas del nuevo escenario porque me recuerda a la ost de naruto xD aunque le sobran los momentos electronicos estos que tiene pero bueno.
De la cancion de DJ akuma... sin comentarios
Master_II escribió:Cuando se puede empezar a catar akuma?
A partir de la 1 de la mañana?O mañana x la noche?Xq si dicen q mañana hay mantenimiento toda la tarde no creo q ya este disponible hasta la noche,y tampoco hay parche de actualización aun,asi q me da q aun nos quedan 24 horas mas de espera
Kim Hwan escribió:Master_II escribió:Cuando se puede empezar a catar akuma?
A partir de la 1 de la mañana?O mañana x la noche?Xq si dicen q mañana hay mantenimiento toda la tarde no creo q ya este disponible hasta la noche,y tampoco hay parche de actualización aun,asi q me da q aun nos quedan 24 horas mas de espera
A la 1 de la madrugada de mañana es decir, mantenimiento de las 17:00 martes día 20 hasta la 01:00 ya día 21
Kim Hwan escribió:Master_II escribió:Cuando se puede empezar a catar akuma?
A partir de la 1 de la mañana?O mañana x la noche?Xq si dicen q mañana hay mantenimiento toda la tarde no creo q ya este disponible hasta la noche,y tampoco hay parche de actualización aun,asi q me da q aun nos quedan 24 horas mas de espera
A la 1 de la madrugada de mañana es decir, mantenimiento de las 17:00 martes día 20 hasta la 01:00 ya día 21
Miyazaki escribió:Kim Hwan escribió:Master_II escribió:Cuando se puede empezar a catar akuma?
A partir de la 1 de la mañana?O mañana x la noche?Xq si dicen q mañana hay mantenimiento toda la tarde no creo q ya este disponible hasta la noche,y tampoco hay parche de actualización aun,asi q me da q aun nos quedan 24 horas mas de espera
A la 1 de la madrugada de mañana es decir, mantenimiento de las 17:00 martes día 20 hasta la 01:00 ya día 21
Eso significa que no se podra jugar online mañana? sobre akuma pensaba que estaria por la mañana.
In addition to the balance changes, you’ll find a few other features included in the patch:
Direct Input controller support
We are happy to announce that Street Fighter V on Steam now officially supports Direct Input controllers. You’ll find this in the Other Settings section of Options.
Background Music Select
In Battle Settings, you’ll now be able to select your preferred music in Training and Versus Modes as well as Casual and Ranked matches.
Fighter Profile Radar Charts
Additional updates and fixes have been implemented into Fighter Profiles.
Updated Rage Quit System
The current Rage Quit System has resulted in a significant decrease in rage quitting. That said, we always planned to take this one step further and are ready to further address the issue with this update. In addition to losing League Points and being locked out of online matchmaking for a set time, the following additions have been made to the system:
Matchmaking Update - Players who frequently disconnect during matches will now be more likely to be matched up with other players who exhibit similar behavior. The same applies for honorable players who rarely, if ever disconnect; they will be matched up with similar players.
Player Profile Icons - The worst offenders and the most honorable players will also have a special icon displayed on their Fighter Profiles.
League Points Deduction – Anytime a player disconnects during a match, their League Points will be deducted as if it was a loss.
For character-specific changes, we’ve created a handy pdf for easy access. You can download it here.
Overall
Many adjustments have been made to invincible moves that don't use meter. Since there was a big difference between characters who had invincible moves and those who didn't, such as a Shoryuken, many changes have been made to moves that were invincible with no cost.
Parameters and hit situations for all normal throws have been adjusted. Changes have been made to characters who can loop throws at the edge of the screen. Even after the adjustments, there will be some characters who can loop throws, as those parameters have been adjusted less compared to other characters.
Due to changes to the game, some general attacks have been adjusted for each character. Along with changes 1 and 2, and the other changes to the game, characters who were able to attack more often and had a long reach became significantly stronger. Due to this, regardless of the strength of the character, general attacks for all characters have been adjusted.
Ryu
Ryu's Shoryuken properties have been revised, while his general attacks have been changed to match the changes to the entire game. In addition to those changes, Ryu can now V-Trigger cancel the second hit of the Jodan Sanrengeki as well as special cancel his standing HP during V-Trigger, ultimately widening the moveset that can be used during footsies.
Ken
Ken's airborne Tatsumaki Senpukyaku parameters have been adjusted as the attack was quite strong. Although that may have weakened him in the air slightly, we made it so the Lion Breaker can be cancelled into his V-Skill, allowing Ken the ability to land high damage on the ground depending on the situation.
Chun-Li
Chun-Li's special moves such as Hyakuretsukyaku (both grounded and airborne) and Kikoken have been revised, and adjustments to advantageous parameters have been made. The duration of her V-Trigger has been shortened, but V-gauge is easier to fill up as she now has additional attacks from V-Skill and increased combo potential. Additionally, her new special move cancels have given her a wider range of attack variety.
M. Bison
Adjustments have been made to Psycho Reflect, where the player now gets to choose when they want to shoot the projectile received from absorbing an attack or projectile. Additionally, EX Psycho Blast range has been increased, allowing it to reach the edge of the screen, providing more options for attack. Hit invincibility has been added to EX Head Press during V-Trigger, giving him some defensive buffs as well.
Nash
Moves that were used frequently during footsies have been adjusted. Advantages on Side Knee Attack and Sonic Boom have been adjusted and a new target combo that includes Bullet Clear has been added to give him the ability to go on the offensive while in close range.
Karin
Parameters for most of Karin's general attack have been revised. As Karin's primary weakness was her lack of anti-airs, an airborne target combo has been added to strengthen her anti-air abilities.
Cammy
With the revision to Cammy's Cannon Spike, her defense has weakened a little. However, offsetting this is the addition of new combo possibilities and positive changes to her advantage after certain attacks have landed.
Birdie
Birdie's attacks have been adjusted to match the general changes to the game. The advantage after certain attacks have increased, including the ability to follow Standing HK to Standing MP and Crouching HP to H Hanging Chain.
Necalli
Parameters for all of Necalli's main moves have been revised. Opening Dagger can only be charged while V-Trigger is active, giving him a wider range of offensive options.
Vega
Parameters for some of Vega's normal attacks have been revised. As Vega's damage output was generally questionable, Aurora Spin Edge and Crimson Terror have been strengthened, increasing the return when they land.
Rashid
Rashid's attack options have been increased by making it easier to do combos that include V-trigger and CA. Additionally, his jumping MP has been adjusted so that it can combo into Airborne Eagle Spike, increasing his anti-air abilities.
R. Mika
R. Mika's properties for Passion Press and Passion Rope Throw have been revised so that she can no longer mix up the opponent anywhere, anytime. She also now has an airborne target combo, increasing her anti-air abilities.
Zangief
The advantage and distance between Zangief and the opponent when his moves land or are blocked has been adjusted, giving him more opportunities to choose between hits and throws. All special moves including Double Lariat have been adjusted.
Dhalsim
Dhalsim's special and normal moves used frequently during footsies have been strengthened, resulting in an increase in his ability to control range.
F.A.N.G
F.A.N.G's attacks frequently used at mid-range have been adjusted to be slightly slower, however the advantage on hit has been increased. As damage output with F.A.N.G was questionable, special moves can now be performed without charge during V-Trigger to allow for higher damage potential.
Laura
Laura's attacks have been adjusted to increase her overall combo potential. Additionally, her advantage after combos has been adjusted so that it's easier for her to continue offense.
Alex
To match the changes in the game, Alex's mid-range attacks have become a little slower. However, Alex's close range damage output has increased as new combo opportunities such as, Crouching LP > L Flash Chop and Lariat > Standing MP have been added. Additionally, the anti-air ability of crouching HP has been improved, making it easier to do damage when he properly reads the opponent.
Guile
Adjustments have been made to Guile's unique attacks, such as decreasing the hurtbox around his feet during the Rolling Sobat and increasing the advantage on his Knee Bazooka and Reverse Spin Kick. By increasing the strength of these attacks, there should be an increase in the amount of unique moves used during footsies.
Ibuki
Ibuki's dash has been sped up as well as her jump to help her close the distance against the opponent quicker. Her standing MK has also been strengthened greatly to provide more attack/defense options once she gets in.
Balrog
Balrog now has more ways to break through the opponent's guard. Changes, such as minimizing the recovery on Buffalo Pressure, increases his mix up potential and making crouching MK a low hit gives him greater high/low options. Special moves such as Screw Smash have been changed from charge moves to command moves to help with offense, while adjustments have been made to each stage of Turn Punch, to increase how much space Balrog can move in an instant.
Juri
Attack properties of Juri's normal attacks have been adjusted while combo potential has been increased through modifications to her standing MP to standing MK. Additionally, her ability to cancel all versions of Fuharenkyaku with her V-Skill allow her greater movement options.
Urien
Some of Urien's normal attacks have been revised, resulting in an increase in a greater advantage after those attacks hit or are blocked. Another offensive improvement is that jumping LK can now cross-up, resulting in more offensive variety. On the defensive side, crouching HP startup has been quickened in an effort to increase his anti-air abilities.
Lastly, we here at Capcom would like to wish everybody a Happy Holidays and a Happy New Year. It has been a fantastic year and we are even more excited for what we have in store for you in 2017. Next year marks the 30th Anniversary of the Street Fighter series and for the latest updates on our upcoming celebrations, make sure you follow us on Facebook and Twitter.
Alex
Hurtbox:
• The size of the forward hurtbox when crouching has been decreased
• Hitbox when character is changing directions has been changed
Face-Crush Chop (Forward Throw):
• Stun damage has been decreased 170 to 120
• CA meter gain has been decreased
• Adjusted so that the collision box doesn't move forward during attack motion
Leg Tomahawk (Reverse Throw):
• Adjusted so that the collision box doesn't move forward during attack motion
Standing LP:
• Removed the 3rd active frame from hitbox
• The knockback distance when hit in-air has been increased
• The upwards hitbox has been decreased
• The hurtbox around the hitbox has been expanded upwards
Standing LK:
• The motion start point has been moved forward when receiving damage or motion is cancelled. o The position of hitbox, hurtbox, and collision box has been adjusted.
• The motion start timing has been delayed by 1F when a cancelling a special move
Standing MP:
• Motion startup has been changed 12F to 14F
• No change to advantage
• Pushback distance on-hit has been increased
• Advantage on V-Trigger cancel has been changed +12F to +10F
• Hurtbox size has been increased to the same size as hitbox
• Motion startup timing when cancelling a special has been delayed by 2F
Standing MK:
• Hitbox startup has been changed 8F to 9F
• 1F added to entire motion
Standing HK:
• Damage has been increased 90 to 100
• Advantage on-hit has been changed -1F to +1F
Crouching LP:
• Pushback distance on-hit has been increased
Crouching MP:
• Hitbox startup has been changed 7F to 8F
• 1F added to entire motion
• Motion recovery has been changed 15F to 17F
• Active frames for hitbox has been shortened 3F to 2F • The hurtbox after the hitbox ends has been extended 3F
Crouching MK:
• Hitbox startup has been changed 8F to 10F
• 2F added to entire motion
Crouching HP:
• Hitbox startup has been changed 12F to 10F
• 2F added to entire motion
Jumping MP:
• Hitbox startup has been changed 6F to 5F
• Hitbox has been expanded forward
Lariat:
• Hitbox startup has been changed 10F to 11F
• Advantage on-hit has been changed +5F to +6F
V Skill – Overhaul:
• V-gauge will increase by 30 after motion
V-reversal - Big Boot:
• Hitbox startup has been changed 15F to 16F
• Hitbox active frames have been decreased 4F to 2F
• Advantage and distance on-hit has been changed
Air Knee Smash:
• Damage distribution has been changed 10+120 to 50+80
• No change to total damage
• Block wait box during motion has been deleted
• KO timing has been changed to the first hit
EX Air Knee Smash:
• Damage distribution has been changed 10+150 to 50+110
• Block wait box during motion has been deleted
• Distance after hit has been increased
• Hurtbox on the 4th frame of the motion has been expanded upwards
L Flash Chop:
• Hitbox startup has been changed 13F to 12F o Entire motion has been shortened by 1F
EX Flash Chop:
• Damage has been decreased 150 to 140
L Slash Elbow:
• Hitbox startup has been changed 14F to 16F
• Motion recovery has been changed 18F to 22F
• Hurtbox when charging forward and during recovery has been expanded forwards and upwards
• Hurtbox around the hitbox has been expanded downwards
• Decreased the movement distance
• Decreased pushback distance on-block
M Slash Elbow:
• Motion recovery has been changed 19F to 22F
• Hurtbox when charging forward and during recovery has been expanded forwards and upwards
• Hurtbox around the hitbox has been expanded downwards
• Decreased pushback distance on-block
H Slash Elbow:
• Hurtbox when charging forward and during recovery has been expanded forwards and upwards
• Hurtbox around the hitbox has been expanded downwards
• Decreased pushback distance on-block
Power Bomb/Power Drop:
• CA meter gain on activation has been decreased
• CA meter gain on-hit and block has been increased
• Adjusted so the collision box doesn't move forward during attack motion.
Air Stampede:
• Hitbox active frames have been extended 2F to 3F
• Hitbox expands forwards as active time progresses
EX Air Stampede:
• Projectile invincibility time has been changed between 3F - 30F to Between 1F - 30F
• Hitbox active frames have been extended 2F to 3F
Head Crush:
• Motion recover has been changed L: 45F to 30, M: 50F to 30F, H: 56F to 30F
Heavy Hammer:
• Damage has been decreased 350 to 340
Balrog
Vitality:
• Vitality has been increased 1000 to 1025
Hurtbox:
• Decreased the hurtbox when crouching
• Changed the hurtbox when the character changes direction
Dirty Bomber (Forward Throw):
• Damage has been decreased 120 to 110
• Stun damage has been decreased 170 to 120
• CA meter gain has decreased
Standing LP:
• Advantage on-block has been changed +2F to +3F
Standing LK:
• Moved the point action begins forward when receiving damage or cancelling an action. o Adjusted the position of the hitbox, hurtbox, and collision box
Standing MP:
• Damage has been increased 60 to 70
• Increase the airborne time by 1F for the opponent when hit in-air
Standing MK:
• Decreased the distance of pushback on-hit and pushback on-block
Standing HP:
• Changed to a crush counter move
Standing HK:
• Extended hitbox active frames 2F to 3F
Crouching LP:
• Advantage on-block has been changed +2F to +3F
• Hitbox active frames have been extended 2F to 3F
Crouching LK:
• The hitbox active frames have been extended 2F to 3F
Crouching MP:
• Motion recover has been changed 14F to 12F
• The upwards hitbox was decreased
• Advantage on-hit has been changed +1F to +4F
• Advantage on-block has been changed ±0F to +2F
Crouching MK:
• Attack property has been changed from HIGH hit to LOW hit
• The forward hitbox has been decreased
Crouching HP:
• During 2F-5F active frames for the hitbox, damage for hits in-air has been increased 70 to 80
Stomping Combo:
• Pushback distance on-block has been decreased
V Skill - KKB, Buffalo Pressure:
• The counter window for KKB has been shortened until a follow up move can be performed
• Advantage on-block for Buffalo Pressure has been changed -8F to -6F
• Hitbox active frames for Buffalo Pressure has been extended 2F to 3F
V-Trigger - Crazy Rush:
• Made adjustments to the advantage when cancelling each special moves with a V-Trigger
• This change will not be applied to EX Screw Smash
V-reversal - Buffalo Headbutt:
• Hitbox startup has been changed 15F to 16F
• Adjustments to advantage and distance on-hit
• Pushback on-block has been extended
• Sideways movement distance has been shortened
L Screw Smash:
• Command has been changed to ↓(charged) ↑+LK to →↓↘+LK
• Hitbox startup has been changed 13F to 10F o Entire motion has been decreased by 3F
• Airborne time for opponent when hit in-air has been increased
M Screw Smash:
• Command has been changed to ↓(charged)↑+MK to →↓↘+MK
• Hitbox startup has been changed 16F to 13F o Entire motion has been decreased by 3F
• Damage has been decreased 110 to 100
• Airborne time for opponent when hit in-air has been increased
H Screw Smash:
• Command has been changed to ↓(charged)↑+HK to →↓↘+HK
• Damage has increased 90 to 100
• Airborne time for opponent when hit in-air has been increased
EX Screw Smash:
• Command has been changed to ↓(charged)↑+KK to →↓↘+KK
L Dash Straight:
• Advantage on-hit has been changed +1F to +2F
• The collision box has been extended upwards during the attack motion.
M Dash Straight :
• Advantage on-hit has been changed +2F to +3F
H Dash Straight:
• Advantage on-hit has been changed +3F to +2F
• Pushback distance on-hit has been decreased
EX Dash Straight:
• The V-Skill cancel command acceptance timing has been extended on the first hit.
Turn Punch:
• Added throw invincibility during 3F-18F of the Level 1 – Level 9 motion
• Advantage on-hit and block have been loosened after Level 2.
Gigaton Blow:
• Throw invincibility during motion has been extended 3F
Birdie
Health:
• Reduced health from 1050 to 1025
Bad Head:
• Reduced damage from 150 to 120
Bad Chain:
• Reduced damage from 150 to 140
Standing LK:
• Extended duration of hitbox from 2F to 3F
Standing MP:
• Changed advantage on-block from -1F to +1F
• Reduced pushback on-hit
• Expanded hitbox in forward direction
• Expanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around feet
• Moved position that animation begins after taking damage or cancelling attack forward
• Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing MK:
• Changed attack startup from 8F to 9F
• Increased overall animation by 1F
• Reduced damage from 70 to 60
• Expanded hurtbox that appears after hitbox disappears
• Moved position that animation begins after taking damage or cancelling attack forward
• Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing HP:
• Advantage on-hit changed to -2F to +4F
• Moved position that animation begins after taking damage or cancelling attack forward
• Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing HK:
• Reduced V-Gauge meter gain on Crush Counter
• Extended 2F of opponent reeling on Crush Counter
• Increased distance opponent reels on Crush Counter
• Changed advantage on-hit from +6F to +7F
• Increased pushback on-block
Crouching LP:
• Increased duration of hitbox from 2F to 3F
Crouching LK:
• Changed attack startup from 4F to 5F
• Increased overall animation by 1F
Crouching MP:
• Added forward hurtbox during active 5F-8F
• Shrunk forward, back, and upper hitboxes that appear during active 2F-5F
• Expanded horizontal knockback on air hit
Crouching MK:
• Changed attack startup from 10F to 11F
• Shrunk upper hitbox
• Expanded lower hitbox
Crouching HP:
• Changed attack startup from 10F to 11F
• *Increased overall animation by 1F
• Reduced damage from 90 to 80
Crouching HK:
• Changed advantage on V-Trigger cancel from -19F to -2F
Jumping MP:
• Somewhat shrunk lower hitbox
Bull Charge:
• Reduced damage from 100 to 80
• Reduced pushback on-block
• Changed advantage on-block from -7F to -8F
Bull Slider:
• Reduced damage from 100 to 90
• Changed advantage on-block from -5F to -8F
• Expanded back hurtbox during animation
Bad Hammer:
• Increased damage from 60 to 90
Bull Drop:
• Changed advantage on-block from -4F to -6F
• Shrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hit
• Expanded hurtbox around hitbox in upward direction and shrunk it in downward direction
V-Trigger - Enjoy Time:
• Changed attack recovery from 33F to 29F
V-Skill - Drink Time:
• Slightly slowed down speed that the can rolls at
V-Reversal - Pepper Pot:
• Changed distance from opponent and advantage on-hit
Bull Horn:
• Reduced normal damage from 130 to 120
• Reduced damage during V-Trigger from 156 to 144
EX Bull Horn:
• Changed appearance of armor box from 1F-20F to 3F-20F
L Bull Horn (Normal/V-Trigger):
• Reduced normal damage from 120 to 100
• Reduced damage during V-Trigger from 144 to 120
• Increased juggle potential when used for air combos
• Expanded hitbox while rushing during V-Trigger in upward direction
M Bull Horn (Normal/V-Trigger):
• Reduced normal damage from 130 to 110
• Reduced damage during V-Trigger from 156 to 132
• Increased juggle potential when used for air combos
• Expanded hitbox while rushing during V-Trigger in upward direction
• Made V-Trigger hurt and collision boxes the same as that of L and H Bull Horn
H Bull Horn (Normal/V-Trigger):
• Reduced normal damage from 140 to 120
• Reduced damage during V-Trigger from 168 to 144
• Increased juggle potential when used for air combos
• Expanded hitbox while rushing during V-Trigger in upward direction
EX Bull Horn (Normal/V-Trigger) :
• Reduced normal damage from 160 to 150
• Reduced damage during V-Trigger from 192 to 180
• Changed normal advantage on-block from -10F to -2F
• Changed advantage on-block during V-Trigger from-7F to -2F
• Expanded hitbox while rushing during V-Trigger in upward direction
Bull Revenger:
• Reduced recovery on-hit by 6F
EX Bull Revenger:
• Reduced damage from 200 to 180
L Hanging Chain :
• Reduced damage from 140 to 120
H Hanging Chain:
• Increased juggle potential when used for air combos
• Reduced distance from opponent on-hit
EX Hanging Chain:
• Reduced distance from opponent on-hit
Killing Head:
• Reduced CA meter gain on activation
• Increased CA meter gain on-hit
• Reduced distance from opponent on-hit
Skip To My Chain:
• Reduced damage from 350 to 340
• Expanded hitbox in forward and upward direction
• Expanded hitbox toward torso
• Increased juggle potential when used for air combos
Cammy
Hurtbox:
• Adjusted hurtbox when changing direction while crouching
Gyro Clipper:
• Reduced damage from 130 to 120
• Reduced CA meter gain
• Adjusted so that collision box does not stick out during attack animation
• Changed second hit only when it is possible to KO
Delta Through:
• Reduced damage from 140 to 130
• Adjusted so that collision box does not stick out during attack animation
Standing MP: • Added hurtbox around feet during active 6F~13F
• Expanded hurtbox around hitbox in forward direction
• Somewhat reduced pushback on-hit
• Somewhat reduced pushback on-block
• Changed advantage on-block from +2F to +3F
Standing MK:
• Changed attack startup from 9F to 8F
• Reduced overall animation by 1F
Standing HP:
• Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F
Crouching LP:
• Extended how active frames from 2F to 3F
Crouching HP:
• Reduced damage from 90 to 80
• Changed advantage on-hit from ±0F to +1F
Crouching HK:
• Reduced damage from 100 to 90
Jumping MK:
• Somewhat expanded hitbox in upward direction
Knee Bullet:
• Increased stun damage from 100 to 150
Lift Upper:
• Made below changes to advantage on-hit and block:
• [on-hit] ±0F to +4F
• [on-block] -2F to +1F
• Changed hit property to forced standing hitstun
Lift Combination:
• Adjusted so that second hit does not affect crouching opponents
V Skill - Axel Spin Knuckle:
• Changed all boxes during animation to be on the ground
V-Reversal - Strike Back:
• Changed attack recovery from 29F to 24F
• Changed hit effect from flying knockdown to ground reel
• Advantage is +2F on-hit/-2F on-block
L Cannon Spike: • Added hurt and throwable boxes to 1F-2F • Changed 3-6F to physical attack/projectile invincibility M Cannon Spike:
• Added hurt and throwable boxes to 1F-2F
• Changed 3-6F to physical attack/projectile invincibility
H Cannon Spike:
• Added hurtbox to 1F-7F
• Added throw invincibility to 1F-7F
EX Cannon Spike:
• Increased juggle potential when used in-air combo
Cannon Strike (including V-Trigger):
• Increased CA meter gain on-hit and block
M Cannon Strike:
• Reduced block stun by 1F
EX Cannon Strike:
• Increased damage from 60 to 80
• Changed position of hitbox during animation
• Shrunk hitbox during animation
• Expanded hurtbox during animation
• Changed landing recovery during animation from 9F to 13F
Hooligan Combination to Cannon Strike:
• Increased CA meter gain on-hit and block
• Increased block stun by 2F
Hooligan Combination to EX Cannon Strike:
• Increased damage from 60 to 80
• Changed hitbox position during animation
• Shrunk hitbox during animation
• Expanded hurtbox during animation
• Changed landing recovery during animation from 9F to 13F
EX Hooligan Combination to Cannon Strike (including V-Trigger):
• Fixed bug that when activating EX Hooligan Combination by cancelling out of Lift Combination, link attack Cannon Strike (V-Trigger) was not registered as a counter even after hitbox appears
Laser Edge Slicer:
• Increased CA meter gain on-hit and block
Fatal Leg Slicer:
• Increased stun damage from 200 to 250
• Increased CA meter gain on-hit and block
• Changed duration of hitbox from 4F to 2F
Cross Scissors Pressure:
• Reduced recovery after hit by 2F
• Increased stun damage from 200 to 250
• Increased CA meter gain on-hit and block
• Changed duration of hitbox from 4F to 2F
L Spiral Arrow
• Increased recovery on whiff by 3F
• Reduced damage from 80 to 70
• Increased juggle potential when used for air combos
• Adjusted floating on-hit
M Spiral Arrow:
• Reduced damage from 90 to 80
• Increased juggle potential when used for air combos
• Adjusted advantage to match that of H Spiral Arrow
H Spiral Arrow:
• Increased recovery on-hit by 1F
• Increased juggle potential when used for air combos
EX Spiral Arrow:
• Increased damage from 120 to 140
• Increased juggle potential when used for air combos
• Changed projectile invincibility during animation from 3F-15F to 1F-15F
Chun-Li
Hurtbox:
• Changed hurtbox when changing directions while standing and crouching
• Expanded hurtbox when crouching
Stun meter:
• Reduced from 1000 to 950
Koshuto (Forward throw)/Tenshin Shushu (Reverse throw):
• Expanded throw range
Koshuto (Forward throw):
• Reduced stun damage from 170 to 150
• Decreased CA meter gain
Ryuseiraku (Airborne throw):
• Expanded hurtbox during throw in downward direction
• Shrunk throw range
Standing LP (Normal/V-Trigger):
• Moved position that animation begins after taking damage or cancelling attack forward
• Accordingly adjusted position of hitbox, hurtbox, and collision box
• Increase pushback on-hit and block
• Delayed attack activation by 5F when cancelling into from a special move
• Shrunk hitbox
Standing LK (Normal/V-Trigger):
• Changed startup from 4F to 5F
• Increased overall animation by 1F
• Shrunk hitbox
• Expanded hurtbox around hitbox
• Increased horizontal knockback on-hit in the air
Standing MP (Normal/V-Trigger):
• Moved position that animation begins after taking damage or cancelling attack forward
• Accordingly adjusted position of hitbox, hurtbox, and collision box
• Increased duration of hitbox from 2F to 3F
Standing HP (Normal/V-Trigger):
• Changed normal recovery from 16F to 18F
• Changed recovery during V-Trigger from 14F to 16F
• No changes to advantage on-hit and block, but total animation has increased by 2F
• Changed advantage on-block from -3F to -5F
Standing MK (V-Trigger):
• Increased how long opponent is frozen in the air on Crush Counter
• Increased air combo potential on Crush Counter
Crouching LP(Normal/V-Trigger):
• Changed startup from 3F to 4F
• Increased overall animation by 1F
• Increased normal damage from 20 to 30
• Increased damage during V-Trigger from 30 to 40
• For normal version, increased duration of hitbox from 2F to 3F
Crouching LK(Normal/V-Trigger):
• Changed normal advantage on-hit from +1F to +2F
• Changed advantage on-hit during V-Trigger from +3F to +4F
• Changed so the only special it can be cancelled into is Hyakuretsukyaku
Crouching HP (Normal/V-Trigger):
• Reduced pushback on-hit for first hit
Crouching HK(Normal/V-Trigger):
• Changed startup from 7F to 8F
• Increased overall animation by 1F
• Decreased normal damage from 100 to 90
• Decreased damage during V-Trigger from 110 to 100
Jumping MK (Normal/V-Trigger):
• Shrunk lower hitbox
Neutral Jumping HK (Normal/V-Trigger):
• Changed startup from 5F to 7F
Hakkei (Normal/V-Trigger):
• Increased how long opponent is frozen in the air by 4F on Crush Counter during V-Trigger
• Expanded hurtbox around feet in upward direction
• Shrunk upper hitbox
• Delayed attack activation by 4F when being cancelled into from a special move
Senenshu (Normal/V-Trigger):
• Changed normal advantage on-hit from ±0F to +2F
• Changed advantage on-hit during V-Trigger from 3F to +4F
Yokusenkyaku (V-Trigger):
• Changed advantage on-hit from +3F to +4F
Kakurakukyaku (Normal/V-Trigger):
• Shrunk lower hitbox
• Expanded hurtbox around hitbox
• Increased duration of hitbox from 6F to 7F
Yosokyaku (Normal):
• Fixed bug that when hit during 1F of animation, was not registered as a counter
V-Skill - Rankyaku (Normal):
• When transitioning from V-Skill to a jumping attack, changed so that the jumping attack adds VGauge meter gain instead of CA Gauge on-hit or block
• During V-Trigger, will gain CA Gauge
V-Reversal – Sohakkei:
• Changed startup from 10F to 12F
• Changed attack recovery from 20F to 24F
• No change to advantage on-block
• Changed advantage on-hit from +1F to +2F
• Changed physical strike/projectile invincibility during animation from 1-15F to 1-25F
V-Trigger – Renkiko:
• Can be cancelled into from Hyakuretsukyaku or Kikoken
• Shortened duration of effect
Hyakuretsukyaku/Airborne Hyakuretsukyaku/Spinning Bird Kick (Normal/V-Trigger):
• Adjusted knockback distance and duration on air counter so that it is easier to hit opponents in the air
Kikoken (Normal/V-Trigger):
• Changed total animation (L: 45F to 46F, M: 43F to 45F, H: 41F to 44F)
• No changes to advantage on-hit or block
• Decreased CA meter gain on activation
• Increased CA meter gain on-hit or block
• Added hurtbox with projectile invincibility around hands
L Hyakuretsukyaku (Normal/V-Trigger):
• Decreased normal damage from 80 to 60
• Decreased damage during V-Trigger from 90 to 70
• Changed advantage on-hit from +3F to +4F
• Can be performed by mashing LK in addition to current command (↓↘→+LK)
• Expanded pushback on-hit for last hit
• Fixed bug that when hit during 1F of animation, was not registered as a counter
M Hyakuretsukyaku (Normal/V-Trigger):
• Changed startup from 10F to 11F
• Decreased normal damage from 100 to 80
• Decreased damage during V-Trigger from 110 to 90
• Increased stun damage from 100 to 120
• Changed advantage on-hit from +2F to +3F
• Can be performed by mashing MK in addition to current command (↓↘→+MK)
H Hyakuretsukyaku (Normal/V-Trigger):
• Decreased normal damage from 120 to 100
• Decreased damage during V-Trigger from 130 to 110
• Changed advantage on-hit from +1F to +2F
• Can be performed by mashing HK in addition to current command (↓↘→+HK)
EX Hyakuretsukyaku:
• Increased stun damage from 150 to 200
• Shrunk pushback
• Increased distance Chun-Li moves forward during animation
• Can be performed by mashing KK in addition to current command (↓↘→+KK)
L Airborne Hyakuretsukyaku (Normal/V-Trigger):
• Changed startup from 7F to 8F
• Decreased normal damage from 80 to 70
• Decreased damage during V-Trigger from 90 to 80
• Changed advantage on-hit from +4F to +3F
• Changed advantage on-block from +1F to -2F
• Shrunk upper hitbox
M Airborne Hyakuretsukyaku (Normal/V-Trigger):
• Changed startup from 8F to 10F
• Decreased normal damage from 100 to 90
• Decreased damage during V-Trigger from 120 to 100
• Changed advantage on-hit from +4F to +3F
• Changed advantage on-block from +1F to -2F
• Shrunk upper hitbox
H Airborne Hyakuretsukyaku (Normal/V-Trigger) :
• Changed startup from 7F to 12F
• Decreased normal damage from 120 to 100
• Decreased damage during V-Trigger from 130 to 110
• Changed normal advantage on-hit from -3F to ±0F
• Changed advantage on-block during V-Trigger from -6F to -3F
• Shrunk upper hitbox
EX Airborne Hyakuretsukyaku (Normal/V-Trigger):
• Decreased normal damage from 175 to 160
• Decreased damage during V-Trigger from 185 to 170
L Spinning Bird Kick (Normal/V-Trigger):
• Decreased normal damage from 120 to 100
• Decreased damage during V-Trigger from 130 to 110
M Spinning Bird Kick (Normal/V-Trigger):
• Decreased normal damage from 140 to 120
• Decreased damage during V-Trigger from 150 to 130
H Spinning Bird Kick (Normal/V-Trigger):
• Changed startup from 22F to 19F
• Changed attack recovery from 26F to 24F
• Decreased normal damage from 160 to 140
• Decreased damage during V-Trigger from 170 to 150
EX Spinning Bird Kick (Normal/V-Trigger):
• Changed attack recovery from 27F to 31F
• Decreased normal damage from 170 to 150
• Decreased damage during V-Trigger from 180 to 160
Hoyokusen:
• Decreased damage from 340 to 330
• Vertically expanded collision box
Dhalsim
Vitality:
• Increased vitality 900 to 925
Hurtbox:
• Adjusted hurtbox when changing direction while crouching
Forward Throw:
• Increased recovery on-hit 5F
• Reduced damage 120 to 110
• Reduced stun 170 to 120
• Reduced CA meter gain
Back Throw:
• Fixed issue where distance to opponent after throw was different depending on if you are in the corner or mid screen.
Standing LP:
• Increased hitbox size during 2~3F of active frames
• Increased hurtbox up and forwards during first active frame
• Increased distance airborne opponents are knocked back when hit
Standing LK:
• Changed startup 5F to 4F o Reduced duration of entire move 1F
Standing MP:
• Changed advantage on-hit ±0F to +2F
• Increased size of hitbox upwards
• Now CA cancellable
• Reduced size of hurtbox in downward direction during active frames
Standing MK:
• Changed advantage on-hit ±0F to +2F
• Increased size of hitbox forward
• Now CA cancellable
• Reduced size of hurtbox in upward direction during active frames
Standing HP:
• Changed startup 20F to 16F
o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18F
• Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
• Now CA cancellable
Standing HK:
• Changed startup 16F to 15F o Reduced duration of entire move
• Changed advantage on-hit -3F to +4F
• Now CA cancellable
Crouching LP:
• Rapid cancellable now only into Crouching LP
• Increased hit pushback
• Increase block pushback
• Increased active frames 2F to 3F
Crouching LK:
• Increased size of hurtbox upwards during 5F~16F o The part that was increased has projectile invincibility
Crouching MP:
• Increased damage 60 to 70
Crouching MK:
• Increased damage 50 to 60
• Changed advantage on-hit -3F to -2F
• Changed advantage on-block -8F to -7F
• Increased size of hurtbox upwards during 4F~20F
• The part that was increased has projectile invincibility
Crouching HP:
• Changed startup 8F to 9F
• Increased duration of entire move
Jump HP:
• Changed startup 7F to 9F
• Reduced size of hitbox
Yoga Upper (4MP):
• Changed advantage on-hit +3F to +4F
• Changed advantage on-block ±0F to +1F
• Increased size of hitbox in backwards direction
• Moved character's center point forward during this move o Adjusted the position of hurt/hit and collision box to match
Yoga Anvil:
• Increased size of hitbox forwards
• Changed so no longer moves backwards during startup
V-Skill (Yoga Float) (neutral):
• Increased and standardized V-Gauge meter gain on all follow up moves • No change to drill kick or yoga gale
• Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox
V-Skill (Yoga Float) (forward):
• Increased and standardized V-Gauge meter gain on all follow up moves • No change to drill kick or yoga gale
V-Trigger (Yoga Burner):
• The fire carpet now also does damage to downed opponents
• Startup of recoverable damage hitbox is faster
V-Reversal (Yoga Mala):
• Changed startup 15F to 16F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Changed distance and recovery on-hit
Yoga Teleport:
• Increased hurtbox during motion 1F~3F to 1F~4F
F.A.N.G
Hurtbox:
• Hurtbox when character turns around while crouching has been changed
Shimonshu (Forward throw):
• Recovery after hit has increased 6F
• Damage has been decreased 130 to 120
• Stun damage has been decreased 200 to 150
• CA meter gain has been decreased
Kyoshitsugeki (Reverse Grab):
• Damage has decreased 130 to 120
• Stun damage has decreased 170 to 150
• CA meter gain has decreased
• Distance after hit has been increased
Standing LP:
• Advantage on-hit has been changed +5F to +6F
• Advantage on-block has been changed +2F to +3F
Standing LK:
• Hitbox startup has been changed 5F to 6F
o 1F has been added to entire motion
• Advantage on-hit has been changed +4F to +5F
• Advantage on-block has been changed +2F to +3F
Standing MP:
• Downwards hitbox on second hit has been decreased
Standing MK:
• Hitbox startup has been changed 5F to 6F
o 1F has been added to entire motion
Standing HK:
• Hitbox startup has been changed 12F to 14F
o 2F have been added to entire motion
• Advantage on-hit has been changed +6F to +7F
Crouching LP:
• Hitbox has been expanded forward
Crouching MP:
• Hitbox startup has been changed 6F to 7F
o 1F has been added to entire motion
• The motion start point has been moved forward when receiving damage or motion is cancelled.
o The position of hitbox, hurtbox, and collision box has been adjusted.
Crouching MK:
• Hitbox startup has been changed 7F to 8F
o 1F has been added to entire motion
• Advantage on-hit has been changed +4F to +5F
• Advantage on-block has been changed +2F to +3F
Crouching HK:
• Damage distribution has been changed 40+60 to 50+50
• Motion start timing on V-Trigger cancel is 1F faster on-hit only
V-Trigger – Dokunomu:
• While active, cancelling in to moves that require charges will no longer require charges.
V-Reversal – Nikaiho:
• Motion recovery has been changed 35F to 30F
Nirenko :
• Advantage on-hit has been changed -2F to ±0F
Senpukuga:
• Advantage on-hit has been changed +5F to +6F
Nikankyaku:
• Priority of commands has been set higher than Ryobenda
• Changed so that character faces the opponent when cancelling the motion with Senpukuga
M Nikankyaku:
• Motion recover has been decreased 1F
Nishikyu:
• CA meter gain on activation has decreased
• CA meter gain on-hit and block has increased
EX Nishikyu:
• Entire motion has changed 52F to 49F
• Damage has been increased 80 to 90
• Advantage on-hit has been changed +2 to +3
• Advantage on-block has been changed -2 to -1
M Ryobenda:
• Hitbox active frames have been changed 60F to 80F
H Ryobenda:
• Entire motion has been changed 52F to 55F
• Hitbox active frames have been changed 100F to 120F
Shishiruirui:
• Hitbox startup has been changed 12F to 10F
Guile
Dragon Suplex:
• Damage has been decreased 130 to 120
• Stun damage has been decreased 200 to 120
• CA meter gain has been decreased
• Decreased the distance after hit
• Advantage on-hit increased 6F
Judo Throw:
• CA meter gain has been decreased.
Flying Mare/Flying Buster Chop:
• Increased throw range
• Hurtbox has been expanded downwards during motion
Standing LK:
• Hitbox startup has been changed 5F to 4F
• Entire motion has been decreased 1F
• Made it possible to cancel special move
• Activation timing for special move cancel has been delayed 2F
Standing MP:
• Hitbox startup has been changed 5F to 6F o Entire motion has been increased 1F
• Advantage on-hit has been changed +4F to +6F
• Advantage on-block has been changed +3F to +2F
• Increased pushback distance on-hit
Standing HP:
• Hitbox startup has been changed 7F to 8F o Entire motion has been increased 1F
• Removed the crush counter effect, and applied a standard counter hit effect
• Advantage on-hit has been changed +6F to 7F
• Increased pushback distance on-hit
• The motion start point has been moved forward when receiving damage or motion is cancelled.
• The position of hitbox, hurtbox, and collision box has been adjusted.
Standing HK:
• Advantage on-hit has been changed +1F to +2F
Crouching LP:
• Active frames for hitbox have been extended 2F to 3F
Crouching LK:
• Button mash cancel timing has been extended.
• Hitbox active frames have been extended 2F to 3F
Crouching MP:
• Knockback distance on-hit has been extended.
Crouching HP:
• Changed to be a crush counter move o Will only apply during the first frame hitbox is active
• Advantage on-block has been changed -3F to -4F
Crouching HK:
• Hitbox startup has been changed 8F to 7F o Entire motion has been shortened by 1F
Knee Bazooka:
• Advantage on-hit has been changed -2F to -1F
• Advantage on-block has been changed -6F to -3F
Rolling Sobat:
• Decreased the size of the hurtbox by the feet between 7F and 10F of the motion
Full Bullet Magnum:
• Advantage on-hit has been changed ±0F to +1F
• Advantage on-block has been changed -4F to -6F
Drake Fang:
• Advantage on-hit has been changed ±0F to +1F
• Advantage on-block has been changed -4F to -6F
Reverse Spin Kick:
• Advantage on-hit has been changed +3F to +6F
• Advantage on-block has been changed -1F to -2F
V-Trigger - Solid Puncher:
• V-gauge blocks have been changed from 3 to 2
V-reversal - Reverse Back Knuckle:
• Hitbox startup has been changed 15F to 16F
• Advantage and distance on-hit has been changed
Sonic Boom (Normal version/V-Trigger version):
• Normal version damage has been increased 50 to 60
• Stun damage for the V-Trigger version has been decreased 80 to 50
• CA meter gain on activation has been decreased
• CA meter gain on-hit or block has been increased
• Advantage on-hit has been changed +8F to +7F
• Advantage on-block has been changed +1F to +2F
• Added a collision box when the hitbox is active
Sonic Break:
• The rate the timer decreases when a single shot is active has increased
• The rate the timer decreased for follow up shots has decreased
• The rate the timer decreased for the EX version has increased
• CA meter gain on activation has decreased
• CA meter gain on-hit or block has increased
• Active frames for both single shot and follow up shot have been unified at 36F
• Damage for follow up shots have been increased by 10
L Somersault Kick:
• Hitbox between 1F - 2F of the active frames have been expanded forward
• 1 - 3F Upper body invincibility + Projectile Invincibility/ 4-6F complete invincibility to 1-2F Lower stance/3-8F hit/projectile invincible
M Somersault Kick:
• Hitbox between 1F - 2F of active frames have been expanded forward
• 1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to 1-2F Lower stance/3-8F hit and projectile invincible
H Somersault Kick:
• Hitbox between 1F - 2F of active frames have been expanded forward
• 1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to throw and projectile invincibility between 1-9F
Sonic Tempest:
• Damage has been decreased 360 to 350
Ibuki
Vitality:
• Vitality has increased 900 to 950
Forward Step:
• The entire motion has been changed 17F to 16F
Jump:
• Airborne time during jump has been changed 40F to 38F
Yamikazura (Forward throw):
• Stun damage has decreased 170 to 120
• CA meter gain has decreased
Kubiori (Reverse grab):
• Damage has increased 130 to 140
• Stun damage has increased 170 to 200
• CA meter gain has increased
Tobizaru (Airborne throw):
• Throw range has been decreased
• The hurtbox during motion has been expanded downwards
Standing LK:
• Adjusted so that a whiff can't be cancelled with a V-Trigger
Standing MK:
• Hitbox startup has been changed 5F to 6F
• Movement recovery has been changed 15F to 14F
• Advantage on-hit has been changed ±0F to +5F
• Advantage on-block has been changed -1F to +2F
• Knockback distance on-hit and block has been decreased
• Forward hitbox has been decreased
Standing HK:
• On crush counter, the opponent hitstun has been increased +7F
Crouching LP:
• Advantage on-block has been changed +1F to +2F
• Active frames for hitbox has been extended 2F to 3F
Crouching LK:
• Changed so that it can be button mash cancelled in to crouching LP
Crouching MP:
• Moved the motion starting point forward when receiving damage or motion is cancelled o Position of hitbox, hurtbox, and collision box have been adjusted.
Bonshogeri:
• Movement recovery has been changed 16F to 19F on whiff only
o There is no change to the advantage on-hit or block
Sasanaki:
• Advantage on-hit has been changed +5F to +6F
V-reversal – Hanagasumi:
• Recovery on-hit has been added
• Hitbox has been expanded forwards
Kunai/Airborne Kunai:
• Decreased CA meter gain on activation
• Increased CA meter gain on-hit or block
• Delayed the CA cancel timing so that V-reversals are easier to perform when opponent blocks.
• Fixed issue where L Airborne Kunai hits as a counter, the bendback time was extended by 3F
Kunai Ikkinage/Airborne Kunai Ikkinage:
• Decreased CA meter gain on activation
Kunai Hoju:
• Motion recovery has been shortened 3F
• Sped up the timing that Kunai is refilled
EX Kunai Hoju:
• Newly added an EX version
o 3 - 6 (on button hold) Kunai will be refilled
Nobusuma:
• Changed so that a jump attack can be performed during motion recovery
Raida:
• Increased CA meter gain on-hit and block
• Pushback distance on-block has been decreased
EX Raida:
• Projectile invincible frames have been changed from 3F - 9F to 1F - 9F.
• The KO timing has been changed to the first hit
Kachofugetsu:
• Damage has been decreased 350 to 340
Juri
Hurtbox:
• Expanded hurtbox when character changes direction while crouching.
Chisenkyaku (Forward Throw):
• Removed 5F from recovery after hit
• Decreased damage 130 to 110
• Decreased stun value 200 to 120
• Decreased CA meter gain 100 to 70
• Decreased the distance of knockback after hit
Kaeikyaku (Reverse Grab):
• Decreased recovery after hit by 2F
• Decreased the distance of knockback after hit
Zankasen (airborne throw):
• Expanded throw range
• Expanded the hurtbox downwards during motion
Jump:
• Unified airborne time for all jumps from 39F to 38F
Standing LK:
• Extended hitbox active frames 2F to 4F
Standing MP:
• Advantage on-hit has been changed +4F to +5F
• Decreased the size of forward hurtbox
Standing MK:
• Hitbox activation on first hit has been changed 6F to 5F
• Entire motion has been shortened 1F
• Hitbox activation on second hit has been changed 8F to 7F
• Changed damage distribution 50+20 to 40+30
• Extended the hitstun on the first hit by 1F o This change will not be applied for when V-Trigger is active
• Expanded the hitbox on first hit forward
Standing HP:
• Advantage on-hit has been changed +2F to +4F
Standing HK:
• Motion recover has been changed 17F to 20F
Crouching LP:
• Active frames for hitbox has been extended 2F to 3F
Crouching MP:
• Hitbox startup has been changed 5F to 6F
• Hitbox active frames have changed 2F to 3F
Crouching MK:
• Advantage on-hit has been changed +1F to +2F
• Advantage on-block has been changed -3F to -2F
• Extended the cancel timing with special move
Senkaikyaku:
• Advantage on-block has been changed -4F to -6F
Kyoretsushu:
• Advantage on-block has been changed -6F to -12F
V- Skill – Kasatsushu:
• Hitbox startup on Level 2 has been changed 14F to 10F
• Increased the juggle potential when used during in-air combos
• Projective invincibility time has been changed from 14F of activation ~ projectile invincibility to 6F of activation ~ projectile invincibility
• Decreased the downwards hurtbox and increased the forward hurtbox during Lvl2 motion
• Made it possible to activate from cancel, after any type of Fuharenkyaku except the EX version
• Changed the timing from motion start to Lvl2 from 40th frame to 33rd frame
L Ryodansatsu:
• Hitbox startup has been changed 20F to 19F
M Ryodansatsu:
• Hitbox startup has been changed 21F to 20F
EX Ryodansatsu:
• Changed projectile invincibility from 5th to 27th frame of the motion to 1st to 27th frame of motion
L Tensenrin:
• Changed command from →↓↘+LK to →↓↘+LP
• Advantage on-hit has been changed +1F to +2F
M Tensenrin:
• Changed command from →↓↘+MK to →↓↘+MP
• Increased damage 110 to 120
• Decreased the size of the hurtbox between 1F - 2F / Hit and projectile invincibility between 3-7F / added throw vulnerability to 1-7F
H Tensenrin:
• Changed command from →↓↘+HK to →↓↘+HP
• Added throw invincibility between 1F and 8F of motion
L Fuharenkyaku (while V-Trigger active):
• Slowed down the projectile speed
• Slowed the CA cancel activation timing, and made it easier for a blocking opponent to perform a V-reversal
M Fuharenkyaku:
• Hitbox startup has been changed 21F to 23F
• Advantage on-block has been changed -6F to -4F
M Fuharenkyaku (while V-Trigger active):
• Hitbox startup has been changed 21F to 23F
• Advantage on-block has been changed -6F to -4F
H Fuharenkyaku:
• Action recovery has been decreased 31F to 21F
• Damage has been decreased 90 to 80
• Stun damage increased 120 to 150
• Advantage on-block has been changed -11F to -6F
H Fuharenkyaku (while V-Trigger active):
• Action recovery has been decreased 31F to 21F
• Damage has been decreased 90 to 80
• Stun damage increased 120 to 170
• Advantage on-block has been changed -11F to -6F
Sakkai Fuhazan:
• Expanded the hitbox backwards
Karin
Hurtbox:
• Adjusted hurtbox when changing direction while crouching
Hajotsui (Forward Throw):
• Reduced stun damage from 170 to 120
• Reduced CA meter gain
• Increased distance from opponent on-hit
• Reduced recovery on-hit by 1F
Standing LK:
• Changed advantage on-block from +3F to +2F
Standing MK:
• Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
• Changed advantage on-block from ±0 to -2F
• Delayed activation by 3F on V-Trigger cancel
Standing HP:
• Reduced damage from 90 to 80
Standing HK:
• Reduced damage from 90 to 80
• Somewhat shrank knockback on Crush Counter
Crouching LP:
• Adjusted so that hitbox and hurtbox is the same for both normal and mashed versions
Crouching MK:
• Shrunk upper hitbox
Crouching HK:
• Reduced damage from 100 to 90
• Changed advantage on V-Trigger cancel from -7F to +4F
Jumping LK:
• Expanded hitbox backward
Jumping MP:
• Changed attack startup from 5F to 6F
• Reduced damage from 70 to 60
• Change air hit property from air recoverable damage to flying knockdown
Jumping MK:
• Shrunk lower hitbox
Airborne Renge:
• Added new target combo, which can be activated by inputting Jumping MP to Jumping HP
Tsumujigari:
• Changed advantage on-block from -4F to -6F
Tenko (Fastest):
• Reduced damage from 80 to 70
Orochi:
• Reduced damage from 90 to 80
• Reduced horizontal knockback on air hit
• Reduced pushback on-block
EX Orochi:
• Increased damage from 100 to 120
L Mujinkyaku:
• Increased CA meter gain on activation, hit, and block
• Reduced knockback on air hit
• Changed advantage on-block from -5F to -7F
M Mujinkyaku:
• Increased CA meter gain on activation, hit, and block
• Changed to grounded state for entirety for third attack
• Shortened block stun for second hit by 2F
H Mujinkyaku:
• Increased CA meter gain on activation, hit, and block
• Increased reeling on successful second hit, and reduced pushback on-hit
L Ressenha:
• Reduced damage from 90 to 70
M Ressenha:
• Reduced damage from 100 to 80
H Ressenha:
• Reduced damage from 110 to 90
Senha Kusabi:
• Changed attack recovery from 22F to 20F
• Increased damage from 60 to 80
EX Ressenha:
• Changed invincibility from active 1F-5F to 1F-7F
• Adjusted so that if Karin takes damage during landing recovery, she is in standing state instead of crouching state
• Changed landing recovery hurtbox to be the same as her standing hurtbox
Senha Resshu:
• Increased damage from 120 to 150
• Increased stun damage from 150 to 200
EX Kanzuki-Ryu Hokojutsu Seppo:
• Changed projectile invincibility from active 6F-17F to 4F-17F
V-Skill - Meioken (Charged Version):
• Changed advantage on-block from -1F to -2F
• Shrunk upper hitbox
V-Reversal – Yashagaeshi:
• Changed attack startup from 15F to 16F
• Adjusted distance from opponent and advantage on-hit
Guren Ken:
• Reduced damage from 80 to 60
• Reduced stun damage from 80 to 60
Guren Hosho:
• Increased damage from 90 to 110
• Increased stun damage from 100 to 120
• Fixed bug that granted Karin full invisibility 1F before animation is complete if the player does not perform any actions during attack recovery
Guren Kusabi:
• Increased damage from 60 to 70
Guren Chochu:
• Increased damage from 50 to 60
• Increased stun damage from 50 to 70
Guren Hochu:
• Increased damage from 60 to 70
• Increased stun damage from 50 to 100
Guren Senha:
• Changed advantage on-block from -6F to -2F
Guren Resshu:
• Increased damage from 120 to 150
• Increased stun damage from 150 to 200
Ancient escribió:No encuentro los cambios detallados de Vega, alguien me puede decir si nos han metido cosas buenas?
Vega
Parameters for some of Vega's normal attacks have been revised.
As Vega's damage output was generally questionable, Aurora Spin Edge and Crimson Terror have been strengthened, increasing the return when they land.
Hurtbox:
• Adjusted hurtbox when changing direction while crouching
Rainbow Suplex (forward throw):
• Reduced damage 140 to 120
• Reduced stun 200 to 170
• Reduced CA meter gain
Stardust Shot (Air throw):
• Increased throw range
• Increased hurtbox during motion downwards
Standing LP (Claw):
• Moved character's center point forward during this move
• Adjusted the position of hit/hurt and collision box to match
Standing MP (Claw):
• Changed advantage on-block +1F to +2F
Standing HP (Claw):
• Moved character's center point forward during this move
• Adjusted the position of hit/hurt and collision box to match
• Changed advantage on-hit +5F to +6F
Standing LP (No Claw):
• Moved character's center point forward during this move
• Adjusted the position of hit/hurt and collision box to match
• Changed advantage on-hit +5F to +6F
Standing MP (No Claw):
• Changed startup 6F to 7F
• Increased duration of entire move 1F
• Increased recovery 13F to 15F
• Changed advantage on-hit +3F to +4F
Standing MK:
• Increased size of hitbox in forward direction
• Reduced the size of hurtbox around the hitbox
Standing HK:
• Reduced damage 90 to 80
Crouching LP (Claw):
• Increased active frames 2F to 3F
Crouching MP (Claw):
• Changed advantage on-block ±0 to +1F
Crouching LP (No Claw):
• Increased active frames 2F to 3F
Crouching MP (No Claw):
• Changed startup 5F to 6F
• Increased duration of entire move 1F
• Increased recovery 12F to 14F
• Delayed special move startup 2F when cancelling from this move
Crouching HP (No Claw):
• Now Crush Counter move
• Knockdown on-hit /V-Gauge increase 150
Crouching MK:
• Changed startup 7F to 8F
• Increased duration of entire move 1F
• Changed advantage on-hit +6F to 7F
Crouching HK:
• Increased recovery 15F to 18F
• Reduced damage 90 to 80
Mercury Shard:
• Increased recovery 13F to 15F
• Increased duration of entire move 1F
• No change on-hit adv, changed advantage on-block -4F to -6F
Buster Claw (Claw):
• Changed hit effect on Crush Counter to knockdown
V-Skill (Matador Turn):
• Reduced projectile invincibility time 5F when follow up is not preformed
Matador Blitz (No Claw):
• Reduced damage on second hit 80 to 60
V-Trigger (Bloody Kiss - Torero, Rojo, Azul):
• Increased stun 0 to 150
• Increased the size of hitboxes so all hits land
Flying Barcelona Attack:
• Increased CA meter gain on-hit and block
• Fixed issue where getting hit during the 2F before the move's active frames didn't count as a counter
Izuna Drop:
• Increased stun 150 to 200
• Increase CA meter gain on-hit
• Reduced active frames 5F to 2F
• Increased throw range downward
EX Izuna Drop:
• Increased stun 200 to 250
• Reduced active frames 5F to 2F
• Increased throw range downward
LK Crimson Terror:
• Increased stun 120 to 150
• Reduced hit pushback on the second hit
• Increased size of hitbox forward through active frames of the second hit
• Changed advantage on-hit +0F to +1F
MK Crimson Terror:
• Increased stun 140 to 150
HK Crimson Terror:
• Increased stun 160 to 200
EX Crimson Terror:
• Increased stun 180 to 200
• Reduced movement range
• Reduced hit and block pushback in accordance with reduced movement range
• Fixed issue where getting hit on the first active frame didn't count as a counter
MP Aurora Spin Edge (Claw):
• Increased juggle potential when used in-air combos
• Fixed issue where getting hit on the first active frame didn't count as a counter
HP Aurora Spin Edge (Claw):
• Increased active frames 4F to 6F
• Added hitbox to hit opponents behind Vega
EX Aurora Spin Edge (Claw):
• Increased juggle potential when used in-air combos
• Added hitbox to hit opponents behind Vega on first hit
Grand Izuna Drop (No Claw):
• Increased CA meter gain on whiff and hit
Foxindarian escribió:Lo de Vega es raro... primero dicen que intentan mejorarlo porque hace un daño cuestionable... y luego se dedican a reducirle daño por todas partes.
Le han mejorado un poco el juego con garra, dándole un poco más de ventaja en los golpes con la garra puesta para que sean más difíciles de castigar on block, y mejorando el ASE (a ver si ahora por fin el Hp.ASE vale de antiaereo)... ahora se puede combear un AES.Ex después del V.Trigger en la esquina. Un golpe con garra que han empeorado es el st.Hp, ahora tiene mucho menos alcance (y aunque se supone que hace 1f más de hitstun, es solo para compensar los frames que han añadido a los movimientos que combean después, como el c.Mp)
El Buster Claw, que ahora deja al rival flotando, parece que no se puede combear con otra cosa que no sea el mismo golpe o un barrido si se está a la distancia adecuada, como antes, pero al menos ya no hay peligro de que te bloqueen el barrido después de un CC.
Por lo demás, le han empeorado el juego sin garra y las patadas, aumentando la recuperación en algunos movimientos, incluido el overhead (ahora tiene castigo seguro), muchos de estos cambios son comunes a otros personajes (pero no a todos, cosa que me parece injusta...), aunque creo que a Vega le va a perjudicar especialmente. Por suerte, la patada st.Lk parece que la dejan en 3f. El cambio del cr.Hp sin garra es bienvenido, y al parecer bastante útil... pero para mi no compensa el resto de ajustes.
Ahora el juego de Vega creo que va a ser mucho más pokeo si es posible, mucho menos arriesgado. Eso, y buscar momentos para presionar con el Lk.CT, que ahora deja en +1 y a una distancia donde se puede seguir con un Command Throw, tanto en hit como en block, si no recuerdo mal.
Una cosa que me deja helado es el cambio en el V.Skill... reducen la invencibilidad a proyectiles... que básicamente es la única utilidad segura que tiene el movimiento. Todo el mundo pidiendo que la aumentaran para poder usarla contra los personajes con proyectiles lentos... y van y hacen justo lo contrario... ahora ante Nash, Chun... etc, tenemos una herramienta menos para contrarrestar el zoneo.
Expertos de Vega!! (a.k.a. @Kayser_Ryu) esperamos vuestras opiniones
Foxindarian escribió:Lo de Vega es raro... primero dicen que intentan mejorarlo porque hace un daño cuestionable... y luego se dedican a reducirle daño por todas partes.
Le han mejorado un poco el juego con garra, dándole un poco más de ventaja en los golpes con la garra puesta para que sean más difíciles de castigar on block, y mejorando el ASE (a ver si ahora por fin el Hp.ASE vale de antiaereo)... ahora se puede combear un AES.Ex después del V.Trigger en la esquina. Un golpe con garra que han empeorado es el st.Hp, ahora tiene mucho menos alcance (y aunque se supone que hace 1f más de hitstun, es solo para compensar los frames que han añadido a los movimientos que combean después, como el c.Mp)
El Buster Claw, que ahora deja al rival flotando, parece que no se puede combear con otra cosa que no sea el mismo golpe o un barrido si se está a la distancia adecuada, como antes, pero al menos ya no hay peligro de que te bloqueen el barrido después de un CC.
Por lo demás, le han empeorado el juego sin garra y las patadas, aumentando la recuperación en algunos movimientos, incluido el overhead (ahora tiene castigo seguro), muchos de estos cambios son comunes a otros personajes (pero no a todos, cosa que me parece injusta...), aunque creo que a Vega le va a perjudicar especialmente. Por suerte, la patada st.Lk parece que la dejan en 3f. El cambio del cr.Hp sin garra es bienvenido, y al parecer bastante útil... pero para mi no compensa el resto de ajustes.
Ahora el juego de Vega creo que va a ser mucho más pokeo si es posible, mucho menos arriesgado. Eso, y buscar momentos para presionar con el Lk.CT, que ahora deja en +1 y a una distancia donde se puede seguir con un Command Throw, tanto en hit como en block, si no recuerdo mal.
Una cosa que me deja helado es el cambio en el V.Skill... reducen la invencibilidad a proyectiles... que básicamente es la única utilidad segura que tiene el movimiento. Todo el mundo pidiendo que la aumentaran para poder usarla contra los personajes con proyectiles lentos... y van y hacen justo lo contrario... ahora ante Nash, Chun... etc, tenemos una herramienta menos para contrarrestar el zoneo.
Expertos de Vega!! (a.k.a. @Kayser_Ryu) esperamos vuestras opiniones
Kaiser_Ryu escribió:Pero hay cosas que me parecen abusivas ya, el c.HK (slide) ahora tiene más recovery, sí MAS, como si no fuese castigable ya, luego me ha dado por mirar el slide de Bison (sí, ese que se cruza media pantalla patinando con alegría) y no lo han tocado .
Kaiser_Ryu escribió:Una cosa muy buena, que el v-trigger SÍ hace stun, menos mal porqué me hacía sentir muy impotente ver como le cuelas la rosa con la barra de stun al límite y el rival se quedaba tal cual xD
Foxindarian escribió:Kaiser_Ryu escribió:Una cosa muy buena, que el v-trigger SÍ hace stun, menos mal porqué me hacía sentir muy impotente ver como le cuelas la rosa con la barra de stun al límite y el rival se quedaba tal cual xD
Esto que dices está bien, pero... como dice @Ancient , a mi seguro que me pasa lo de llevar el piloto automático y malgastar el CA porque la rosa le ha stuneado
Por cierto, esta nota:
Crouching HP (No Claw):
• Now Crush Counter move
• Knockdown on-hit /V-Gauge increase 150
Me tiene mosqueado...¿tira al suelo al rival? ¿adiós a las posibilidades de combear después del CC? si resulta que es eso, por mi que lo dejen como está
A ver mañana, si no tenemos que venir todos llorando jajaja
Cataphractus escribió:Yo de vega ni idea, pero sí diré que los que me encontraba online, era empezar la partida y quitarse la garra para no verla más, o usarla "para despistar". Imagino que los cambios van para evitar esto, ya que se supone que una de las caracteristicas de Vega es la garra. Ahora, si realmente le han dejado sin demasiadas opciones, pues apoyo vuestras penas
Egomagic escribió:Esta ya akuma?no lo veo en la tienda.estoy en la version 13 que es la nueva creo
Foxindarian escribió:
Sacado de shoryuken Un ejemplo del nuevo alcance del st.Hp... yo no se ni para que le ponen garraKaiser_Ryu escribió:Pero hay cosas que me parecen abusivas ya, el c.HK (slide) ahora tiene más recovery, sí MAS, como si no fuese castigable ya, luego me ha dado por mirar el slide de Bison (sí, ese que se cruza media pantalla patinando con alegría) y no lo han tocado .
He estado leyendo, y parece que esto, a parte de para que sea más facil de castigar, es para que sea "menos efectivo" a la hora de escapar de los cross ups... tócate las narices. Parece que quieren obligarnos a usar el Hp.ASE (que NUNCA he conseguido usar fuera de adivinar que me van a empezar el round saltando, o para presionar a Zangief)Kaiser_Ryu escribió:Una cosa muy buena, que el v-trigger SÍ hace stun, menos mal porqué me hacía sentir muy impotente ver como le cuelas la rosa con la barra de stun al límite y el rival se quedaba tal cual xD
Esto que dices está bien, pero... como dice @Ancient , a mi seguro que me pasa lo de llevar el piloto automático y malgastar el CA porque la rosa le ha stuneado
Por cierto, esta nota:
Crouching HP (No Claw):
• Now Crush Counter move
• Knockdown on-hit /V-Gauge increase 150
Me tiene mosqueado...¿tira al suelo al rival? ¿adiós a las posibilidades de combear después del CC? si resulta que es eso, por mi que lo dejen como está
A ver mañana, si no tenemos que venir todos llorando jajaja
Egomagic escribió:No era el 20???
THumpER escribió:Joder si es que me caguen todo. Yo veo demasiadas cosas negativas de vega... y estoy deacuerdo en que la V-skill es una mierda como una casa xD es que no vale para casi nada. Como mucho la usaba contra proyectiles pero tienes que leer al rival para poder conectar bien y en el momento preciso. En fin, esta nueva season... lo vamos a pasar fatal
THumpER escribió:Pues nah, toca volver a los años del SFIV cuando sufriamos de lo lindo con vega y eso que tenia el scarlet terror que me habia sacado de muchos apuros pero no era perfecto como AA.
jimmy_5282 escribió:son las 23:18 y aun están en mantenimiento
Rubhen escribió:Una duda tonta que me surge. Estaba pensando en pillar el pase de la temporada 2, pero no me queda claro si Akuma incluye el traje "clásico", o se compra aparte. En el texto pone: "Cada personaje de la temporada 2 viene con un traje de batalla superiores con los colores..." Pero sinceramente, es que el nuevo diseño de Akuma me resulta asquerosito y me tira bastante para atrás que no venga el de siempre.
Gracias de antemano, y sorry si ya habíais resuelto esta duda anteriormente.
Znation escribió:Rubhen escribió:Una duda tonta que me surge. Estaba pensando en pillar el pase de la temporada 2, pero no me queda claro si Akuma incluye el traje "clásico", o se compra aparte. En el texto pone: "Cada personaje de la temporada 2 viene con un traje de batalla superiores con los colores..." Pero sinceramente, es que el nuevo diseño de Akuma me resulta asquerosito y me tira bastante para atrás que no venga el de siempre.
Gracias de antemano, y sorry si ya habíais resuelto esta duda anteriormente.
El traje clasico de Akuma hay que pagarlo aparte , no viene incluido en el season pass 2.
Las estrategias de Capcom.......
aiveix escribió:Znation escribió:Rubhen escribió:Una duda tonta que me surge. Estaba pensando en pillar el pase de la temporada 2, pero no me queda claro si Akuma incluye el traje "clásico", o se compra aparte. En el texto pone: "Cada personaje de la temporada 2 viene con un traje de batalla superiores con los colores..." Pero sinceramente, es que el nuevo diseño de Akuma me resulta asquerosito y me tira bastante para atrás que no venga el de siempre.
Gracias de antemano, y sorry si ya habíais resuelto esta duda anteriormente.
El traje clasico de Akuma hay que pagarlo aparte , no viene incluido en el season pass 2.
Las estrategias de Capcom.......
En serio?? Qué cracks estos de capcom... el pase de la season 1 llevaba todos los trajes premium sin excepción. Y los trajes historia de todos los personajes, denominado en el caso de Akuna «nostalgia», los puedes comprar con FM. Pues ni una cosa ni la otra. Lo dicho, unos cracks.
aiveix escribió:Znation escribió:Rubhen escribió:Una duda tonta que me surge. Estaba pensando en pillar el pase de la temporada 2, pero no me queda claro si Akuma incluye el traje "clásico", o se compra aparte. En el texto pone: "Cada personaje de la temporada 2 viene con un traje de batalla superiores con los colores..." Pero sinceramente, es que el nuevo diseño de Akuma me resulta asquerosito y me tira bastante para atrás que no venga el de siempre.
Gracias de antemano, y sorry si ya habíais resuelto esta duda anteriormente.
El traje clasico de Akuma hay que pagarlo aparte , no viene incluido en el season pass 2.
Las estrategias de Capcom.......
En serio?? Qué cracks estos de capcom... el pase de la season 1 llevaba todos los trajes premium sin excepción. Y los trajes historia de todos los personajes, denominado en el caso de Akuna «nostalgia», los puedes comprar con FM. Pues ni una cosa ni la otra. Lo dicho, unos cracks.
arash666 escribió:Pues Akuma no ha salido el día 20... Menudos cabrones... Que digan que sale el 21...
Joder, me he comprado hasta el escenario 170.000 fight money
Contains 6 additional characters: Alex, Guile, Ibuki, Balrog, Juri, and Urien, each with a premium alternate costume, for Street Fighter® V.