Street Fighter V

diegomel escribió:Alguien sabe que hay que hacer en la semanal de 5000 de esta semana ?


Yo me lo saqué ganado a la cpu con dhalsim en su escenario.
New Stage Slot (Datamining)

Imagen

Temas

Street Fighter V - Temple of Ascension (Round 1)

https://www.youtube.com/watch?v=3tYwJqmJU3s

Street Fighter V - Temple of Ascension (Round 2)

https://www.youtube.com/watch?v=lvDTaEeeG9E

Street Fighter V - Akuma's (Gouki's) Theme

https://www.youtube.com/watch?v=GZPP7WJ27Jo

Street Fighter V - Christmas in New York Stage Theme

https://www.youtube.com/watch?v=sBHXoXEfqY4

PD: "Creo" servers off día 20 de 17:00 a 01:00 ;)
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 [+risas]
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 [+risas]


Ya casi parece un tema de KI [carcajad] Lo mejor que con el update podremos poner el tema favorito donde queramos :D
Mmm el tema de Gouki no me termina de convencer...

Hubiese preferido algo parecido a esto:

https://www.youtube.com/watch?v=1q-T1DxjYxk
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
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 XD 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 XD es decir, mantenimiento de las 17:00 martes día 20 hasta la 01:00 ya día 21


Eso es lo q me temia :'(.Siempre tarde estos de Capcom,en vez de haber hecho el mantenimiento hoy

Igualmente luego a la oche lo pondré,x si se puede jugar antes del mantenimiento
Y creo que son entre 2 y 10 GB el update... creo que los 10GB [+risas]
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 XD 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.
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 XD 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.


No se podrá jugar online ni sumar FM... el horario de mantenimiento está pensado más para USA :(

-----

Oficial;

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.


Detallado; [+risas]


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

Fuente: http://www.capcom-unity.com/harrisony/b ... -fighter-v
Buf esto es como un juego nuevo xD ahora a aprender todos las nuevas mecancias de cada personaje para ver de que son capaces.
Me gusta mucho los cambios de cara a los rage quits ya que a parte de ser señalizados tanto los que se desconectan como los que se quedan tras perder, a su vez el sistema los irá emparejando mas entre ellos cosa que me parece de puta madre. Que gracia me hará ver a rage quitters jugando entre ellos [qmparto] Y los que son buenos jugadores pues lo mismo.
Y bueno parece que por fin el DS4 entre otros es compatible en steam para el SFV. Les ha costado casi 1 año pero bueno mejor tarde que nunca. Lastima que no hayan dicho de arreglar el netcode en las salas de combate.
No encuentro los cambios detallados de Vega, alguien me puede decir si nos han metido cosas buenas?
Ancient escribió:No encuentro los cambios detallados de Vega, alguien me puede decir si nos han metido cosas buenas?

A vega me parece que se lo han cargado... [+risas] veo mucha reduccion de año e incremento de frames... cuando precisamente lo bueno que tiene es lo rapido que es en atacar y moverse. Quiza me equivoco pero por lo que veo aqui... no tiene buena pinta esto :-|

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
Bueno pues se acabo el SFV para mi. Estaba esperando a que salieran notas oficiales de la temporada 2 para ver si al final se habían dignado a meter el modo arcade, pero veo que siguen pasando. Llevo 10 meses esperando a que lo pongan pero ya me he cansado, esta tarde en cuanto salga de trabajar voy a vender el juego, como si me dan 1 euro por el. Lo tenían a huevo para ponerlo ahora con akuma y el nuevo escenario como jefe final, pero parece que les da igual. De mi no van a ver un solo euro mas estos hijos de puta de Capcom, y eso que tenia pensado comprarme el Resident evil 7 el mes que viene. Anda y que os jodan, hijos de puta.
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 XD
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 XD

A mi me parece un muy buen analisis.
Os imaginais que el EX ACE se pudiera combinar con el EX FBA?
Por cierto, ahora la rosa incrementa el Stun, a ver quien es el primero que intenta tirar el CA despues de la rosa y no entra xD
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 XD


Pues le he estado echando un ojo y básicamente suscribo las cosas que ya has comentado XD

Vamos a estar un poco más seguros en los pokes en block pero por lo demás... nusé nusé. En un principio parece que se quiere potenciar su zoneo con pokes pero vamos como no se te de bien eso como jugador (a mi no [+risas] ) pues en general vas a salir muyy perjudicado porqué por lo demás estás igual o peor. En potencial de daño sobretodo, salimos bastante mal parados.

Lo más interesante de todo me parece su c.HP (sin garra) porqué ahora hace CC, quizás eso condicione al rival a saltarte a lo loco, y para cuando hacen wake up puede ir muy bien si se levantan tocando.

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 cawento.

Lo de la v-skill muy de acuerdo también, es de las v-skill más malas del juego y en lugar de potenciarla o darle algo de presencia nos la empeoran [buuuaaaa]

Me ha llamado la atención que le aumenten la hit box al spin edge HP, dicen que ahora puede golpear al rival si lo tienes "detrás", entiendo que se refiere a detener un cross-up, peeero joder que ese golpe es lento de narices, para mi no es funcional a menos que lo uses con intuición, porqué a reacción no da tiempo a meterlo. (yo almenos, podéis comentar los demás si lo usáis bien).

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

Algo más positivo, pues el lk Rolling, que ahora en block te deja en +1 (0 antes), algo es algo porqué el muñeco para entrar safe siempre lo tiene complicado ^^u

Comentando así rapidillo seguro que me dejo algo importante, pero como digo muy deacuerdo en lo que tú mismo has dicho ya.

EDITO: un detallito que se me ha pasado, el s.HP (garra) tiene +1f en block ahora, esto mejora un poco cuando lo cancelamos en "cambio sin garra"

pd: AFORTUNADAMENTE la st.LK parece que no la han tocado y seguirá con 3f, menos mal porqué estábamos muertos sinó, MUERTOS.

pd:2 creo que básicamente he repetido casi todo lo que ya has dicho tú ^^u

Ryu
Imagen

Sacado de shoryuken XD Un ejemplo del nuevo alcance del st.Hp... yo no se ni para que le ponen garra [+risas]

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 .


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 [tomaaa] [qmparto]

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 [buuuaaaa]

A ver mañana, si no tenemos que venir todos llorando jajaja
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 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 [tomaaa] [qmparto]

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 [buuuaaaa]

A ver mañana, si no tenemos que venir todos llorando jajaja


Lo de malgastar el CA por stunear seguro que nos pasará alguna que otra vez, pero vamos yo creo que a efectos prácticos pienso que sacaremos más veces partido del stun que de tirar a la basura el CA, o eso creo.

Lo que comentas del c.HP sin garra que tira al suelo no me había fijado... Joder, que yo había interpretado que te tira al suelo en CC pero no es eso, te tira al suelo ¿SIEMRPE? entonces estamos jodidos a menos que eso sea una errata porqué yo lo usaba mucho en el wake up del rival para cancelarlo en Barna EX, pero si ahora le va a tirar al suelo entiendo que el EX no conectaría... :S

Ryu
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 XD

Yo soy el unico manco que la debia usar, me siento desprotegido sin mi garra y sin mi mascara. Aunque ver la cara de loco en el CA... eso si que mola :P
Esta ya akuma?no lo veo en la tienda.estoy en la version 13 que es la nueva creo
Egomagic escribió:Esta ya akuma?no lo veo en la tienda.estoy en la version 13 que es la nueva creo

La nueva es la 14. Hasta mañana nada.
Foxindarian escribió:Imagen

Sacado de shoryuken XD Un ejemplo del nuevo alcance del st.Hp... yo no se ni para que le ponen garra [+risas]

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 .


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 [tomaaa] [qmparto]

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 [buuuaaaa]

A ver mañana, si no tenemos que venir todos llorando jajaja



es que los hitbox y esas mierdas en este juego son de chiste, entre las cosas que claramente dan pero no y los golpes que te dan cuando el muñeco está en parla...
Egomagic escribió:No era el 20???

Si, pero el 20 por la tarde/noche te podras descargar la Actu. Seguramente hasta las 4 de la mañana no vuelvan los servidores.
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: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 :-|

Los japos, que no juegan con Vega y se creen que es buenerrimo ¬¬
Ahora tenemos más alcance sin garra que con garra, la única solución que veo es que Vega se deje las uñas aún más largas para compensar [fies]

pd; propongo cambiar el título del hilo por: "Las aventuras de Vega en SFV"

Ryu
Pues nah, toca volver a los años del SFIV cuando sufriamos de lo lindo con vega [carcajad] y eso que tenia el scarlet terror que me habia sacado de muchos apuros pero no era perfecto como AA.
THumpER escribió:Pues nah, toca volver a los años del SFIV cuando sufriamos de lo lindo con vega [carcajad] y eso que tenia el scarlet terror que me habia sacado de muchos apuros pero no era perfecto como AA.


Nunca pensé que echaría de menos ese AA, era bastante casposo pero de ahí a no tenerlo... [+risas]

Ryu
Me ha saltado una actualizacion en Ps4 de 7,6Gb , han cambiado las ilustraciones del menu (para mi gusto a peor) , y advierte el tema de la musica seleccionable y los ragequitters.

Pero de momento todo offline claro.
Se ha actualizado y ahora está en mantenimiento.
son las 23:18 y aun están en mantenimiento
jimmy_5282 escribió:son las 23:18 y aun están en mantenimiento


Hasta la 1 de la mañana no se podra jugar.
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
Hace tiempo q no le doy, han mejorado algo las recompensas de desafíos diarios y tal? Está más fácil conseguir FM o igual que siempre? Gracias
Alguien sabe donde se cambia la música del escenario? Ando bien perdido no la veo.
Saludos.
@cucoco

en ajustes de combate, donde eliges el personajes con el que peleas en igualadas o casuales, ahí ahora hay otra opcion para elegir lña música que solo es o la del escenario o la de tu personaje o la del rival que te salga, no puedes elegir la que quieras :-? la puedes elegir a medias digamos [carcajad]
Menuda sorpresa me he llevado al ver el traje "nostalgia" de Akuma de pago , no lo sabia.
Capcom en su linea......pues nada habrá que acostumbrarse a jugar con el pelo largo.
El Target combo de Vega, si lo combeas cuando el rival esta agachado... el segundo target no entra porque estaba agachado o como va la cosa??

EL ACE se ha vuelto bastante cremoso en la version EX, tiene un alcance de la repanocha.
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. [beer] [beer]
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. [beer] [beer]


El traje clasico de Akuma hay que pagarlo aparte , no viene incluido en el season pass 2.
Las estrategias de Capcom.......
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. [beer] [beer]


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. [beer] [beer]


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.

Una cosa que no me queda clara... Akuma tiene historia propia como el resto de personajes?
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. [beer] [beer]


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.


El problema es que la gente se tira de cabeza a comprarlo , por eso lo hacen.
He jugado contra 3 Akuma y todos con el traje clasico.......

Lo proximo será sacar a Sagat con pelo y si lo quieres calvo a pagar. [facepalm]
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


¿No ha sido así con todos? Dicen que sale un día y luego lo vemos el siguiente, no sé si será por cuestión de Zona horaria. ¿Con las misiones no ocurre igual? Algunas pone que duran 1 días (con 's' sí) y luego son 48 horas, que Capcom no sabe lo que es un día.

@Messiah18 Si preguntas si han metido las misiones, sí, lo han hecho.Pero no son diarias, te dan varias misiones y tienen diferentes duraciones (entre 2 y 5 días)

@aiveix En Steam no pone nada de que el Seasson1 incluyese el traje de modo historia de los personajes, incluye los trajes premium.
Contains 6 additional characters: Alex, Guile, Ibuki, Balrog, Juri, and Urien, each with a premium alternate costume, for Street Fighter® V.
Vaya tela. Pues nada, ahí se queda el pase de temporada con sus 5 pjs misteriosos y su Akuma de la sabana africana.
Gracias! [beer]
Testeado un poco por encima la nueva season.

Con vega poco puedo decir a nivel de combate online ya que no he jugado aun xD solo entrenamiento. Y lo que veo es que ahora el puño adelante con garra al hacer CC lo levanta para poder meter un barrido. Pero cual es el problema? pues que tienes que estar bastante cerca para que el barrido conecte :-| De hecho mi impresion es que esto no cambia nada porque yo ese ataque lo uso mucho, y se que a cierta distancia entraba un barrido sin problemas. Pero la distancia sigue siendo la misma diria yo con la animacion nueva en que el rival sale por los aires. A parte he estado probando de conectar un FBA EX y no llega a pillarlo. Se puede combear con la rosa igual que antes y la novedad podria ser que estando muy cerca, al hacer CC con el F. HP entra un critical art. Pero esto no recuerdo si tambien conectaba antes. Pero claro... que vega usa ese ataque delante de las narices del rival? xD

El puño fuerte agachado ahora hace CC el cual me parece que se puede conectar con FBA ex.
Otra cosa de vega, el aurora fuerte el cual levanta el rival y que ningun vega solia usar porque no vale para nada, si se lo haces en la esquina da tiempo a meter la rosa y luego CA. Lo malo es que si no estas en la esquina no conecta la rosa y es una pena porque le daria mucho jugo al tema.

El tema de los agarres normales se nota que ahora el que agarra tiene como mas tiempo de espera para poder moverte despues de la animacion. Muchos te lanzan un agarre y mientras tu te estas levantando, el otro ya se acercaba a ti para agarrarte de nuevo. Ahora hay un pelin mas de pausa cuando agarras, cosa que agradezco bastante porque antes era un festival de agarres... [+risas]

Se nota la reduccion de daño con vega. Su mayor combo estaba en 525 o algo asi y ahora solo hace 500 de daño. Por lo demas a priori no se si hay mucho cambio, aunque esto hay que darle online para ver.
Y una cosa, no me acuerdo pero vega tiene 2 reversals? que basicamente son las 2 volteretas corta y larga del SF4.

He probado akuma. En general muy buenas sensaciones. El personaje es la hostia con ataques muy guapos y que en buenas manos tiene pinta de ser jodido de parar. Creo que es el unico que tiene 2 CA. En el aire si lanzas un hadouken en EX cambia la animacion siendo un ataque muy guapo. El teleport es mas lento que en el SF4.
El prologo que tiene esta muy guapo y es el mejor de todo el juego. Ademas, en el prologo luchas en el nuevo escenario. Si quereis ver como es lo teneis ahi antes de comprarlo. No esta mal pero tiene demasiado brillo en los personajes. Me recuerda un poco a uno del alpha

Imagen

Y bueno, POR FIN podemos jugar con la musica que queremos incluido poner la opcion de jugar con tu propio personaje ya sea en rankeds o normales. Madre mia el gusto y motivacion que me da esto de jugar con vega y su propio tema xD Ademas en pc, han añadido por lo menos la opcion de jugar con el stick o mando que quieras. Se acabo el tener que usar programas para emular el pad de 360 [360º]
Una lastima que del modo arcade nada de nada... pero sigo manteniendo la esperanza. Y de la conexion real en la busqueda de salas de combate tampoco lo han arreglado. Pero bueno, poco a poco esto ya va teniendo mejor forma.
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