‘Street Fighter V’ Balance Update: Complete Patch Notes Drop April 3
Street Fighter V ’s massive Arcade Edition update added two new fighters to the roster, and now a new balance update is coming to Capcom’s premiere fighting game on April 3.
This Street Fighter V balance update will make some general fixes, including how throw escapes are performed and an overall rebalancing of V-Reversals. As for character-specific balances, the two new fighters, Blanka and Sakura, will get some tweaks.
The full text of the April 3 update is long and dense and we recommend heading over to Capcom Unity for the entire patch notes. Check out the General fixes and some of the character-specific changes below.
GENERAL
Crush Counters
Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.
Throw Escape
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Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break.
Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor.
Normal Throw Damage
Increased parameters for characters that have less reward on hit.
V-Reversals
Overall rebalancing for the moves’ start-up and performance.
CHARACTERS
Sakura
- Hanakaze (Forward Throw)
- Added 1F of recovery after the throw
- Increased the separation distance upon landing the throw in the corner
- Sakura Shoulder Throw (Backwards Throw)
- Damage increased from 140 to 150
- Sailor Hop (Air Throw)
- Damage increased from 140 to 160
- Landing recovery on whiff increased from 4F to 6F
- Haru Kaze
- Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
- Standing LP
- Reduced the upwards hitbox
- Standing LK
- Active frames reduced from 4F to 3F
- Adjusted the motion
- Due to the change above, hitboxes were adjusted accordingly
- Crouching MP
- Advantage on hit increased from +2F to +5F
- Pushback on hit slightly decreased
- Pushback on block slightly decreased
- Furiko Upper
- Expanded the forward hitbox for the first active frame
- Moved the hitbox forward for active frame 3F
- Active frame 3F will no longer trigger a Crush Counter
- Reduced the backwards hurtbox
- Sakura Otoshi
- Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
- Changed the V-Gauge meter build distribution, from 75 (25x3) to 120 (30+40+50)
- Oukakyaku
- Damage increased from 60 to 80
- Floral Spin (V-Reversal)
- Startup increased from 15F to 17F
- Pushback on block slightly decreased
- Hogasho
- Reduced the hitbox
- Added 5F of recovery on whiff
- H Shunpukyaku
- Damage increased from 80 to 100
- Reduced the startup from 25F to 24F
- Expanded the hurtbox for the second hit
- Hadoken
- Damage increased from 50 to 60
- EX Hadoken
- Damage increased from 80 to 100
- Startup decreased from 17F to 14F
- Note: No changes to advantage/disadvantage
- Changed the overall movement frames from 48F to 45F
- Note: No changes to advantage/disadvantage
- Expanded the forward hitbox
- Can now be canceled into V-Trigger
- V Hadoken
- Changed the overall movement frames from 45F to 42F
- Note: No changes to advantage/disadvantage
- Expanded the forward hitbox
- Adjusted the combo count
- Changed the overall movement frames from 45F to 42F
- V Hadoken (Charged)
- Changed the overall movement frames from 75F to 60F
- Increased the advantage on block from +3F to +10F
- Expanded the forward hitbox
- Tengyo Hadoken
- Reduced the damage from 70 to 60
- Changed the overall movement frames from 57F to 45F
- Changed the opponent’s blowback on hit
- Expanded the forward hitbox
- Changed so that it will not hit a crouching opponent
- Changed to cause a knockdown on hit
- Active frames changed from 24F to 27F
- EX Tengyo Hadoken
- Reduced the attack active frames from 17F to 15F
- Note: No changes to advantage/disadvantage
- Changed the overall movement frames, from 55F to 45F
- Note: No changes to advantage/disadvantage
- Increased the float on hit
- Changed so that it will not hit a crouching opponent
- Can now be canceled into V-Trigger
- Reduced the attack active frames from 17F to 15F
- V Tengyo Hadoken
- Changed the overall movement frames, from 51F to 45F
- Expanded the forward hitbox
- Changed the opponent’s float on hit
- Changed so that it will not hit a crouching opponent
- Adjusted the combo count
- V Tengyo Hadoken (Charged)
- Damage increased from 100 to 110
- Changed the overall movement frames, from 67F to 55F
- Adjusted the combo count
- Changed the opponent’s float on hit
- Changed so that it will not hit a crouching opponent
- EX Shououken
- Reduced the opponent’s blowback distance on hit
- Sakura Rain
- Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken/V Hadoken/charged V Hadoken/V Tengyo Hadoken/ charged V Tengyo Hadoken).
Blanka
- Quick Rolling (V-Reversal)
- Increased the pushback on block
- Increased the opponent’s blowback on hit
- Jungle Dynamo/Lightning Beast
- Reduced 2F of recovery to the V-Trigger cancel
- Electric Thunder
- Advantage on block increased from +2F to +3F
- EX Electric Thunder
- Damage increased from 100 to 120
- Stun increased from 180 to 200
- Can now be canceled into V-Trigger
- V Electric Thunder
- Stun increased from 180 to 230
- Back Step Rolling
- Changed to blowback damage on midair hit
- Eased the combo count
- Decreased the landing recovery from 14F to 11F
- Note: No changes to advantage/disadvantage
- EX Back Step Rolling
- Decreased the landing recovery from 13F to 5F
- Note: There are changes to advantage/disadvantage on hit and block
- Decreased the landing recovery from 13F to 5F
- V Back Step Rolling
- Decreased the landing recovery from 14F to 11F
- Note: No changes to advantage/disadvantage
- Decreased the landing recovery from 14F to 11F
- Ground Shave Rolling
- Changed so that the first and second hits will be blocked successively
- Reduced the disadvantage on block from -14F to -8F
- Ground Shave Rolling (Max Charge)
- Reduced the damage from 250 to 220
- Changed so that the final hit causes a guard break
Ryu
- Shoulder Throw (Forward Throw)
- Damage increased from 120 to 130
- Recovery increased after the throw by 2F
- Somersault Throw (Backwards Throw)
- Damage increased from 140 to 150
- Standing LP (Normal/V-Trigger)
- Reduced the upwards hitbox
- Standing MK
- Removed the forward hurtbox that appeared before the hitbox active frames
- Crouching MK
- Changed so that the collision box will emerge forward when the hitbox becomes active
- Jodan Nirengeki/Jodan Sanrengeki
- Enforced the combo count restrictions
- Added float if the final hit hits midair
- Denjin Renki
- Increased the length of the V-Timer from 800F to 1,000F
- Isshin
- Changed that the counter judgment will become active from 1F of Isshin receiving an attack
- Removed the counter hit judgment from a successful Isshin activation
- Can cancel the recovery into EX Jodan Sokuto Geri only on hit
- Can be canceled into from Axe Kick and Solar Plexus Strike
- V Hadoken
- Increased the V-Timer usage of each V Hadoken from 50F to 100F
- VEX Hadoken
- Changed the position at which movement is possible after the move
- H Shoryuken (Normal/V-Trigger)
- Damage increased by 10 for 1 st active frame only
- Hit stop increased for 1 st active frame only
- EX Shoryuken
- Expanded the forward hitbox
- Changed the opponent’s behavior on the first hit
- Note: This has no effect on the battle balance
- V Shoryuken/VEX Shoryuken
- Changed so that it will consume V-Timer gauge
- Note: Uses 150F of gauge
- Changed so that it will consume V-Timer gauge
- Jodan Sokuto Geri
- Reduced the opponent’s knockback distance
- Increased the forward travel distance during the move
- Eased the combo count
Ken
- Knee Bash (Forward Throw)
- Damage increased from 110 to 120
- Added 1F of recovery after the throw
- Hell Wheel (Backwards Throw)
- Damage increased from 130 to 140
- Standing LP
- Reduced the upwards hitbox
- Crouching LP
- Pushback on hit slightly decreased
- Pushback on block slightly decreased
- Reduced the upwards hitbox
- Crouching LK
- Increased the pushback on hit
- Quick Step (V-Skill)
- Damage reduced from 70 to 50
- Stun reduced from 150 to 100
- Added float value for airborne hit
- Eased the combo count
- Expanded the collision box only when performed from Chin Buster 2 nd cancel
- M Shoryuken
- Eased the combo count
- EX Shoryuken/VEX Shoryuken
- Changed so that it can hit opponents who are behind Ken
- Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit
- Shinryuken
- Eased the combo count
- Reduced the horizontal knockback distance for max button press version
- Damage reduced from 200 to 180 for max button press version
Chun-Li
- Standing LP and Standing MP (Normal/V-Trigger)
- Reduced the upwards hitbox
- Koshuto (Forward Throw)
- Changed the distance from the opponent after a throw
- Rankyaku (V-Skill)
- Can be performed from cancelable moves
- Decreased the V-Gauge meter gain from 100 to 80
- Yokusenkyaku (Normal)
- Decreased the advantage on Crush Counter from +19F to +18F
- Recovery increased on whiff from 13F to 18F
- Kikosho
- Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile
Cammy
- Hurtbox
- Expanded her upwards hurtbox while crouching
- Stun
- Increased from 900 to 950
- Gyro Clipper (Forward Throw)
- Damage increased from 120 to 130
- Stun decreased from 150 to 120
- Delta Through (Backwards Throw)
- Damage increased from 140 to 150
- Crouching LK
- Increased the pushback on hit
- Lift Upper
- Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
- L Cannon Spike
- Invincible to airborne attacks from 1F to 6F
- V Cannon Spike
- Can cancel into V Canon Strike on hit
- Delta Step/Delta Ambush
- Number of V-Trigger blocks reduced from 3 to 2
- The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush
- Delta Twist
- Expanded the downwards hurtbox
- Reverse Edge
- Damage increased from 70 to 80
- The second attack will be considered a mid attack
- The recovery on block will be the same as on hit
- Recovery on block decreased from -11F to -5F
- Active frames 1F and 2F will be able to hit grounded opponents
M. Bison
- Crouching LP
- Reduced the upwards hitbox
- Crouching HP
- Expanded the upwards hurtbox
- Psycho Impact (Forward Throw)
- Damage increased from 130 to 140
- Psycho Burst (V-Reversal)
- Changed the startup from 16F to 17F
- EX Double Knee Press
- When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
- Psycho Judgment
- Eased the combo count
- Psycho Crusher
- Damaged increased when the lower body portion hits from 70 to 100
Nash
- Dragon Suplex (Forward Throw)
- Damage increased from 130 to 140
- Stun increased from 120 to 150
- Target Down (Backwards Throw)
- Damage increased from 140 to 150
- Standing MK
- Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
- Raptor Combination/Bullet Combination
- Increased the forward movement distance of the second hit
- Bullet Clear (V-Skill)
- Increased the advantage on hit from +2F to +5F
- Increased the V-Gauge meter gain from 80 to 100
- Moonsault Slash
- Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
- Sonic Move – Hide
- Reduced the recovery by 2F
- Throw and projectile invincible from frames 1F-3F
- Justice Corridor
- Will not be able to perform Stealth Dash on whiff
- Changed the behavior when Nash overtakes the opponent character