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Street Fighter 5 Has New Balance Changes Following Capcom Cup 2018

This story is still in development…

A new season draws new. Street Fighter 5’s Season 4 patch is up and live on PlayStation 4. Also, we’re getting a new fighter named Kage who looks like Evil Ryu with devil horns and can “fly” (or at least has flight-like/airdashes/jumping shenanigans). Points for originality, Capcom.

kage

https://www.facebook.com/kakuchopurei/videos/1633160413452173/?__xts__%5B0%5D=68.ARBulpOHUAx-hHo4qqJXzf66vPwBeqku1xdFS2TFqDek-4J646xyjiQZwTCCzDdfUElBVYItd9jlqBoQnaQUrGO7E_lfgE20kzNB4R3-MaG_G8OP6ykuLu-V7eBXKnprzdMcrJQ7NuASE6gCA5DS4ohYN1M4uy175i273mbRuEOdwEYJkEfYRKu9vGOHeKyUfEDHmR2w2Abx2dHJgT4Cpa5Qnfr5Os6a5qcXgRLP51YrjQlauKtyPhhybXO8iz6tz3vs1awSBilpGO2RLRFORepKZy6FMmAPPvmVqmSWGFTqlJ0-0X5zmlqslyIvuvkXWadUySMexUxktTtw0bA&__tn__=-R

In addition, the volume 4 trials are now available for you to play around with, alongside some new buffs and nerfs for the current roster.

Here’s what we found so far (via Eventhub). We’ll also be updating these updates on our side as time goes by.

General

Moves with Armor
-If your character’s vitality is reduced to zero, they will be KO’d even if they have white gauge remaining.
-Stun values for opponent attacks that are absorbed by the armor state have been reduced from 100% to 50%.

Invincible Moves that can be counter-hit after the move ends
-Among the invincible moves where the counter-hit status continues up to the end of the move, for moves are invincible from 1F, damage dealt during move recovery will be 1.2x that of the normal damage dealt. Please refer to each character to see which moves have been affected.

Invincibility on V-Trigger Activation
-The invincibility during the screen freeze for V-Trigger activation differed, as there were some characters who took a hit and others who did not. This has been changed so that all characters will take the hit if it lands during the screen freeze of a V-Trigger activation that was not canceled into. See each character’s change list to see which characters are affected by this change. For V-Trigger activation cancels, refer to each character’s change list.

Behavior when taking damage during screen freeze
-If a character received damage during the V-Trigger screen freeze, the recovery for the character that took damage would be shortened by 1F. This has been fixed to the intended values.

Behavior when certain attacks hit during screen freeze and KO animation
-Fixed the phenomenon where, if certain attacks connected at the same time as the CA, V-Trigger, or KO animation, the character would behave in an unnatural way. Applies to: Ibuki, Dhalsim.

Behavior when inputting EX Special Moves as a Reversal
-Fixed the phenomenon where, if using a certain button when inputting an EX special move as a reversal, the move would come out 1F slower than usual.

Behavior when Inputting certain commands as a Reversal
-Fixed the phenomenon where, if a forward or backwards dash was input at the same time as a command at reversal timing, the command move would come out after the dash.

Developer Notes - Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we’ve made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.

Regarding moves with armor, considering that the number of armored moves is increasing while there aren’t very many armor break moves in the game, we’ve changed it so that a character can be KO’ed if their vitality drops below zero even during an armor absorb. As a trade-off, we’ve adjusted it so that the damage dealt to armored moves is reduced.

There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we’ve made changes to make it more universal across the board.

Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.

Characters

G

• Vitality
– Increased from 1000 to 1025.

• Crouching HK
â‘ V-Gauge meter gain from a Crush Counter increased from 100 to 120.
â‘¡Expanded the hitbox in the backwards direction.
â‘¢Reduced the recovery on normal hit by 4F.

• Wild President
– Reduced the pushback on hit during a Crush Counter.

• Message to the People
– Expanded the hurtbox in the forward direction when performed from crouching HK, G Smash Under.

• G Spin Kick (Lv. 3/EX/V-Trigger I)
– Will become projectile invincible after the first hit connects.

• EX G Smash Under
– Reduced the recovery after hit by 5F.

• Dangerous President (V-Trigger II)
– V-Timer increased from 2,000F to 3,000F.

• G Explosion (V-Trigger II)
– V-Timer consumption increased from 1,000F to 1,500F.

• G Rage (V-Trigger II)
â‘ V-Timer consumption increased from 1,000F to 1,500F for both activation, and successfully landing the throw.
â‘¡Armor will continue up to the attack active frames.

Abigail

  • V-Trigger 1 is now three bars
  • V-Trigger 1 now gives out five heavy punches instead of six
  • Has a new sweep. It’s not 2-hits this time.

Menat

  • V-Trigger 1 is now three bars.

M.Bison

• Standing HK
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Psycho Axe
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• EX Psycho Blast
â‘ Reduced the overall movement frames from 40F to 38F.
â‘¡Increased the advantage on block from +4F to +6F.

• EX Psycho Blast (V-Trigger I)
â‘ Reduced the overall movement frames from 38F to 36F.
â‘¡Increased the advantage of block from +5F to +7F.

• EX Double Knee Press
-Eased the combo count.

• EX Double Knee Press (V-Trigger I)
â‘ Eased the combo count.
â‘¡Expanded the hitbox for the final hit when the opponent is locked into the move.

• EX Head Press (V-Trigger I)
-Adjusted the motion on block.

• Psycho Reflect (V-Skill)
-If the move comes into contact with a physical attack, or a projectile that’s attached to the character’s body, Bison will perform a physical attack move.

• Psycho Power (V-Trigger I)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Nightmare (V-Trigger II)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Crusher (V-Trigger II)
-Is now projectile invincible during the attack active frames.

Nash

• Standing MK
-Damage increased from 60 to 70.

• Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Spinning Back Knuckle
â‘ Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
â‘¡Expanded the backwards hitbox.

• EX Moonsault Slash
-Increased the advantage on block from +2F to +3F.

• M Tragedy Assault
â‘ Reduced the separation distance on hit.
â‘¡Eased the combo count.
â‘¢Expanded the collision box.

• Stealth Dash (V-Trigger II)
â‘ Can cancel the initial startup of Sonic Boom, regardless of whether it hits the opponent, is blocked, or whiffs.
â‘¡V-Timer increased from 2,000F to 4,000F.
â‘¢Special move V-Timer usage increased from 1,000F to 2,000F.

• Stealth Dash (Stop) (V-Trigger II)
-Reduced the recovery from 13F to 11F.

• Justice Corridor (V-Trigger II)
-Changed the recovery on block, from -6F to +2F.

• Justice Shell (V-Trigger II)
-Changed to expand the hitbox for the 2nd hit after the first hit connects.

Ryu

Standing HP (V-Trigger 2)
-Can be special move canceled.

Standing MK
-Damage increased from 60 to 70.

Crouching MK
-Advantage on hit increased from +1F to +2F.

Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

Hadoken
â‘ Decreased the overall movement frames from 47F to 45F.
-Note: No change to the advantage/disadvantage on hit/block.
â‘¡Increased the pushback on block.

H Hadoken
-Increased the projectile speed.

EX Tatsumaki Senpukyaku
â‘ Slightly decreased the blowback distance on hit.
â‘¡Increased the blowback time for grounded hit.

EX Tatsumaki Senpukyaku
â‘ Input command for the regular version changed from qcf + K to hcf + K. â‘¡Input command for the EX version changed from qcf + KK to hcf + KK.

L Jodan Sokutou Geri
â‘ Reduced the startup from 16F to 10F.
â‘¡Restricted the air combo count.

M Jodan Sokutou Geri
â‘ Reduced the startup from 18F to 16F.
â‘¡Increased the attack movement distance.

H Jodan Sokutou Geri
-Reduced the startup from 20F to 18F.

EX Jodan Sokutou Geri
-Increased the attack movement distance.

EX Shoryuken (Normal/V-Trigger 1)
-Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

VT1 Denjin Renki
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

VT2 Isshin
â‘ Recovery reduced from 40F to 36F.
â‘¡The attack recovery can be canceled into Shoryuken.
â‘¢If Ryu successfully parries an attack, but his counterattack misses, he can cancel the recovery into Mind’s Eye or Isshin.
-Note: When canceled into from recovery, the parry’s startup will be 1F.

Sakura

• Sakura Hop (Air Throw)
– As Sakura could hit the opponent with an additional attack in certain situations, the animation for the opponent was changed so that Sakura could no longer hit the opponent after this throw.

• Standing MK
– Reduced the recovery on whiff from 19F to 15F.

• Standing HK
– Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching MP
– Increased the advantage on block from +1F to +2F.

• Crouching HP
â‘ Changed the recovery from 26F to 23F.
â‘¡Reduced the disadvantage on hit from -5F to -2F.
â‘¢Reduced the disadvantage on block from -8F to -5F.

• Crouching MK
– Decreased the startup from 7F to 6F.

• Crouching HK
â‘ Decreased the startup from 10F to 9F.
â‘¡V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• M Shouoken
â‘ Decreased the startup from 13F to 9F.
â‘¡Decreased the blowback distance.

• H Shouoken
– Decreased the startup from 17F to 14F.

• EX Shouoken
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• Shouoken (V-Trigger II)
â‘ Increased the damage taken for an attack that hits during the move’s duration by 1.2x.
â‘¡The opponent will not be able to recover from hits 1-4.

• Hadoken
â‘ Decreased the startup from 17F to 15F.
â‘¡Changed the overall frames to 48F.
â‘¢Removed the hurtbox at the arms that appeared before the attack startup.

• Hadoken (Charge Version)
– Removed the hurtbox at the arms that appeared before the attack startup.

• EX Hadoken
â‘ Sped up the V-Trigger cancel timing by 2F.
â‘¡Increased the advantage for V-Trigger cancel by 5F.
â‘¢Removed the hurtbox at the arms that appeared before the attack startup.

• Hadoken (V-Trigger I)
â‘ Eased the combo count.
â‘¡Increased the pushback on hit.
â‘¢Removed the hurtbox at the arms that appeared before the attack startup.
â‘£V-Timer gauge usage increased from 500F to 800F.

• Hadoken (Charge Version) (V-Trigger I)
Removed the hurtbox at the arms that appeared before the attack startup.

• M Shunpukyaku
– Damage increased from 70 to 80.

• H Shunpukyaku
– Decreased the pushback on hit.

• Shunpukyaku (V-Trigger II)
– Startup decreased from 13F to 12F.

• Tengyo Hadoken (V-Trigger I)
â‘ Eased the air combo restrictions when Tengyo Hadoken is the first hit.
â‘¡Restricted its follow-up attack ability.

• EX Tengyo Hadoken
â‘ Changed the blowback on hit.
â‘¡Increased the blowback time on hit.

• Oukakyaku (V-Skill)
– Increased the recovery on block by 3F.

• Haru Arashi (V-Trigger I)
â‘ Increased the effect time from 2,000F to 3,000F.
â‘¡Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Hogasho (V-Trigger I)
â‘ Advantage on hit increased from +6F to +9F.
â‘¡Increased the advantage on block from +2F to +5F.
â‘¢Damage increased from 60 to 80.
â‘£Stun increased from 120 to 150.
⑤Will consume 500F of V-Timer.

• Sakura Senpu (V-Trigger II)
– Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Sakura Rain (Normal/V-Trigger I)
– Increased the hitbox in the upwards direction when canceled into from Shouoken.

Alex

• Standing HP
-Added a hitbox that will only hit airborne opponents on 9F of the move.

• Standing HK
-Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LP
-Expanded the hitbox in Alex’s body.

• Crouching MP
– Expanded the hitbox in Alex’s body.

• Crouching MK
– Expanded the hitbox in Alex’s body.

• Crouching HK
– V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Lariat
– Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• EX Air Knee Smash
– Changed so that it can hit a standing opponent.
– Expanded the downwards hitbox.
– Changed so that he is closer to the opponent after hit.
– Damage decreased from 160 to 140.
– 5F to 13F – changed from complete invincibility, to invincibility to airborne attacks and projectiles.

• EX Slash Elbow
– First hit only forces stand.
– Increased the disadvantage on block from -11F to -17F.
– Expanded the armor in the backwards direction.

• EX Power Drop
-Damage increased from 180 to 200.

• EX Power Bomb
– Increased the throw range.

• Overhaul (V-Skill)
– Can be canceled into from EX Flash Chop, EX Slash Elbow, and EX Air Stampede.
– The Hard Hit effect has been increased from +2F to +5F.
-Increased the advantage frames by 3F if a Hard Hit is performed from a move that can trigger a Crush Counter.

• Rage Shift (V-Trigger 1)
– Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Sledge Hammer (V-Trigger 1)
– Increased the input window by 1F when performing each EX move variation with specific timing.

• Rage Boost (V-Trigger 2)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Flying DDT (V-Trigger 2)
– Can be canceled into from the first hit of EX Slash Elbow and L Slash Elbow.

Blanka

• Standing HP
â‘ Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
â‘¡Startup reduced from 11F to 10F.

• Standing HK
â‘ Will no longer trigger a Crush Counter.
â‘¡Advantage on hit increased from +3F to +6F.
â‘¢Disadvantage on block decreased from -5F to -4F.
â‘£Increased the pushback on hit.
⑤Increased the pushback on block.

• Crouching HP
– Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching MK
– Can cancel the first frame of movement into Surprise Forward/Surprise Back.

• Crouching HK
â‘ V-Gauge meter gain from a Crush Counter increased from 100 to 120.
â‘¡Increased the hurtbox around the arms in the upwards direction.

• Amazon River Run
– Changed the recovery from 27F to 25F.

• Raging Bash
– The second hit only can be canceled into Surprise Forward/Surprise Back.

• Surprise Back
– Reduced the overall frames by 3F.

• Rolling Attack
– Reduced the stun from 200 to 150.

• EX Back Step Rolling
â‘ Will knock down the opponent if the opponent is grounded by active frame 8F.
â‘¡If the opponent is hit in mid-air by active frame 8F, increased the float height.
â‘¢If the attack hits by active frame 8F, changed the timing of the hitbox for the 2nd hit.
â‘£Damage reduced from 130 to 100.
⑤Reduced the stun from 200 to 150.
â‘¥Restricted the combo count.
⑦When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation.

• EX Electric Thunder
â‘ Damage reduced from 120 to 80.
â‘¡Reduced the stun from 200 to 150.

• H Vertical Rolling
– Reduced the hurtbox in the upwards direction.

• EX Vertical Rolling
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• Vertical Rolling (V-Trigger I)
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• Wild Lift (V-Skill)
– Can be canceled into a special move on hit only.

Jungle Dynamo (V-Trigger I)
â‘ Reduced the number of V-Gauge blocks from 3 to 2.
â‘¡V-Timer reduced from 4,000F to 2,000F.
â‘¢V-Timer consumption for supported moves decreased from 1,500F to 600F.

• Rolling Attack (V-Trigger I)
– Damage reduced from 120 to 100.

• Vertical Rolling (V-Trigger I)
– Damage decreased from 140 to 120.

• Back Step Rolling (V-Trigger I)
â‘ Damage reduced from 130 to 100.
â‘¡When performed as a cancel from Wild Lift, increased the movement distance for the forward movement operation.
â‘¢Restricted the combo count.

• Electric Thunder (V-Trigger I)
â‘ Stun decreased from 230 to 200.
â‘¡Advantage on block changed from +2F to -2F.

• Ground Shave Rolling (V-Trigger I)
①Damage reduced from 180 (30 × 6) to 155 (30 + 25×5).
②Stun reduced from 300 (50 × 6) to 240 (40 × 6).
â‘¢Max charge version – Damage reduced from 40 + 220 (40 × 4 + 60) to 30 + 170 (30 × 4 + 50).
â‘£Max charge version – Damage reduced from 60 + 300 (60 × 5) to 50 + 250 (50 × 5).

Note: â‘ â‘¡ are the values when all hits connect in the corner.
Note: ③④ are the values for the max charge version where all hits of the charge action and forward charge connect.

Cammy

• Crouching Motion
– Expanded the backwards hitbox for her head.

• Normal/Back Recovery
– Adjusted the recovery motion.

• Stun
– Reduced from 950 to 900.

• Gyro Clipper (Forward Throw)
– Increased the separation distance after the throw.

• Neck Spiral (Air Throw)
– Increased the throw range.

• Standing HK
– Added 3F of recovery on whiff.

• Crouching LP
– Decreased the advantage on block from +2F to 0F.

• Crouching MP
â‘ Expanded the hurtbox at the arms, from the middle of the attack active frames until the hitbox disappears.
â‘¡Added 2F of recovery on whiff.
â‘¢Delayed the timing at which the hurtbox at the arms disappears on whiff by 2F.

• Crouching HK
– V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump HK
– Changed so that it cannot hit opponents who are behind Cammy.

• Lift Upper
– Changed so that it cannot hit opponents who are behind Cammy.

• Spiral Arrow
– Reduced the stun from 150 to 120.

• Cannon Spike
– Reduced the stun from 200 to 150.

• Cannon Spike (V-Trigger I)
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• EX Cannon Spike
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• Strike Back (V-Reversal)
– Increased the disadvantage on block from -4F to -6F.

• Delta Drive (V-Trigger I)
– Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Delta Twist (V-Trigger II)
– Increased the landing recovery from 9F to 13F.

• Reverse Edge (V-Trigger II)
– Increased the disadvantage on block from -5F to -7F.

• Delta Step (Special Move Version) (V-Trigger II)
– Reduced the overall movement frames from 20F to 19F.

Chun-Li

Standing MK
-Damage increased from 60 to 70.

Standing MK (V-Trigger 1)
-Damage increased from 70 to 80.

Crouching MK (Normal/V-Trigger 1)
-Reduced the hurtbox that appears before the hitbox active frames.

Crouching HK
-V-Gauge meter gain from a Crush Counter increased from 100 to 120.

H Hyakuretsukyaku
â‘ Eased the combo count.
â‘¡Reduced the pushback on hit, for all hits except the last one.
â‘¢Reduced the pushback on block, for all hits except the last one.

H Hyakuretsukyaku (V-Trigger 1)
â‘ Reduced the pushback on hit, for all hits except the last one.
â‘¡Reduced the pushback on block, for all hits except the last one.

H Kikoken (Normal/V-Trigger 1)
-Disadvantage on hit reduced from -2F to -1F.

Rankyaku (Normal/V-Trigger 1) (V-Skill)
â‘ Increased the blowback time on hit.
â‘¡Increased the upwards blowback.
â‘¢Restricted the combo count.
â‘£Expanded the downwards hitbox.
⑤Regular version only – adjusted the combo count for jump attacks performed from Rankyaku.

Souseikyaku (Normal/V-Trigger )
-Added a new move, performed from Rankyaku (from MP + MK > MP + MK).

Renkiko (V-Trigger 1)
-Can now be hit by an attack during the screen freeze upon V-Trigger activation.

Sagat

• Forward Dash
â‘ Overall movement changed from 21F to 20F.
â‘¡Changed the animation.

• Backwards Dash
– Reduced the overall frames from 28F to 24F.

• Standing LP
– Expanded the hitbox that will hit crouching opponents in the forward direction.

• Standing HP
– Reduced the pushback on hit.

• Standing HK
â‘ Increased the startup for the first hit from 7F to 8F.
– Note: No changes to the second hit.
â‘¡The first hit can only be canceled into V-Trigger activation.
â‘¢If the first hit connects and the second hit does not, cannot be canceled into V-Trigger.
â‘£If only the 2nd hit connects, damage decreased from 90 to 80.
⑤If only the 2nd hit connects, reduced the pushback on hit.
â‘¥If the 2nd hit is canceled into V-Trigger, increased the advantage frames by 5F.

• Crouching HP
â‘ Reduced the startup from 11F to 10F.
â‘¡Reduced the pushback on hit.
â‘¢Changed the recovery from 18F to 19F.

• Crouching MK
– Reduced the recovery from 10F to 9F.

• Crouching HK
– V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump MP
– Increased the blowback time on mid-air hit for the second hit.

• Jump HK
– Reduced the hurtbox at the torso.

• Step Low Kick
– Changed the timing window for a kara cancel from 15F – 18F, to just 18F.

• Tiger Shot
â‘ Decreased the blowback on mid-air hit.
â‘¡Increased the blowback time on mid-air hit.
â‘¢Increased the hitbox in the upwards direction.
â‘£Reduced the projectile nullification on startup in the horizontal direction, and expanded in the upwards direction.
⑤L, M only: Decreased the projectile speed.
â‘¥Chip damage increased from 10 to 12.

• EX Tiger Shot
â‘ Expanded the hitbox in the upwards direction.
â‘¡Expanded the projectile nullification on startup in the upwards direction.

• Grand Tiger Shot
â‘ Extended the projectile invincibility at the upper body by 5F.
â‘¡Decreased the blowback distance on mid-air hit.
â‘¢Increased the blowback time on mid-air hit.
â‘£L, M only: Decreased the projectile speed.
⑤Reduced the pushback on block.

• Tiger Uppercut (All Strengths)
– When performed as a kara cancel from Step High Kick or Step Low Kick, decreased the startup by 1F.

• H Tiger Uppercut
– Given invincibility to mid-air attacks from 1F – 16F.

• H Tiger Uppercut (V-Skill Version)
– Given invincibility to mid-air attacks from 1F – 16F.

• EX Tiger Uppercut
– Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• EX Tiger Uppercut (V-Skill Version)
â‘ Increased the blowback on hit.
â‘¡Increased blowback time on hit.
â‘¢Reduced the landing recovery time on hit.
â‘£Increased the damage taken for an attack that hits during the move’s duration by 1.2x.

• Tiger Charge (V-Trigger I)
â‘ Reduced the recovery by 2F when canceled into from Tiger Shot.
â‘¡Reduced the recovery by 4F when canceled into from Grand Tiger Shot.

• Tiger Cannon (V-Trigger I)
– Recovery on block changed from -2F to +2F.
• Tiger Rush (V-Trigger II)
Reduced the blowback on hit.

F.A.N.G

  • Now has a swooping upward double jump for mixup purposes. Activate by pressing PPP when in the peak of your jump.

Falke

• Windstoss (Air Throw)
– Increased the throw range.

• Standing LP
â‘ Advantage on hit increased from +3F to +4F.
â‘¡Increased the pushback on hit.
â‘¢Increased the pushback on block.

• Crouching LP
â‘ After the hitbox disappears, delayed the timing at which the hurtbox disappears by 3F.
â‘¡Reduced the pushback on hit.

• Crouching MP
â‘ Damage increased from 60 to 70.
â‘¡Reduced the startup from 10F to 9F.
â‘¢Recovery changed from 20F to 18F.
â‘£Advantage on hit increased from +2F to +4F.
⑤Disadvantage on block reduced from -4F to -2F.
â‘¥Increased the Psycho Angriff cancel window by 5 frames.

• Crouching HP
â‘ Damage decreased from 90 to 80.
â‘¡Changed the recover from 25F to 27F.
â‘¢Disadvantage on block increased from -6F to -8F.
â‘£Expanded the hitbox.
⑤Reduced the pushback on hit.
â‘¥Reduced the height of the hurtbox that appears in front of Falke during the move.

• Crouching HK
– V-Gauge meter gain from a Crush Counter increased from 100 to 120.
– Jump HP Active frames increased from 2F to 3F.

• Blaukraehe
â‘ Expanded the forward hitbox.
â‘¡Increased the advantage on block from +2F to +3F.
â‘¢Can no longer be canceled into special moves, V-Skill, or her Critical Art.

• Luftjagd
â‘ Falke can control her bounce-off direction on hit or block using directional inputs.
â‘¡Deleted the forward movement value on hit and block.
â‘¢Can cancel into Psycho Feder, Psycho Jaeger on hit or block.
â‘£Increased the descent speed on hit or block.
⑤Can be performed with a down-back or down-forward input.

• Psycho Spitze
â‘ Psycho Angriff cancel timing window by 5F.
â‘¡Reduced the hurtbox in the lower direction for the staff.

• Psycho Kugel
â‘ Reduced the hitbox in the backwards direction on initial startup.
â‘¡Made the calculation for chip damage the same as for projectiles.
â‘¢Increased the startup from 13F to 16F.
â‘£Advantage on hit increased from +1F to +7F.
⑤Recovery on block changed from -3F to +2F.
â‘¥Reduced the pushback on hit.
➆Damage reduced from 80 to 60.
⑧Increased the pushback on block.

• Psycho Kanonen
â‘ Reduced the startup from 25F to 24F.
â‘¡Changed the overall frames from 55F to 54F.
â‘¢Reduced the hitbox for frames 1F – 2F in the horizontal direction.
â‘£Increased the internal hitbox from 3F onward.
⑤Increased the hit stop and block stop from 3F onward by 2F.
â‘¥Delayed the timing for canceling into the V-Trigger II activation move by 2F.
⑦Adjusted the hurtbox for the back-end of the move, to make it easier to avoid projectiles.

• Psycho Feder
– Damage increased from 60 to 80.

• Psycho Schneide
â‘ Increased the active frames of the 2nd hit from 2F to 3F.
â‘¡Reduced the collision boxes in the vertical direction only during the active frames.
â‘¢Changed so that it will move forward if canceled from normal moves only.

• EX Psycho Schneide
â‘ Increased the damage taken for an attack that hits during the move’s duration by 1.2x.
â‘¡Reduced the collision boxes in the vertical direction only during the active frames.
â‘¢Changed so that it will move forward if canceled from normal moves only.
â‘£Eased the combo count for the 3rd hit.

• Psycho Trombe (V-Skill)
â‘ Made part of the hurtbox projectile invincible from the startup until the active frames begin.
â‘¡Will build V-Gauge upon canceling out a projectile.
â‘¢Reduced the move’s recovery if it cancels out a projectile.
â‘£Changed so that it will move forward if canceled from normal moves only.
⑤Changed so that it will be easier for all hits to connect when canceled from a normal move.

• Psycho Trombe (V-Trigger II) (V-Skill)
â‘ Made part of the hurtbox projectile invincible from the startup until the active frames begin.
â‘¡Damage reduced from 70 to 60.
â‘¢Changed so that it will move forward if canceled from normal moves only.
â‘£Changed so that it will be easier for all hits to connect when canceled from a normal move.

• Starken (V-Trigger I)
– Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Schrot (V-Trigger I)
â‘ Expanded the collision box in the forward direction.
â‘¡Changed so that Falke will be pushed back if it connects close-range against an opponent in the corner.

• Psycho Angriff (V-Trigger II)
â‘ Expanded the hitbox for the first hit in the horizontal direction.
â‘¡When canceled into from a unique or special move, startup reduced from 3F after screen freeze to 1F after screen freeze.
â‘¢Changed the recovery from 41F to 31F.
â‘£Reduced the recovery on block from -42F to -28F.
⑤Reduced the number of V-Gauge blocks from 3 to 2.
â‘¥Changed the V-Timer from 4,000F to 3,000F.
⑦Can now be hit by an attack during the screen freeze upon V-Trigger activation.

• Psycho Sturm (V-Trigger II)
– Increased the pushback on block.

• Psycho Klinge (V-Trigger II)
â‘ Reduced the landing recovery from 8F to 5F.
Note: No changes to the recovery on grounded hit or block.
â‘¡Adjusted the float on mid-air hit.
â‘¢Changed so that the active frame 1F hitbox will not hit grounded opponents.

Cody

• Forward Walk
– Increased the movement speed.

• Crime Throw (Back Throw)
â‘ Damage increased from 120 to 150.
â‘¡Stun increased from 150 to 200.

• Standing MP
â‘ Changed the hurtboxes to be projectile invincible during the attack startup.
â‘¡Reduced the hurtbox during the attack startup.
â‘¢Reduced the hurtboxes at the arms in the downward direction.
â‘£Reduced the disadvantage on block from -2F to 0F.

• Standing LK
â‘ Reduced the hitboxes in the horizontal direction.
â‘¡Delayed the timing at which the hurtbox disappears after the active frames end by 3F.

• Standing HK
– Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.

• Crouching LP
– Expanded the hurtbox at the arms in the upward direction.

• Crouching MP
â‘ Reduced the pushback on block.
â‘¡Reduced the pushback on hit.
â‘¢Reduced the hurtbox at the legs.
â‘£Added 2F of recovery on whiff.

• Crouching HP
– Reduced the hurtbox that appears before the hitbox active frames.

• Crouching MK
â‘ Changed the recovery on block from -2F to +1F.
â‘¡Advantage on hit increased from +2F to +3F.
â‘¢Increased the pushback on block.
â‘£Delayed the V-Trigger cancel timing by 2F.

• Crouching HK
â‘ Changed the animation after the attack startup, and changed the hurtbox to match the new animation. â‘¡Increased the disadvantage on block from -12F to -14F. â‘¢Changed the condition on hit.
â‘£Expanded the hurtbox during the attack startup.
⑤V-Gauge meter gain from a Crush Counter increased from 100 to 120.

• Jump HP
â‘ Changed the hitbox to match the visuals.
â‘¡Reduced the hurtbox.

• Jump HK
– Adjusted the hurtboxes, reinforced in the downward direction.

• Slip Jab
â‘ Changed the recovery from 15F to 17F.
â‘¡Changed the recovery on hit from 0F to -2F.
â‘¢Increased the disadvantage on block from -4F to -6F.
â‘£Increased the block stop.

• Crack Combination (V-Skill)
– Increased the V-Gauge meter gain from 30 to 50.
– Note: No changes to the increase amount if there is recoverable damage.

• Zonk Knuckle
– Advantage on hit increased from +2F to +3F.

• EX Zonk Knuckle
– Decreased the hitbox in the downward direction for the first hit.

• L Ruffian Kick
– Increased the hitbox in the upwards direction for the final active attack frame.

• M Ruffian Kick
â‘ Active frames increased from 3F to 4F.
â‘¡Expanded the forward hitbox.

• H Ruffian Kick
– Reduced the hurtbox that appears before the hitbox active frames.

• EX Ruffian Kick
â‘ Expanded the forward hitbox.
â‘¡Increased the active frames from 4F to 5F.
â‘¢Increased the disadvantage on block from -7F to -12F.

• Tornado Sweep
– Increased the hitbox in the backwards direction.

• EX Tornado Sweep
â‘ Increased the number of projectile-cancelling hits from 2 to 3.
– Note: No changes to the number of physical hits.
â‘¡Decreased the projectile speed.

• Double Kick (V-Skill)
â‘ Extended the invincibility time to last until the active frames of the second attack.
â‘¡Expanded the hitbox of the second attack to match the visuals.
â‘¢Increased V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.

• Side Arm (V-Trigger I)
â‘ V-Timer consumption for M knife attacks reduced from 100F to 80F.
â‘¡V-Timer consumption for H knife attacks reduced from 200F to 150F.
â‘¢V-Timer consumption for Burst Shot MP-HP increased from 200F to 300F.
â‘£Eased the combo count for M and H knife attacks.

• Standing LP (V-Trigger I)
– Changed so that 1F will face towards the opponent.

• Crouching LP (V-Trigger I)
– Changed so that 1F will face towards the opponent.

• Crouching HP (V-Trigger I)-
– Expanded the hitbox for the second active frame.

• Reload (V-Trigger I)
â‘ Can be canceled into from Snipe Shot and Anti-Air Snipe Shot on whiff.
â‘¡If canceled into from Snipe Shot/Anti-Air Snipe Shot at the fastest timing, the inputs will be properly registered.

• Crouching HP (V-Trigger II)
– Decreased the startup from 10F to 9F.

• Gentle Swing (V-Trigger II)
â‘ Made the active frames for the attack, projectile reflection, and hitting the Bean Ball all 3F.
â‘¡Decreased the disadvantage on block from -3F to -2F.

• Gentle Upper Swing (V-Trigger II)
â‘ Reduced the startup from 15F to 12F.
â‘¡Expanded the forward hitbox.
â‘¢Quickened the timing at which the hurtbox that appears before the character disappears after the attack active frames.
â‘£Can cancel into Gentle Swing on hit.

Note: The adjustments â‘  – â‘£ above do not apply for the version canceled from Bean Ball.

• Criminal Punisher
– Expanded the collision boxes and the hitboxes on hit.

Kage

kage02

  • V-Trigger 1 allows Kage to teleport while airborne. He is actually permitted to extend combos this way. These can be performed while grounded too.
  • V-Trigger 2 gives Kage access to a ground pound type of attack. Essentially, think of this as Akuma’s ground pound ender that comes after his V-Trigger 1 Dragon Punches, but add a teleport before it.
  • He has a 180 degree Hurricane Kick, a fireball, a Dragon Punch, Evil Ryu’s axe kick (which can extend grounded combos), and a red fireball. Kage was also shown performing a parry-like action that is similar to Akuma’s V-Skill.
  • As expected, he appears to also have access to Akuma’s Raging Demon except it is more violent looking. He has 900 stamina and 950 stun.
  • He cost US$5.99/100,000 Fight Money to purchase.

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