Street Fighter V


Industry
[FONT=&quot]Street Fighter surprises teased for E3 and SDCC 2017[/FONT]

Published 8 hours ago. 50 comments.
Yoshinori Ono teases "one or two surprises" for 30th anniversary.

SF-Surprises-Teased_01-20-17.jpg
Ads by Kiosked

Street Fighter series producer Yoshinori Ono has said to expect surprises for Street Fighter‘s 30th anniversary in 2017.


“Around E3 timing, maybe even San Diego Comic-Con, we have one or two surprises we hope our fans will look forward to,”



Ono told IGN.
Ultra Street Fighter II: The New Challengers, which was recently announced for Switch, will serve as the “kick off four our 30th celebration,” Ono said. He also highlighted the December-announced Marvel vs. Capcom: Infinite and Season 2 content for Street Fighter V.


IGN also asked if Capcom has any surprises planned for the Rival Schools series. Ono replied,




“I’ll let you know that the surprises this year are not going to be Rival Schools.”






Read More

Industry, Capcom, Fighting Games, Street Fighter V, Ultra Street Fighter II: The Final Challengers, Yoshinori Ono




source: Gematsu
 




Guilty Gear Xrd Rev 2, Tekken 7, Smash Bros., SFV, KoF XIV, And More Announced For EVO 2017. January 24, 2017 . 8:00pm

Tekken 7, Street Figther V, Super Smash Bros. for Wii U/Melee, Guilty Gear Xrd Rev 2, The King of Fighters IV, Injustice 2, BlazBlue: Central Fiction, and a ninth title to be voted in by fans revealed for EVO 2017’s lineup.

47 comments Read >
16237977_1413279185402649_1479644748_n_thumb.png
EVO organizer Joey “Mr. Wizard” Cuellar and fighting games pro Mike Ross got together to announce the lineup for this year’s Evolution Championship Series, EVO 2017, with 8 titles including a ninth slot for a game that’ll be voted in by the fans.

The confirmed EVO 2017 roster of fighting games are:

  • Tekken 7
  • Street Fighter V
  • Super Smash Bros. for Wii U
  • Guilty Gear Xrd Rev 2
  • The King of Fighters XIV
  • Injustice 2
  • BlazBlue: Central Fiction
  • Super Smash Bros. Melee

It should also be noted that this year we’ll see a switch in schedule for the Super Smash Bros. games with Super Smash Bros. Melee’s finals taking place on Saturday and Super Smash Bros. for Wii U’s taking place on Sunday with the other main titles. Street Fighter V, BlazBlue: Central Fiction, Tekken 7, and the ninth title to be voted in by fans will also have their finals on Sunday of EVO 2017 weekend. The full schedule will be announced on a later date.

The following is a look at the titles that fans will vote on to get into the ninth slot for EVO 2017:



  • Mortal Kombat XL
  • Ultimate Marvel vs. Capcom 3
  • Skullgirls
  • Pokkén Tournament
  • Killer Instinct
  • Super Street Figther II Turbo
  • ARMS
  • Windjammers
  • Nidhogg

EVO 2016 is scheduled to take place from July 14th through July 16th at the Mandalay Bay hotel in Las Vegas, Nevada.

Read more stories about ARMS & BlazBlue Central Fiction & Guilty Gear Xrd Rev 2 & Injustice 2 & Killer Instinct & Mortal Kombat XL & Nidhogg & Nintendo Switch & PlayStation 4 & Pokkén Tournament & Skullgirls & Street Fighter V & Super Smash Bros. Melee & Super Smash Bros. Wii U & Super Street Fighter II Turbo HD & Tekken 7 & The King of Fighters XIV & Ultimate Marvel vs. Capcom 3 & Wii U & Windjammers on Siliconera.


source: Siliconera
 



Street Fighter V’s Next DLC Character To Be Revealed During Lupe Fiasco Album Launch Party. February 5, 2017 . 1:30pm

Over on their official blog, Capcom has announced that Street Fighter V’s second DLC character will soon be revealed during a launch party in San Francisco for Lupe Fiasco’s DROGAS Light album.

88 comments Read >




Over on their official blog, Capcom has announced that Street Fighter V’s second DLC character will soon be revealed during a launch party in San Francisco for Lupe Fiasco’s DROGAS Light album. Last year, at Street Fighter V’s launch party, Lupe challenged Daigo Umehara to an exhibition match at the Folsom Street Foundry in San Francisco.

This year, to celebrate the release of Lupe’s album, a special event is being held at the same location. During the event, in addition to Season 2’s newest character being revealed, Capcom Pro Tour matches will be held featuring some of the game’s best players, as well as a cosplay contest.

Lupe Fiasco’s album launch party will take place at Folsom Street Foundry on February 15th from 6 PM to 1 AM. You can read more about the event here.



Street Fighter V is available for PlayStation 4 and PC.

Read more stories about PC & PlayStation 4 & Street Fighter V on Siliconera.
source: Siliconera
 
C4KXyR8UoAE3ymd.jpg

Street Fighter ✔ @StreetFighter
Tomorrow we'll reveal the next #SFV Character and a track from @LupeFiasco's new album, #DROGASLight; available 2/10 http://smarturl.it/DROGASlight
https://***********/StreetFighter/status/829393512114245632/photo/1?ref_src=twsrc^tfw
 
Someone with ice powers? Who could it be?!

Good question.

From Helen/Kolin's wiki entry:

http://streetfighter.wikia.com/wiki/Kolin

In the mid-credits sequence after the story ends, Helen kneels before Gill and tells him of the fall of Shadaloo and Bison's defeat at the hands of Ryu. She apologises for failing him with her Nash project. Gill rises from his throne and asks her to come with him, addressing her as Kolin and apparently using his cryokinetic powers to transform her from Helen into the familiar Kolin design from Street Fighter III. It is left unexplained whether the 'Helen' persona was simply a disguise all along or if her existence as Kolin is a new development. Kolin gazes upon Gill's face with worshipful loyalty as the credits resume.

If not Gill, then maybe it's Helen/Kolin? ( since they said these would be brand new characters to the series ).

Helen/Kolin would be a brand new playable character to the series.
 
Last edited:
Kolin's Reveal Trailer

[YT]WThEAWTNt3I[/YT]
 
The Phantasm of Snow and Ice, Kolin, Joins Street Fighter V!

Kolin_Character_Art.jpg


Kolin_Screen_1.jpg


Kolin_Screen_2.jpg


Kolin excels in the Russian martial art of Systema, utilizing the opponent’s momentum against them and executing various slash-like attacks and knife hand strikes. Gill has bestowed upon her the power of ice, allowing her to augment her fight style with frigid blasts and deadly icicles. She is often heard speaking condescendingly towards her opponents, knowing they don’t stand a chance before her, let alone Gill.

Where did her hatred of Shadaloo come from and how did she originally become involved with Gill? Be sure to check out her character story to find out!

V-Skill: Inside Slash
Kolin_VSkill.gif


Kolin’s unique counter allows her to deflect and automatically punish incoming moves with ease.

V-Trigger: Diamond Dust
Kolin_VTrigger.gif


With a full V-meter, Kolin can slam the ground twice with her foot, each time shooting out a path of sharp icicles across the floor. In addition to damage and stun, this move freezes the opponent’s stun gauge. While in this special state, the stun gauge will not deplete and if Kolin is successful in stunning the opponent, they will be frozen in place.

Critical Art: Frost Tower
Kolin_CA.gif


Kolin dashes forward with a slice of her hand. If the attack connects, she’ll continue summoning large icicles from the ground, throwing the opponent into the air and shattering the ice to drop them to the ground.

Also coming alongside Kolin on February 28th are her Story, Premium Battle and Nostalgia costumes.

Kolin_Story_Costume.jpg
Kolin_Battle_Costume.jpg
Kolin_Nostalgia_Costume.jpg
 
Kolin looks interesting.

are they going to reveal a new fighter every month now?

I'm curious to see who the remaining new fighters are.
 
Kolin looks interesting.

are they going to reveal a new fighter every month now?

I'm curious to see who the remaining new fighters are.

I think they said they'd reveal a new character every other month. So I'm not expecting the next one to be revealed until April.

If I had to guess, two of the other characters in S2 will be Azam(Rashid's assistant/bodyguard) and Ed(the kid that appears in Nash and Balrog's stories).
 
Russian. Perfect timing.
 
I think they said they'd reveal a new character every other month. So I'm not expecting the next one to be revealed until April.

If I had to guess, two of the other characters in S2 will be Azam(Rashid's assistant/bodyguard) and Ed(the kid that appears in Nash and Balrog's stories).

ah, thanks.

that Ed kid could be interesting. didn't he display some form of Psyhco Power ( Bison's power )?
 
Kolin looks so cool and fierce! I love her powers and her outfit!
 



Street Fighter V Character Introduction Series Goes Over Kolin. February 17, 2017 . 10:30am

Capcom has released a Street Fighter V introduction trailer for Kolin that shows off her special moves and offers insight into how the new game’s newest fighter works.

4 comments Read >



Ahead of her official debut, Capcom has released a new video going over Kolin, the latest Street Fighter V heroine. In this introduction series entry, Matt Edwards, Capcom’s community manager, talks a bit about the new contender while showing off her Inside Slash V-Skill, Diamond Dust V-Trigger, and Frost Tower Critical Art.

Edwards also uses the Kolin introduction video to provide insight into the character. He mentions how she uses some fiendish setups, noting that she’s a good fighter for people who like to play mind games with their opponents.


[YT]lUJG0fhUp5c[/YT]

Street Fighter V is available for the PlayStation 4 and PC. Kolin will join the roster on February 28, 2017.

Read more stories about PC & PlayStation 4 & Street Fighter V on Siliconera.


source: Siliconera
 
The 2017 Deluxe edition is on sale on PSN for $40. Comes with both season passes. Im actually tempted into getting it
 



Street Fighter V Getting A Balance Update In April. March 15, 2017 . 10:30am

In April 2017, Capcom will be making some adjustments to Street Fighter V’s Akuma, Alex, Balrog, Birdie, Cammy, Chun-Li, Dhalsim, F.A.N.G., Guile, Ibuki, Juri, Ken, Laura, Nash, Rashid, Ryu, Urien, and Zangief.

18 comments Read >


Capcom has announced a Street Fighter V update. In April 2017, the company will be adjusting the game and offering some rebalancing to make some characters who didn’t feel like they were performing to expectations in some areas. Akuma, Alex, Balrog, Birdie, Cammy, Chun-Li, Dhalsim, F.A.N.G., Guile, Ibuki, Juri, Ken, Laura, Nash, Rashid, Ryu, Urien, and Zangief.

Here is the full official list of Street Fighter V changes that will be implemented in the April balancing update.
System Changes
V-Reversal

  • V-Reversal input delay on crouching block has been shortened by 1F.
Developer Comments: When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.
Throw Escape

  • It is no longer possible to escape throws while inputting up during the throw escape.
Developer Comments: Correctly guessing an opponent’s next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right.
One such option select in Street Fighter V is the "jump back, throw select" in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk.
With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.
Hold frames for charge moves

  • The number of frames necessary to complete a charge has been increased from 6F to 10F.
Developer Comments: The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off.
To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.
Invincible “Shoryuken” Attacks

  • Shoryuken type attacks have seen a change across the board. The changes are as follows below.
    • L Shoryuken attacks – maintain throw invincibility
    • M Shoryuken attacks – added airborne invincibility
    • H Shoryuken attacks – added attack and projectile invincibility
  • This change affects Ryu, Ken, Akuma, Cammy, and Juri. Please refer to each character’s individual adjustment list for specifics.
Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong.
After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended.
We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.
Individual Character Adjustments
Alex

  • Hurtbox
    • Fixed an issue where Alex’s collision boxes would shrink in the reverse direction of other characters if Alex turned around while crouching. This led to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Increased from 1000 to 1025
  • Standing MP
    • Move recovery changed from 14F to 12F
    • Note: No changes to advantage/disadvantage
  • Standing MK
    • Startup reduced from 9F to 8F
    • Note: The entire move has been reduced by 1F
  • Crouching MK
    • Startup reduced from 10F to 9F
    • Note: The entire move has been reduced by 1F
  • V-Skill – Overhaul
    • The entire move has been reduced from 55F to 52F
  • EX Air Knee Smash
    • Timing of the hurtbox activation has been restored to the Season 1 version
  • L Slash Elbow
    • Disadvantage on block has been reduced from -4F to -2F
Developer Comments: In Season 2, the start up on some of Alex’s longer range attacks were modified as we believed moves with relatively fast startup and reach would be strong. Unfortunately, these changes lessened his overall effectiveness against some of the cast as his attacks were now taking that much longer to connect.

With the increase in speed to the start-up of his key ranged attacks, Alex should be able to fight against the entire cast that much better. Additionally, as Alex has to take considerable risks closing in on the opponent to really land damage, his vitality has been slightly increased.
Akuma

  • Vitality
    • Increased from 875 to 900
  • M Goshoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
    • Slightly expanded the forward hitbox during rising animation
  • H Goshoryuken
    • Added attack and projectile invincibility for frames 3-6F
Developer Comments: Akuma has very high potential. That potential however, comes with low health. What we noticed is that due to his low health, Akuma players were playing much more conservatively than anticipated and not really exploring his options as much as they could be.

We hope that with the change to his vitality, Akuma players will be able
to approach matches more confidently and fully explore new strategies with him without the fear of losing the round quickly.
Balrog

  • Hurtbox
    • Fixed an issue where Balrog’s collision boxes would shrink in the reverse direction of other characters if Balrog turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Reduced from 1025 to 1000
Developer Comments: Initially, Balrog’s vitality was increased as we viewed him to be a very straight forward character who has to take risks to get in and do damage. After reviewing his other adjustments granted in Season 2, which have increased his options and in effect made him that much stronger , we feel that his increased vitality is unnecessary.
Even with bringing his vitality back to the 1000, we feel that Balrog will still be a force to be reckoned with in the hands of the right players.
Birdie

  • Crouching MP
    • Expanded the hitbox upwards for active frames 4-5F
  • Crouching MK
    • Startup reduced from 11F to 10F
  • EX Bull Head (Normal/V-Trigger)
    • Disadvatange on block increased from -2F to -5F
  • EX Bull Horn
    • Armor startup and duration changed from 3F-20F, to 1F-20F
Developer Comments: The initial design concept for Birdie is that he is supposed to be quite powerful in neutral, which he deviated away from in Season 2. The changes made to Birdie in Season 2 left him in a slightly less optimal place in both his neutral and defense game, but much stronger place in the offensive game.

Although the adjustments made were beneficial in their own right, his core design is still that of a strong neutral character. To bring him more in line with that vision, we’ve reverted some changes, allowing Birdie to establish and compete at neutral a bit better.
Cammy

  • L Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added throw invincibility for frames 1F to 6F
    • Limited the follow-up attacks after a hit at the base
  • M Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Limited the follow-up attacks after a hit at the base
  • H Cannon Spike
    • Added attack and projectile invincibility for frames 3-6F
  • EX Cannon Spike
    • Expanded the downwards hitbox
  • Neck Spiral
    • Added an air throw (press LP+LK during a jump)
Developer Comments: Overall, we think Cammy is faring quite well against the cast in Season 2. That said, we did notice that Cammy’s EX Canon Spike sometimes missed in combos, thereby causing frustration for Cammy players. With this adjustment, players will now be able to use it more confidently in combos.

The addition of Cammy’s airthrow was made as we felt her move set was not quite complete. With the changes to her Canon Spike an addition of an airthrow, she should now feel a bit more robust.
Chun-Li

  • Hyakuretsukyaku (Normal/V-Trigger)
    • Changed the number of necessary inputs when rapidly pressing K from 4 to 5
Developer Comments: The initial change to Hyakuretsukyaku was made so that both legacy players and new players could input the command for this attack as they saw fit. Unfortunately, for some players who press buttons repeatedly either in block stun, hit stun or during combos, this sometimes led to accidental inputs. To alleviate this issue, the number of K inputs has been increased.
Dhalsim

  • Thrust Kick
    • Added a new normal move (down-forward + MK)
Developer Comments: In Season 2, Dhalsim is in a much stronger place overall. For all his improvements however, he was still lacking a low attack that did not leave him severely disadvantaged. With the addition of this attack, we feel Dhalsim now has the complete set of tools to do well in the right hands.
F.A.N.G

  • Standing LP
    • Reduced the advantage on hit from +6F to +5F
    • Reduced the advantage on block from +3F to +2F
    • Increased the hitbox on the second active frame
    • Increased the hit hold from the second and third active frames by 1F
  • Standing MK
    • Reduced the startup from 6F to 5F
  • Standing HP
    • Reduced the startup from 8F to 7F
    • Reduced the hitbox
    • Slightly increased the hurtbox
  • Standing HK
    • Reduced the startup from 14F to 12F
    • Note: The entire movement is reduced by 2F
    • Advantage on hit reduced from +7F to +6F
  • Crouching MP
    • Reduced the startup from 7F to 6F
  • Nirenko
    • Reduced the pushback on hit for the first hit
 

Developer Comments: Although the changes made to the start-up of F.A.N.G’s attacks were done to keep him in line with the rest of the cast, these changes made it quite difficult for F.A.N.G to land combos or punishes of substantial damage and also keep faster opponents at bay.
With the reduction to the startup of a few key attacks contained in this list, in addition to the other improvements given to F.A.N.G in Season 2, it should result in F.A.N.G feeling that much stronger and competitive overall.

Guile

  • Forward Throw
    • Recovery after a successful throw increased by 3F
  • Reverse Spin Kick
    • Advantage on hit reduced from +6F to +4F
  • M Somersault Kick
    • Added a hurtbox to the attack/projectile invincibility for frames 3 to 8F
    • Added invincibility for airborne attacks for frames 1 to 8F
  • V-Trigger – Solid Puncher
    • Number of V-Gauge blocks increased from 2 to 3
  • Sonic Breaker
    • V-Timer gauge consumption restored to Season 1
  • EX Sonic Break
    • V-Timer gauge consumption restored to Season 1
Developer Comments: Guile’s initial concept has him as the opposite of Nash, in that he has all the tools to be strong defensively. That said, the adjustments made to Guile in Season 2 have also left him extremely strong offensively as well, deviating a bit from his concept.

We feel that with these new adjustments, Guile will move closer to his initial concept, while still leaving players feeling quite strong.
Ibuki

  • Kunai Hoju
    • Placed lower in the command priority than Kazekiri
Developer Comments: In the heat of battle, we noticed that Ibuki players sometimes performed Kunai Hoju when they meant to perform Kazekiri. This happened either when performed against a cross up or if the command wasn’t precisely input.

Unfortunately, this resulted in not only missed damage, but it also left Ibuki open to counter attack as well. With this change, Ibuki players should now get Kazekiri much more consistently.
Juri

  • Standing LP
    • Decreased the size of the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • L Tensenrin
    • Added throw invincibility for frames 1F to 8F
  • M Tensenrin
    • Added a hurtbox for frames 3 to 6F
    • Added invincibility for airborne attacks for frames 1 to 6F
  • H Tensenrin
    • Changed the 1F to 8F throw invincibility frames to attack/projectile invincibility from 3F to 7F
Developer Comments: The change to Juri’s light punch was made to bring her more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.
Ken

  • Thunder Kick
    • Changed the recovery on block from -2F to -4F
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3-6F
Developer Comments: Ken’s Season 2 Thunder Kick change added a layer to Ken’s offensive options that we feel is quite interesting. That said, the reward for it is extremely high, while the risk is rather low. The change made to this attack will give the attack a more balanced mix of risk versus reward.
Laura

  • L Bolt Charge (Normal/V-Trigger)
    • Reduced the active frames from 4F to 3F
  • Crouching LK
    • Reduced the advantage on block from +1 to 0
Developer Comments: Laura is a character who has seen quite a bit of a climb since the introduction of the Season 2 update. We are quite happy with her current performance and don’t think much needs to be changed.

That said, we did notice that she can feel a bit overwhelming once her offense gets started. We think that by ever so slightly reducing the effectiveness of a few of her attacks, which are used in her continuous pressure strings, players will now have more chances to move around, rather than feel overwhelmed. This also has the benefit of encouraging Laura players to develop even newer strategies against what counters may develop.
Nash

  • Forward Dash
    • Total movement frames changed from 19F to 18F
  • Standing HP
    • Increased the forward hitbox for the first active frame
    • Expanded the hitbox downward for frames 2F to 3F, and reduced the upwards hitbox
  • Crouching MK
    • Quickened the timing for V-Trigger cancel by 1F
    • Note: After the change, Nash will go from +4F to +5F advantage from cancelling into V-Trigger (Sonic Move – Hide)
  • M Sonic Scythe
    • Increased the pushback distance on block
  • EX Sonic Scythe
    • Added throw invincibility for frames 1F to 6F
    • Expanded the upwards hitbox for the first and second active frames
Developer Comments: The initial concept behind Nash’s Season 2 adjustments were to encourage players to explore his large array of attacks to begin offense, rather than the same few that were always used, stifling strategy. Additionally the adjustments to his defensive options were made so that there would be a clear distinction between Nash, who is more offensive, and Guile, who is more defensive.

Unfortunately, the adjustments to some of his attacks resulted in his offense becoming a bit weaker, leaving Nash in a place where he didn’t feel strong on offense, defense nor in neutral. With the adjustments made here, we believe that Nash will end up with a slightly stronger neutral game and stronger offensive game, leaving him in an overall better position amongst the cast.
Necalli

  • The Disc’s Guidance (V-Trigger)
    • Disadvantage on block increased from -4F to -6F
Developer Comments: Overall, we believe Necalli is in a good place in Season 2. We did notice however that the pushback on Necalli’s L Disc’s Guidance was quite far while in V-Trigger, which in effect, made it extremely hard to punish by most of the cast.

As this attack leads to great positioning and continued offense for Necalli, with minimal risk, the disadvantage on block was increased to more evenly balance the risk versus reward.
Rashid

  • Hurtbox
    • Fixed an issue where Rashid’s collision boxes would shrink in the reverse direction of other characters if Rashid turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Standing LK
    • Reduced the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • EX Eagle Spike (V-Skill)
    • If Rashid KO’s the opponent with EX Airborne Eagle Spike during his V-Skill, he will get the EX flashing screen finish
Developer Comments: The change to Rashid’s light kick was made to bring him more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.
Ryu

  • Standing LK
    • Expanded the forward hitbox
  • Standing MP (Normal/V-Trigger)
    • Expanded the forward hitbox
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3 – 6F
  • Crouching HP
    • Changed the move animation
Developer Comments: The concept behind Ryu’s initial Season 2 adjustments were that we wanted to encourage players to engage in closer combat by giving Ryu stronger in close tools, while in return, his midrange was weakened a little. Although his tools in close were strengthened, due to the shrinkage of a few hitboxes and increased attack startup, he now had a bit more trouble than anticipated fighting from the midrange. This, in turn, made it harder to get in close, making it more difficult for Ryu players to experience his Season 2 adjustments.
We hope with the additional adjustments made, Ryu will be more well-rounded than he was in Season 1, while also feeling that much stronger.

Urien

  • Vitality
    • Reduced from 1025 to 1000
  • Crouching MK
    • Advantage on block changed from +2F to -2F
  • Jumping LK
    • Expanded the hitbox downwards
  • EX Dangerous Headbutt
    • Increased the recovery on whiff from 15F to 25F
  • EX Chariot Tackle
    • Increased the disadvantage on block from 0F to -2F
    • Reduced the pushback distance on block
Developer Comments: Urien has seen a significant climb in the ranks since the Season 2 update went into effect. That said, we noticed a few key attacks that have very minimal risk, yet high reward associated with them being used more than his other attacks, reducing his overall strategy.

We think with these new adjustments, players will be motivated to use his other attacks and figure out newer strategies to defeat the competition. However, the increased risk on a few of these attacks will require players to properly weigh the risk versus reward of using said attack, especially with Urien’s vitality returning to the former value that is was in Season 1.
Vega (Claw)

  • Standing HP (claw)
    • Advantage on hit increased from +6F to +7F
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
  • Crouching HP (claw)
    • Advantage on hit changed from -2F to +5F
    • Advantage on block changed from -5F to +3F
  • V-Trigger: Bloody Kiss – Azul
    • Changed so that Vega will be fully invincible from the first frame after hit
  • Flying Barcelona Attack (claw)
    • Damage increased from 90 to 120.
    • Advantage on block increased from 0F to 3F
    • Relaxed the restrictions on mid-air juggles after hit
    • Note: Increased follow-up options
  • Flying Barcelona Attack (no claw)
    • Damage increased from 60-80
  • EX Crimson Terror
    • Increased the movement distance
    • Note: Is now between Season 1 and original Season 2 changes
Developer Comments: Vega is an interesting character in that he has two distinctive styles. What we noticed, however, was that due to the damage output that’s possible with the non-claw version, players had less incentive to use his claw form.

With the adjustments made to Vega’s claw form, Vega players can now alternate between the two styles and develop different strategies for both, while not having to worry about a substantial damage differential between the two.

Additionally, the changes to his V-Trigger and EX Crimson Terror will ensure that Vega players will consistently get their damage without fear of the opponent dropping out of their combos.
Zangief

  • Head Butt
    • Reduced the amount of CA meter gain upon use to cancel a projectile attack
    • Note: From 50 to 30
  • Double Lariat
    • Reduced the downwards hitbox on his arms while spinning (1st revolution)
    • Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents
    • Expanded the hurtbox to the same position as his hitbox
  • Harasho Choke Slam
    • New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents

  • Flying Head Butt
    • New move: press up + HK during a neutral jump

  • Tundra Storm
    • New move: F, D, DF + P – perform a counter (only works against horizontally-angled kick attacks)
Developer Comments: Zangief is one of the characters who has seen a big jump in the rankings since the beginning of Season 2. Although we are quite happy with his progression, we have noticed that his lariat is a large source of frustration for his opponents in that it’s extremely hard to punish.

We feel that with the adjustment made to Zangief’s lariat, he will still maintain his strength, yet players will have to utilize a bit more strategy to be effective with him.

Lastly, we felt that Zangief’s moveset could use more options. To that effect, we have added a few more moves to his arsenal, which should make him a bit more entertaining for those who play him.

Capcom also confirmed that the Kolin Street Fighter V patch included fixes for a number of existing characters. Akuma, Alex, Balrog, Birdie, Chun-Li, Dhalsim, F.A.N.G., Ibuki, Ken, Karin, and Necalli all had bugs repaired regarding hitboxes, special moves, and inputs.

Street Fighter V is available for the PlayStation 4 and PC.

Read more stories about PC & PlayStation 4 & Street Fighter V on Siliconera.

source: Siliconera
 

Users who are viewing this thread

Latest posts

Forum statistics

Threads
201,611
Messages
21,995,731
Members
45,793
Latest member
khoirulbasri
Back
Top
monitoring_string = "afb8e5d7348ab9e99f73cba908f10802"