Last week, Capcom announced that Street Fighter 5: Champion Edition would be receiving a new update to add in new features and gameplay adjustments. Dubbed the Definitive Update, it adds in several new adjustments and balance changes, and Capcom has made the patch notes for it available.
Some of the general adjustments made to the game as part of the update entail things such as combo counts, which determine when a move can begin air combo, along with adjustments to mid-air combo difficulty, patching in a fix for Normal Backward/Forward throw priority, along with several other fixes.
As previously mentioned, the patch aims to add in balance changes, where every character gets a new combo route, along with necessary nerfs and buffs to their moveset. What is interesting to note is that the patch drops in months before EVO 2022, so it will be interesting to see how players adapt themselves to the new gameplay changes.
The entirety of the update notes contain exhaustive details on the tweaks made to all of the characters, so if you’re interested, make sure to look through them. You can also check out a list of the update’s general changes below.
STREET FIGHTER 5: CHAMPION EDITION DEFINITE UPDATE
The specifics of the adjustments made to combo counts are detailed below.
- Combo Count Start ValueThe numerical value used to indicate when an air combo starts from a particular move. The smaller a move’s combo start value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count GainA numerical value that increases when a move is incorporated into an air combo. The smaller a move’s combo start gain is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo-Count LimitA numerical value used to determine up to which point a move can land in an air combo. The larger the combo-count limit a move has, the easier that move can be incorporated into a combo.
Normal Backward/Forward Throw Priority
- Currently fixing an issue that occurs during normal throws where inputting a direction opposite to the direction you wish to throw an opponent 1F before the button input causes you to not throw the opponent in the intended direction.
Adjustment of Mid-Air Combo Difficulty in the Corner
- When using forward-moving follow-up attacks against opponents knocked back in mid-air at the edge of the screen, there were some cases where attacks would pass through the opponent and miss. Since this made the difficulty of air combos performed at the edge of the screen unintentionally high, some moves were adjusted so that they don’t pass through opponents when performed as part of air combos at the edge of the screen.
Game Behavior When Absorbing an Opponent’s Guard-Break Technique with a Move
- Fixed an issue where the guard break scaling value was added to the damage incurred when attacked while absorbing an opponent’s guard break technique with a move.