Street Fighter 5 Season 2 Will Get A Balance Patch In April

Extensive changes coming in.

Posted By | On 16th, Mar. 2017

Street Fighter 5 Season 2 will be getting a balance patch in April, Capcom has confirmed. The update will be extensive and far reaching, making changes to how multiple systems and mechanics in the game work, including V-Reversals, throw escapes, charge moves, and shoryuken attacks. That’s not all, either, because adjustments will also be made to the roster that strengthen some of Street Fighter 5’s weaker characters.

This, of course, ties into Capcom’s stated objective to treat Street Fighter 5 as a service, and continue to work on it and update it for years to come.Given Street Fighter 5‘s historically poor launch, it is good to see Capcom remain committed to the game, and hopefully all this work ends with the game’s stature within the community being redeemed.

You can check out the full list of changes in the patch notes below. Street Fighter 5 is out on PC and PlayStation 4.

System Changes:

V-Reversal

  • V-Reversal input delay on crouching block has been shortened by 1F.

Throw Escape

  • It is no longer possible to escape throws while inputting up during the throw escape.

Hold frames for charge moves

  • The number of frames necessary to complete a charge has been increased from 6F to 10F.

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.

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

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

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

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

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)

Chun-Li

  • Hyakuretsukyaku (Normal/V-Trigger)
    • Changed the number of necessary inputs when rapidly pressing K from 4 to 5

Dhalsim

  • Thrust Kick
    • Added a new normal move (down-forward + MK)

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

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

Ibuki

  • Kunai Hoju
    • Placed lower in the command priority than Kazekiri

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

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

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

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

Necalli

  • The Disc’s Guidance (V-Trigger)
    • Disadvantage on block increased from -4F to -6F

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

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

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

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

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