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GENERAL
Crush Counters
Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.
Throw Escape
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
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 1st active frame only
Hit stop increased for 1st 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
Jodan Sokuto Geri
Reduced the opponent’s knockback distance
Increased the forward travel distance during the move
Eased the combo count
Developer Notes: Made it easier to use Jodan Sokutogeri in combos. Also adjusted the duration and meter consumption of Denjin Renki, and improved the versatility of Isshin and its rewards when successful.
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 2nd 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
Developer Notes: Increased his ability to continue his rushdown upon making contact with the opponent. For example, Ken will be in normal throw range after Crouching LP, and can quickly trap opponents by comboing with his Quick Step near the corner of the screen.
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
Developer Notes: Rebalanced the recovery for Yokusenkyaku on whiff, and Chun-Li’s status after Koshuto hits. Also, can cancel into Rankyaku from normal moves, which expands her combo options from successful close-range attacks.
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
Developer Notes: Increased options by making it possible to perform Cannon Strike from Cannon Spike during Delta Drive. Additionally, Delta Ambush and Delta Step have been changed to a 2-bar V-Gauge, so the move properties and V-timer consumption have been updated accordingly.
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
Developer Notes: Rebalanced various post-start up properties of Psycho Nightmare to increase its strength in combos, and to increase the rewards on hit.
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
Developer Notes: Made it easier to perform combos in a variety of situations by making adjustments such as increasing the forward movement distance for Raptor Combination and Bullet Combination, and reducing the recovery for Bullet Clear and Sonic Move – Hide.
Vega
Rainbow Suplex (Forward Throw)
Damage increased from 120 to 140
Crescent Line (Backwards Throw)
Damage increased from 140 to 150
Standing LP and Crouching LP (No Claw/Claw)
Reduced the upwards hitbox
Matador Turn (V-Skill – Attack)
Can cancel into CA on block
Increased the distance at which it triggers the opponent’s blocking motion
Increased the pushback on block
Bloody Kill – Torero and Bloody Kiss – Azul
Damage increased from 100 to 140
L Crimson Terror
Expanded the forward hitbox for the first hit
EX Flying Barcelona Attack
Adjusted the input window
Flash Arch – Rossa
Addressed the phenomenon where the attack would not connect after a successful parry
Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded
Developer Notes: Adjusted Matador Turn, Bloody Kiss – Torero/Azul, and Flash Arch – Rossa in order to make his V-System easier to use.
Dhalsim
Yoga Rocket (Forward Throw)
Damage increased from 110 to 120
Standing MP and MK
Eased the combo count
Drill Kick
Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
Yoga Mala (V-Reversal)
Startup increased from 16F to 17F
Yoga Gale
Applied the combo count limit
Yoga Burner
Increased the float on hit
Increased the horizontal blowback distance on hit
Developer Notes: Made it possible to use Neutral MP and Neutral MK in air combos, and allow juggling when Yoga Fire hits an opponent in the air, to open up new situations that were never possible before in long-range battles.
Zangief
Standing Heavy Punch (Uncharged Version)
Changed the timing for cancel into V-Trigger II
Flying Head Butt
Reduced the stun from 400 to 200
Changed the hit effect from blowback to mid-air unrecoverable damage
Can now be canceled
Muscle Explosion (V-Reversal)
Increased the pushback on hit
Increased the pushback on block
Tundra Storm
The opponent’s stun gauge will not recover during the animation lock
EX Borscht Dynamite (Normal/V-Trigger)
Added a cancel-specific action
Developer Notes: Changed hit effect of Flying Head Butt and made it cancelable. These changes allow Zangief to juggle opponents with EX Borscht Dynamite after hitting a mid-air opponent with Flying Head Butt.
Karin
Hajotsui (Forward Throw)
Damage increased from 120 to 130
Arakuma Inashi (Backwards Throw)
Damage increased from 140 to 150
Reduced the recovery after the throw by 2F
Jumping HP
Reduced the hurtbox
Ressencho (V-Reversal)
Increased the horizontal blowback distance on hit
Guren Kusabi
Changed the attack active frames from 8F to 11F
Reduced the recovery from 21F to 18F
Meioken (Charge Ver. Included)
Uncharged version: Damage decreased from 60 to 50
Charged version: Damage decreased from 80 to 70
Charged version: V-Gauge meter gain decreased from 100 to 80
Eased the combo count
EX Tenko
Damage decreased from 120 to 100
EX Orochi
Damage increased from 120 to 140
Yasha Gaeshi Tenchi
Can be performed from cancelable moves
Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit
Reduced the damage for the grounded version from 120 to 100
Developer Notes: Readjusted the damage and air combo count of moves that serve as combo parts to make her a more offensive character.
R. Mika
Crouching MP
Increased the horizontal blowback distance for mid-air hit
H Shooting Peach
Changed the performance when performed as a cancel from Lady Mika
Rainbow Typhoon/EX Rainbow Typhoon
L: Damage increased from 170 to 180
M: Damage increased from 180 to 190
H: Damage increased from 190 to 200
EX: Damage increased from 230 to 240
Developer Notes: Adjusted all versions of Rainbow Typhoon and H Shooting Peach for increased damage on hit at close range.
Birdie
Bad Skull (Forward Throw)
Stun decreased from 200 to 150
Crouching MP
Active frames reduced from 6F to 5F
Recovery increased from 15F to 16F
Crouching HK
Increased the disadvantage on block from -11F to -14F
Expanded the hurtbox after the active frames end
Delayed the timing at which the post-active frames hurtbox disappears
Increased the pushback on block
Pepper Pot (V-Reversal)
Startup increased from 16F to 17F
Developer Notes: Taking Birdie’s overall strength into account, slightly toned down moves that are thought to be extremely good.
Necalli
Standing LP and Crouching LP (Normal/V-Trigger)
Reduced the upwards hitbox
Soul Stealer (Forward Throw) (Normal/V-Trigger)
Regular version: Damage increased from 110 to 120
V-Trigger version: Damage increased from 120 to 130
Soul Discriminator (Backwards Throw) (Normal/V-Trigger)
Regular version: Damage increased from 100 to 110
V-Trigger version: Damage increased from 110 to 120
Valiant Rebellion (Normal)
The blowback on counter hit was changed to be the same as the regular version
Valiant Rebellion (V-Trigger)
Blowback on hit changed to be the same as the regular version
The blow on counter hit was changed to be the same as the regular version
EX Valiant Rebellion (Normal)
Pushback on hit for the second hit slightly decreased
First hit can be canceled into V-Trigger
EX Valiant Rebellion (V-Trigger)
Pushback on hit for the second hit slightly decreased
EX The Disc’s Guidance (Normal)
Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)
Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)
The second hit can be canceled into V-Trigger
Increased the pushback on hit for the second hit
Clouded Mirror
Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar
Pushback on block slightly decreased for the max charge version
Increased the active frames after landing for the max charge version from 4F to 7F
Soul Offering
Added collision boxes for after the move ends
Developer Notes: Can now cancel EX Valiant Rebellion (Normal Version) and EX The Disc’s Guidance (Normal Version) with his V-Triggers, creating more options for movement.
Rashid
Stun
Decreased from 1000 to 950
Riding Glider (Forward Throw)
Added 2F of recovery after the throw
Rising Sun (Backwards Throw)
Stun decreased from 200 to 150
Standing LK
Advantage on hit decreased from +4F to +2F
Advantage on block decreased from +2F to +1F
Is now a cancelable move
Standing HP
Advantage on block decreased from +0F to -3F
Note: Block recovery reduced by 3F
Standing MK
Recovery increased from 15F to 17F
Advantage on hit reduced from +2F to +1F
Disadvantage on block increased from -2F to -4F
Expanded the forward hitbox
Crouching MK
Cancel timing from Easifa delayed by 3F
Crouching HP
Reduced the recovery for the first hit on block by 3F
Flap Spin
Reduced the recovery for the first hit on block by 3F
Sped-up the startup of the second hit by 1F
Wall Jump (Jump-Off)
Increased the interval between clinging to the wall and jump by 2F
L Spinning Mixer
Pushback on block slightly decreased for the rapid button press version
Landing recovery on whiff increased from 11F to 16F on whiff
Note: No changed to recovery on hit or block
Block stop for the third hit increased by 4F
L Eagle Spike
Sped up the startup when performed in close range
EX Eagle Spike
Changed so that Rashid will bounce off the opponent when blocked
EX V Eagle Spike
Damage decreased from 140 to 100
Stun decreased from 200 to 150
V Airborne Eagle Spike
Damage decreased from 120 to 100
Stun decreased from 200 to 150
EX V Airborne Eagle Spike
Damage decreased from 150 to 120
Stun decreased from 200 to 150
Advantage on block decreased from +1F to -2F
Increased the pushback on block
V Whirlwind Shot
Damage reduced from 80 to 60
Stun for the M and H versions reduced from 150 to 140
EX V Whirlwind Shot
Damage reduced from 120 to 100
Stun reduced from 200 to 160
Altair
Invincibility frames changed to 1-17F
Developer Notes: Overall toned down his move set in light of his rushdown ability at close range, and rewards on hit.
Laura
Seoi Throw (Forward Throw)
Added 2F of recovery after the throw
Slightly increased the separation distance upon landing the throw in the corner
Standing MP
Reduced the backwards hitbox
Standing MK
Increased the advantage on hit from +3F to +4F
Crouching HK
Recovery increased on whiff and on block by 2F
Linear Movement – Avante/Linear Movement – Esquiva/Linear Movement – Finta (Spark Show Version)
Is now subject to counter-hit
Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap
Linear Movement – Esquiva (Attack, Spark Show Version)
Startup increased from 34F to 32F
Double Slap
Startup increased from 16F to 17F
EX Sunset Wheel
Expanded the forward hitbox for the second active throw frame
Matsuda Sway
Changed so that the dodging motion will not consume V-Timer gauge
Shock Choke
V-Timer consumption amount increased from 500F to 1,000F
Fixed the phenomenon where Laura would have a hurtbox during the move’s animation
Developer Notes: Adjusted properties of moves that are frequently used at close/mid-range. Additionally, changed Matsuda Sway so that it does not consume the V-Timer when dodging.
F.A.N.G
Standing LP
Reduced the upwards hitbox
Shimonshu (Forward Throw)
Added 2F of recovery after the throw
Shishiruirui
Eased the combo count
Nikaiho
Increased the overall movement frames from 30F to 31F
Added a hurtbox from 26F to 31F
Developer Notes: Made adjustments to help reduce cases where only the first strike of Shishiruirui would hit during specific combo routes when Koryo Dokuda was activated.
Alex
Leg Tomahawk (Backwards Throw)
Damage increased from 140 to 160
Standing LP
Reduced the upwards hitbox
Increased the active frames from 2F to 3F
Reduced the recovery from 8F to 7F
Standing HK
Will force the opponent to stand on hit
Crouching LP
Reduced the upwards hitbox
Crouching HP
Increased the float on hit
Lariat
Can be canceled
Chop
Increased the disadvantage on block from -6F to -8F
Flying Cross Chop
Eased the height restriction at which the move can be performed
Eased the combo count
Increased the float for mid-air hit
Big Boot
Startup increased from 16F to 17F
M Flash Chop
Reduced the startup from 19F to 18F
H Flash Chop
Damage increased from 90 to 100
H Air Knee Smash
Eased the combo count
Delayed the timing at which he can move again after hit by 4F
Increased the separation distance after hit
EX Power Bomb
Throw hitbox startup reduced from 6F to 5F
Rage Boost
Reduced the collision box on startup
Choke Sleeper
Throw hitbox startup reduced from 6F to 5F
Flying DDT
Damage decreased from 190 to 180
Sped up the startup by 3F when performed as a cancel
Developer Notes: Adjusted moves that has similar properties across varying input strengths and rebalanced combo routes in various situations to allow for new types of movement.
Guile
Dragon Suplex (Forward Throw)
Damage increased from 120 to 130
Stun increased from 120 to 150
Reverse Back Knuckle (V-Reversal)
Startup increased from 16F to 17F
Recovery increased on hit by 2F
Sonic Boom (Normal/V-Trigger)
Pushback on block slightly decreased
Knife Edge
Cannot be activated by V-Trigger cancel from a regular Sonic Boom.
No changes to the EX version
Somersault Kick
Increased the horizontal blowback distance on hit
Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version
EX Somersault Kick
Increased the horizontal blowback distance on hit
V EX Somersault Kick
Decreased the invincibility period from 31F to 11F
Sonic Hurricane
Changed so that until the attack startup, Guile’s body is not pushed into movement
Expanded the collision boxes in the forward direction until directly before attack startup
Sonic Tempest
Changed so that Guile isn’t pushed to a different position until the attack startup
Developer Notes: Reduced Sonic Boom’s pushback on block to make it harder to push opponent away. Increased knockback distance after hit on Somersault Kick to make it easier to create distance from opponent. Additionally, it is no longer possible to cancel into Knife Edge from Sonic Boom (normal version) in order to better differentiate it from Solid Puncher.
Ibuki
Yami Kazura (Forward Throw)
Damage increased from 120 to 130
Kubiori (Backwards Throw)
Damage increased from 140 to 150
Jumping HK
Expanded the downwards hitbox
Expanded the downwards hurtbox
Kazekiri
Changed the damage for the last hit only to 70
Hanagasumi (V-Reversal)
Startup increased from 15F to 17F
Decreased the active frames from 13F to 4F
Reduced the hitbox
Increased the log’s movement speed
Changed to be uniformly -2F on block
Pushback on block slightly decreased
Fuma Shuriken (Haku)
Damage reduced from 100 to 80
Fuma Shuriken (Kokofu)
Damage increased from 80 to 100
Developer Notes: Made minor tweaks such as buffing her jump attacks by adjusting the hit/hurt boxes on her Jumping HK, and changed the damage inflicted by Kazekiri when it is used as an anti-air attack. Also adjusted the damage for Fuma Shuriken Haku/Kokufu after taking into account the situations that these attacks would hit in.
Balrog
Dirty Bomber (Forward Throw)
Damage increased from 130 to 140
Buffalo Head
Startup increased from 16F to 17F
H Screw Smash
Reduced the startup from 24F to 23F
Slightly increased the forward movement distance
B3 (Upon V-Trigger 2 Activation)
Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure
The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush
B3 (No Mercy)
Will combo when performed from a cancelable normal move on hit
Reduced the recovery after the thrown by 8F
Changed the status after hit in the corner to be about the same as in the middle of the screen
Expanded the forward hitbox only when performed from a cancel
Developer Notes: Rebalanced B3’s move properties and buffed it. Also, by changing the startup frames for H Screw Smash, it is now possible to use it in a combo when successfully Crush Countering with Neutral HK.
Juri
Chisenkyaku (Forward Throw)
Damage increased from 110 to 120
Added 2F of recovery after the throw
Standing LP
Reduced the upwards hitbox
Standing HK
Reduced the downwards hurtbox
Jumping HK
Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50
Kaisenrenkyaku (V-Reversal)
Startup increased from 15F to 17F
Increased the pushback distance on block
Fuharenkyaku (Normal/V-Trigger)
Normal, V-Trigger: Damage decreased from 100 to 90
Developer Notes: Reduced the hurtbox around Juri’s feet for Neutral HK to make it more effective as a mid-range poke.
Urien
Spartan Bomb (Forward Throw)
Stun increased from 120 to 150
Spartan Bomb (Backwards Throw)
Stun decreased from 200 to 150
Standing LP
Recovery increased from 9F to 10F
Note: No changes to recovery on hit or block
Standing LK
Advantage on hit increased from +3F to +4F
Advantage on block increased from +2F to +3F
Increased the pushback distance on hit and block
Standing HP
Reduced the opponent pushback distance on Crush Counter
Crouching LP
Recovery increased from 8F to 9F
No changes to recovery on hit or block
Reduced the upwards hitbox
Crouching MK
Delayed the cancel timing for each version of Tyrant Blaze by 2F
Quarrel Kick
Increased the advantage on hit from +1F to +3F
Terrible Smash
Increased the disadvantage on block from -6F to -8F
Pushback on block slightly decreased
Break Rush
Increased the disadvantage on block from -6F to -8F
Pushback on block slightly increased
Tyrant Pressure
Changed the length of the V-Timer from 3,000 to 3,200F
Tyrant Blaze
Increased the horizontal blowback distance for the 2nd attack on hit
Increased the V-Timer consumption from 800F to 1,200F
Slightly increased the forward hitbox
Tyrant Blaze (V-Skill/Uncharged Version)
Increased the V-Timer consumption from 800 to 1,200F
Decreased the recovery for the first hit only by 4F
Changed to have armor properties until 8F after the first hi
Expanded the forward hitbox
Tyrant Blaze (V-Skill/Charged Version)
Increased the V-Timer consumption from 800F to 1,200F
Changed to have armor properties until 3F after the first hit
Expanded the forward hitbox
Anger Snap Fist
Startup increased from 16F to 17F
Developer Notes: Adjusted numerous light attacks to rebalance Urien’s combo routes and sequences. Additionally, made major adjustments to Tyrant Blaze by making adjustments such as improving its performance after activating Urien’s V-Skill.
Akuma
Hyakkigosai (Shiretsu Hasshi Ver)
Behavior on whiff unified with the EX version
Standing LP
Reduced the upwards hitbox
Standing MK
Recovery increased from 16F to 18F
Note: No changes to advantage/disadvantage
Crouching LP
Reduced the upwards hitbox
Crouching HP
Recovery increased from 16F to 20F
No changes to advantage/disadvantage
Gosenkyuku (V-Reversal)
Startup increased from 16F to 17F
Increased the horizontal blowback distance on hit
EX Goshoryuken
Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit
Changed so that the opponent cannot perform a recovery for the 3rd overall hit
Shiretsu Hasshi
Can no longer cancel Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
Dohatsu Shoten/Shiretsu Hasshi
Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move
Sekia Kuretsuha
Changed so that his collision boxes will not move forward during recovery
Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100
Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.
Kolin
Pressure Ridge (Forward Throw)
Damage increased from 120 to 130
Standing HP (Normal/V-Trigger)
Increased the disadvantage on block from -2F to -4F
Crouching LP
Reduced the upwards hitbox
Crouching LK
Delayed the timing for canceling into Absolute Zero by 3F
Crouching MK
Expanded the upwards hurtbox
Delayed the timing for canceling into Absolute Zero by 3F
Reduced the backwards hitbox
Reduced the active frames from 3F to 2F
Crouching HK
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
Cold Low
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
Brinicle
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for both hit for both hit and block
Recovery increased for the normal and V-Trigger versions on hit by 5F
Frost Spike
Can cancel into Absolute Zero on block
Snow Grain
Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge on block
Frost Edge
Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash
Changed so that it will not hit opponents who are behind Kolin
Only applies to grounded opponents, has no effect on her juggle combos
Diamond Dust
Damage increased from 90 to 120
Forward Dash (V-Trigger)
Increased the V-Timer consumption from 500F to 700F
Inside Slash (V-Trigger)
Decreased the advantage on hit from +3 to +2F
Increased the disadvantage on block from -7F to -8F
Frost Tower
Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100
Developer Notes: Adjusted move properties and V-Timer consumption upon activating Absolute Zero. Additionally, unified the cancel point for canceling into V-Trigger for I and II, which had differed among moves such as Crouching HK and each of her target combos.
Menat
Overflowing Nile (Forward Throw) (Bare Handed/Crystal Ball)
Added 1F of recovery after the throw
Standing LP (Crystal Ball)
Expanded the downwards hitbox of the crystal ball
Standing HK (Bare Handed/Crystal Ball)
Reduced the backwards hitbox
Base of the hitbox only – will not hit opponents who are behind Menat
Khamun Kick (Bare Handed/Crystal Ball)
Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
Soul Reflect: Kamal (Bare Handed)
V-Gauge meter gain increased from 50/25 to 80/40
Can cancel into Wisdom of Thoth/Prophecy of Thoth
Soul Reflect: Kamal (Crystal Ball)
V-Gauge meter gain increased from 80/40 to 100/50
Can cancel into Wisdom of Thoth/Prophecy of Thoth
Soul Reflect: Stella (Bare Handed)
V-Gauge meter gain increased from 50/25 to 80/40
Reduced the hurtbox
Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage
Can cancel into Wisdom of Thoth/Prophecy of Thoth
Soul Reflect: Stella (Crystal Ball)
V-Gauge meter gain increased from 50/25 to 100/50
Reduced the hurtbox
Can cancel into Wisdom of Thoth/Prophecy of Thoth
Guardian of the Sun/EX Guardian of the Sun
Changed the command from F, D, DF +P/PP to F, D, DF, +K/KK
EX Guardian of the Sun
Changed the invincibility timing from 6F to 5F
Soul Spark
Changed the command from F, D, DF + P to D, DF, F + K
Reduced the damage from 100 to 80
Reduced the stun from 200 to 150
Increased the chip damage from 7 to 13
Developer Notes: Rebalanced properties and buffed Soul Reflect: Kamal and Soul Reflect: Stella. Also, changed the commands of certain moves to avoid unintended inputs.
Ed
Standing LP
Reduced the upwards hitbox
Crouching LP
Reduced the upwards hitbox
Crouching MP
Reduced the advantage on block from +3F to +2F
Crouching HP
Reduced the damage from 90 to 80
Note: Damage on the extended part reduced from 80 to 70
When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent
Kill Step
Increased the overall movement frames from 29F to 31F
Added a hurtbox from 26F to 31F
Psycho Splash/EX Psycho Splash
Increased the move delay from Psycho Rising by 5F
Psycho Snatcher – Ground
Reduced the V-Gauge meter gain for the non-charged version from 100 to 80
The V-Gauge meter gain distribution has been changed in accordance with the damage
Reduced the V-Gauge meter gain for the charged version from 120 to 100
Changed the hit motion for the non-charged version
Added 2F of recovery for the non-charged version on hit
Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
Reduced the recovery on whiff for the charged version from 57F to 40F
Psycho Snatcher – Air
Reduced the recovery on whiff for the charged version from 50F to 40F
Expanded the downwards hitbox for the non-charged version
Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
V-Gauge meter gain distribution has been changed in accordance with the damage
Psycho Cannon
Damage increased from 100 to 120
Reduced the startup from 16F to 13F when the move is performed with the forward input
Deleted the hurtbox during the screen freeze
Enhanced Snatcher
Reduced the recovery by 3F when performed from a cancel
Deleted the hurtbox during the screen freeze
Ultra Snatcher – Ground
On block, will deal real chip damage instead of recoverable gray damage
Added a projectile-nullifying hitbox aside from the attack hitbox
Expanded the horizontal hitbox for the first active frame
Reduced the horizontal hurtbox
Reduced the amount of V-Timer consumption from 1,500F to 1,300
Ultra Snatcher – Air
Expanded the hitbox for the attack active frames from 1F to 3F
Changed the position of the hitbox for the attack active frames from 4F to 7F
Reduced the amount of V-Timer consumption from 1,500F to 1,300F
Psycho Barrage
Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100
Developer Notes: Rebalanced properties of Ed’s V-Skills and V-Triggers, and made adjustments to situation on hit and damage.
Abigail
Vitality
Reduced vitality from 1100 to 1075
Stun
Stun increased from 1050 to 1075
Hurtbox Shape
Changed the height of his hurtbox and collision box for spinning knockdown damage
Red Leaf (Forward Throw)
Increased the spacing distance on hit in the corner
Standing LK
Startup increased from 5F to 6F
Increased the pushback on block
Standing HP (V-Trigger)
Stun decreased for the charge version from 200 to 150
Crouching LP
Startup increased from 5F to 6F
Reduced the downward hitbox for the second and third active frames
Recovery increased from 10F to 12F
Removed the counter hit judgment after the attack startup
Crouching LK
Increased the pushback on hit
Can only be canceled into V-Trigger
Crouching HP
Stun decreased for the charge version from 200 to 150
Vroom Vroom
Increased the pushback on hit
Abi Hammer
Changed so that only the third active frame will hit a downed opponent
Abi Blaster (V-Trigger)
Stun decreased for the charge version from 200 to 150
Abi Twist (V-Trigger)
Stun decreased for the charge version from 200 to 150
Ontario Drop (V-Reversal)
Startup increased from 16F to 17F
Reduced the opponent’s blowback
EX Giant Flip
Damage decreased from 120 to 80
Stun decreased from 200 to 150
M/H Abigail Smash
Made the situation after hit the same as L Abigail Smash
Expanded the hurtbox during recovery
EX Abigail Smash
Damage decreased from 100 to 80
Expanded the hurtbox during recovery
Bay Area Sunrise
Added 4F of recovery after the throw
EX Bay Area Sunrise
Increased the separation distance after hit
Added 3F of recovery after the throw
Hybrid Charge
Fixed the phenomenon where the advantage/disadvantage when performed as a cancel from certain regular moves was different than that of Max Power
Metro Crash
On block, opponent takes actual damage instead of recoverable damage
Reduced the upwards hitbox
Enforced combo count restrictions on the non-charged version
Damage increased for the non-charged version from 120 to 150
Stun increased for the non-charged version from 150 to 200
Damage increased for the charged version from 170 to 200
Damage increased for the max-charge version from 220 to 250
Abigail Punch
Enforced combo count restrictions
Increased the knockdown time for the first hit
Stun decreased for the non-rapid button press version from 180 to 120
Stun decreased for the rapid button press version from 200 to 150
Added 8F of recovery to the rapid button press version (L/H)
Added 7F of recovery to the rapid button press version (M)
EX Abigail Punch
Increased the knockdown time for the first hit
Changed the blowback on first hit counter hit to be the same as the regular hit version
Damage increased for the non-rapid button press version from 130 to 140
Damage decreased for the rapid button press version from 170 to 160
Stun decreased for the non-rapid button press version from 200 to 150
Stun decreased for the rapid button press version from 230 to 200
Recovery increased for the rapid button press version by 8F
Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.
Zeku (Old)
Tsurigane Otoshi (Forward Throw)
Damage increased from 120 to 130
Mikoshi (Backwards Throw)
Damage increased from 140 to 150
Standing LP
Reduced the upwards hitbox
Standing MP
Reduced the upwards hitbox
Crouching LP
Reduced the upwards hitbox
Jumping HP
Expanded the hitbox at the base
Fukuro
Changed so that it will not build EX gauge on hit or block
Toushi
Reduced the startup from 17F to 12F
Changed the opponent reaction from blowback to stagger on hit
Increased the pushback on block
Bushin Gram – Koku/EX Bushin Gram – Koku
Damage decreased at the base and the part that nullifies projectiles by 10
L Bushin Gram – Ban
Damage decreased from 120 to 100
EX Bushin Gram – Ban
Changed the blowback for the first hit
L Bushin Gram – Teki
Changed the horizontal blowback on hit
M Bushin Gram – Teki
Damage decreased on hit at the base from 90 to 80
Damage decreased on hit for the projectile-nullifying part only from 80 to 70
EX Bushin Gram – Teki
Damage decreased on hit at the base from 120 to 110
Damage decreased on hit for the projectile-nullifying part only from 100 to 90
Expanded the hitbox for the part that physically hits, from the second hit onward
EX Bushin Jakura
Changed the movement distance upon directional key input
Changed the trajectory on startup
Shukumyo
Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only
Idaten
The first normal move performed from Idaten can be cancelled
Changed the invincibility timing from 6F to 3F
Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand
Karura Tenzan
Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku/Teki
Changed the movement distance for the initial startup
Changed from one-time usage to timer-type, added the special move Karura Tenzan
Damage decreased from 180 to 140
Stun decreased from 200 to 150
On hit, reduced the opponent’s blowback time by 3F
On hit, changed to be projectile invincible until the active frames end
Batsuzan Gaisei
Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
Zeku (Young)
Tesso (Forward Throw)
Damage increased from 120 to 140
Raiju (Backwards Throw)
Damage increased from 120 to 160
Stun increased from 150 to 200
Increased the EX meter gain from 80 to 100
Standing LP
Reduced the upwards hitbox
Jumping HP
Changed the hitboxes and hurtboxes in to match a change in the motion
Jumping HK
Expanded the forward hitbox
Deleted the forward hurtbox
Reduced and expanded the hurtbox
Tenpo Kari
Changed so that it does not build EX gauge on hit or block
Damage increased from 80 to 90
Expanded the upwards hitbox for the startup of the second hit
Expanded the upwards hitbox for the second hit
Active frames from the second hit increased from 2F to 4F
Toushi (V-Reversal)
Attack startup reduced from 17F to 12F
Changed the opponent reaction from blowback to stagger on hit
Increased the pushback on block
Bushin Sho
Eased the combo count
H Bushin Sho
Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated
EX Bushin Sho
Recovery increased from 20F to 21F
Note: No changes in advantage/disadvantage
H Hozanto
Attack startup reduced from 27F to 26F
Ashikari
Damage increased from 80 to 100
Eased the combo count
EX Ashikari
Stun increased from 150 to 200
Eased the combo count
Gekkou
Eased the combo count
EX Gekkou
Stun increased from 150 to 200
Eased the combo count
Shukumyo
Can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit only
Idaten
The first normal move performed from Idaten can be cancelled
Invincibility timing changed from 6F to 3F
Karura Tenzan
Changed the movement distance for the initial startup
Changed from one-time usage to timer-type, added the special move Karura Tenzan
Damage decreased from 180 to 140
Stun decreased from 200 to 150
On hit, reduced the opponent’s blowback time by 3F
On hit, changed to be projectile invincible until the active frames end
Batsuzan Gaisei
Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
Developer Notes: Can cancel into Shukumyo during the recovery on hit for certain special moves to help bring out Zeku’s unique playstyle.
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 (25×3) 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
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
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).
Developer Notes: Overall improved the effectiveness of her moveset by making adjustments such as changing the parameters and frame advantage of Sakura’s normal and specials.
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
V Back Step Rolling
Decreased the landing recovery from 14F to 11F
Note: No changes to advantage/disadvantage
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
Developer Notes: Adjusted to improve Blanka’s rushdown regardless of the opponent’s distance by tweaking moves such as Electric Thunder and Back Step Rolling.
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