Street Fighter V: Arcade Edition Free Trial, Breath of Fire II Content, Sales and More!

Curious about Street Fighter V but haven’t gotten your feet wet yet? Well now is your chance as we’re hosting a free trial, beginning April 23 at 1pm PT (download begins at 9am PT) / April 24 at 12am UTC and running through May 5 PT / May 6 at 5pm UTC. For the free trial on PlayStation 4, a PlayStation Plus subscription is not required to download and play offline, but it is required to play online. For PC users, the Steam client is required for the trial. All the initial content from the original Street Fighter V and the modes introduced in Street Fighter V: Arcade Edition are included for free during this time.

PLAYSTATION - FREE TRIAL

Click the "Try Free Demo" button on the left.

STEAM - FREE TRIAL

Scroll down and click "Play Game"

DLC Characters Unlocked – All 16 original characters included with the game are playable in the free trial, including classics like Ryu, Ken, Chun-Li, M. Bison and more! As a bonus, four fan-favorite DLC characters will be available for free during this trial: Akuma, Blanka, Juri and Menat! These four characters will only be available in Ranked, Casual, Battle Lounge, Training, and Challenges.

For those of you who already own Street Fighter V and Street Fighter V: Arcade Edition but have not yet acquired Akuma, Blanka, Juri or Menat, these four characters will be unlocked to you during the free trial period as well. If you decide to purchase any of these characters during the trial, you keep any progress made with each character.

Arcade – Introduced in Street Fighter V: Arcade Edition, this mode allows you to relive the past main entries in the series. If you’re able to defeat all the computer-controlled opponents under various conditions, you can unlock over 200 unique illustrations from multiple artists which can be viewed in the Gallery.

Versus – Play against another local player or against the computer with different difficulty levels.

Challenges – Learn how to use each character in Demonstrations and Trials or see how long you can fight in Survival Mode.

Training – Practice against a dummy AI as you test out set-ups, combos and get used to a character without the pressure of a real match.

If you have friends or family who have always wanted to try Street Fighter V, let them know this is their chance!

GAME SALE

In addition to the free trial, Capcom is offering discounts on popular Street Fighter V content, including all editions of the game, character passes and costume bundles at 30% to 70% off. Sale items include a 50% discount on Street Fighter V: Arcade Edition for $19.99, Character Passes from all three seasons are 50% off, the Original Characters Battle Costume Bundle is 70% for $8.99 and more!


Check out the PlayStation , Steam and Capcom stores for the full list of sale items! The sale in North America will run April 23 thru May 6 for PlayStation 4, and thru May 5 for Steam players.

BREATH OF FIRE II EXTRA BATTLE CONTENT

What do Falke from Street Fighter V and Katt from Breath of Fire II have in common? From May 10 to June 7 in Extra Battle Mode, Capcom is teaming up these two heroines for a crossover costume featuring the beloved role-playing classic originally published in 1994. Both Falke and Katt expertly wield staves in battle, and both know guys named Ryu (different dudes) – what match could be more perfect?

Additionally, you can obtain the Breath of Fire II background music during this time in Extra Battle Mode, which will also be available May 10 through June 7!

M. Bison’s Classic costume returns to Fighting Chance

For those who missed out on M. Bison’s more traditional look last November, obtain a Fantasy Fortune Reading and pay Menat a visit – you might just unlock M. Bison’s Classic costume! Try your luck between April 23 and June 15 when M. Bison’s Classic costume returns to Fighting Chance.

CAPCOM PRO TOUR DLC IS BACK!

In case you missed any of the 2016, 2017 or 2018 Capcom Pro Tour (CPT) DLC for Street Fighter V, don’t fret! The bundles return on April 23 for the following prices:

  • 2016 CPT DLC Bundle: $9.99
  • 2017 CPT DLC Bundle: $14.99 (previously $24.99)
  • 2018 CPT DLC Bundle: $14.99 (previously $19.99)

COSTUME BUNDLES

Capcom is also kicking off a sale of essential character bundles starting April 23 featuring some of Street Fighter V’s most iconic characters. All of these prices and bundles are for North America. For sales happening in other regions, please see their respective channels.

Ryu Bundle (8 costumes, $14.99)

  • Battle Outfit 1
  • Halloween
  • B-Boy
  • School Uniform
  • Capcom Pro Tour
  • Arthur
  • Mega Man
  • Jin Saotome
  • Costume Colors
    • Battle Outfit 1 (all colors)
    • Arthur (all colors)
    • Jin Saotome (all colors)

Chun-Li Bundle (9 costumes, $14.99)

  • Battle Outfit 1
  • Swimsuit
  • B-Girl
  • Capcom Pro Tour
  • School Uniform
  • Professional
  • Nostalgic
  • June
  • Morrigan
  • Costume Colors
    • Battle Outfit 1 (all colors)
    • June (all colors)

Capcom Costume Bundle (3 bundles, $19.99)

  • Monster Hunter Bundle
  • Devil May Cry and Ghosts 'n Goblins Bundle
  • Darkstalkers Bundle

The free trial for Street Fighter V: Arcade Edition is just ONE WEEK away, so plan accordingly and we’ll meet you in the streets from April 23 thru May 5!

Capcom April Fools' 2019 Roundup

It's that time of year again, when you can't believe  anything you read on the internet... okay, this time even more so than your average day: April 1st!

This year, our teams in Japan took some time to go all out on some pretty elaborate and surprising activities. They're not so much about deceiving you, but just having a fun time with our games.

You may have noticed these going live around 24 hours ago, so if you noticed any of these popping up on March 31st, just remember this for next year: Japan Standard Time is roughly 13 to 16 hours ahead of US time zones.

Street Fighter: World President Challenges a Shooting Game

In a classic throwback mini-game, but also a very fitting tie-in with the anime  Hi Score Girl , you get to play a  1942 style shoot 'em up as G, President of the World.

If this description and the header image of this blog sounded and looked appealing to you, check it out here:  game.capcom.com/cfn/sfv/aprilfool/2019

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Resident Evil: Zombies Wanted

Okay, so contrary to what the website will tell you, we're not  actually running out of zombies in the game... that's not how video games work. That said, the main stat shown up front is a real number! Since launch,  Resident Evil 2 players have killed over 770 million zombies! :o

Anyways, check out the application page here, and make sure to apply and share your results: I got the Stunt Zombie job.  game.capcom.com/CapcomDev1/aprilfool2019...

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Devil May Cry: Playable Empusa

The Trickster gang in the Devil May Cry team got together and tried to pull this fast one on us... I'll just leave you with the Tweet + video here so you can watch for yourself; just make sure to stick around till the end for the non-joke portion.  twitter.com/dev1_official/status/1112511...

I kinda really want to play DMC5 as an empusa now....... T_T

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Anyways, that's all we had in store for this year. Have fun!

CPT Kicks Off at Final Round This Weekend, Debuts New Theme Song

Hello Street Fighter fans. The 2019 Capcom Pro Tour season is ready to kick off this weekend with Final Round 2019 !

As a Premier Event, players from around the world will be flying in to Atlanta, Georgia to compete for up to 700 points on the Global Leaderboard for a 1st place finish.

In addition to the start of the season, featuring Street Fighter V: Arcade Edition, the CPT has new theme song called True Champion by music group PKCZ® appearing by courtesy of LDH Music & Publishing INC. debuting at Final Round. PKCZ, consisting of Exile Hiro, DJ Makidai, Verbal, DJ Daruma as its core members, creates new sound by mixing “true excitement and the sensation of indescribable cool.” You might even recognize some of Exile Hiro’s previous work on Street Fighter IV’s Indestructible theme song.

PKCZ

If you’re at Final Round, you’ll get to hear True Champion for the first time! For now, tune in to a sample of the track on Capcom Fighters YouTube .

Final Round always brings the hype and the level of competition will be off the charts.  You won’t want to miss a second of the action so tune in March 15-17 on the following channels:

Twitch.tv/CapcomFighters
YouTube.com/CapcomFighters
Facebook.com/StreetFighter

®

New Details On Street Fighter League: US-Pro 2019

SFL Online Qualifier Phase 2

Hello Street Fighter fans. The Street Fighter League: US-Pro 2019 is officially in progress and we have some updates and new details to share with you!

First, allow us to congratulate the winners of the SFL Phase 1 East and West Coast Online Qualifiers – RobTV and UpToSnuff, respectively. By winning the Online Qualifiers, they’ve placed themselves in the draft pool for SFL 2019.

Phase 2 East and West Coast Online Qualifiers registrations are open right now. If you competed in the first phase, you’re still eligible to play in the second and third phases. Take control of your destiny by registering on the SFL 2019 Smash.gg page and put yourself on an SFL team!

Now on to the actual tournament format of the SFL. As mentioned previously, the 2019 SFL is a 3v3 teams-based competition. Once the captains and players have been determined – via Online Qualifiers and the Community Vote (which we’ll get to in a bit) – a draft will take place to form the six teams.

We’ve put together this handy infographic to visualize the process.

SFL 2019 Infographic

Six teams will compete in a double round robin elimination tournament until we have a winner. However, we’re introducing something a little different to the competition than you’re used to seeing in teams tournaments – the character ban.

Before each match, a team will have the choice of banning one character. Each team will then have to make a strategic decision to determine who will play what characters. Once the character selections are made, they are locked in and repeating characters will not be allowed.

The goal is to introduce a layer of team strategy into the competition rather than focus solely on the individuals.

SFL 2019 Community Vote

If you don’t make it into SFL via Online Qualifiers, you still have a shot through the Community Vote. You can log into the official Smash.gg SFL Community Vote page and opt in right now. The opt-in phase lasts until Friday, March 15, 2019. At that time, the community can then vote on the players until March 17.

The six players with the most votes will win the final spots in SFL 2019 and be placed into the draft pool along with the Online Qualifiers.

That’s it for now but we still have more info to share in the coming weeks so make sure you follow Capcom Fighters on Twitter and Facebook for updates on SFL 2019.

Gear up with a horde of new costumes on February 26 for Street Fighter V: Arcade Edition!

Ready? Slide into February with new costumes for Ryu, Sakura, Alex, and a certain wrestler from some of Capcom’s iconic series!

Mega Man for Ryu (Mega Man) – Mega Man needs no introduction, as the Blue Bomber and hero of 20XX is just as iconic as Ryu. In fact, if you look really closely, a charged Mega Buster shot almost resembles a Hadoken, making this costume a perfect fit for Ryu! This costume is available for purchase for MSRP $3.99.

Roll for Sakura (Mega Man) – Those familiar with the Mega Man series are probably familiar with Roll, Mega Man’s “little sister” and Dr. Light’s assistant. In the Mega Man Legends games, Roll Caskett is a different character entirely – a genius mechanic and best friend of Mega Man Volnutt who’s searching for a grand treasure. This costume is available for purchase for MSRP $3.99.

Leo for Alex (Red Earth) – Leo is one of four playable characters in Red Earth, a Capcom fighting game series first released in 1996. As the king of Greedia, Leo was cursed to become half-lion half-man by unknown invaders. He has now accepted his fate and holds this curse as a symbol of strength. This costume is available in Extra Battle Mode starting March 15! During this time, you can also obtain Leo’s Theme to be used as background music.

In addition to the ongoing Guts Man costume for Balrog in Extra Battle Mode, all four of the Mech costumes for Zangief, F.A.N.G, Juri, and Abigail have returned as of February 22!

The Gief – He wants to be a bit more humble and hide his true identity in the ring with a mask. But let’s face it, it’s not hard to figure out who’s behind the mask. This costume is available in Fighting Chance on February 26!

BUNDLES

Robot Bundle – Keep those circuits going, because we’re putting the previous robotic-themed costumes from Extra Battle Mode into a shiny new bundle for a limited time. The Robot Bundle is available for $9.99 and includes Mech Zangief, Mech F.A.N.G, Mech Juri, Mech Abigail, the Jin Saotome costume, and the Cyberbots background music.

We hope you enjoy our technological celebration before spring rolls around!

UPDATES

The Ver. 4.021 update slated for release on Wednesday, February 27, 2019 implements design changes to improve operation stability for DirectInput USB controllers used with the Steam version of the game.

If your controller (primarily PlayStation®4 controllers, arcade sticks, etc.) employs DirectInput, launching STREET FIGHTER V after applying the above update will result in the loss of controller functionality.

After installing the 4.020 update, please adjust your settings as per the instructions at the link below in order to resolve the issue.

*Please note that Xinput controllers (Xbox 360 controllers, Xbox One controllers, etc.) do not experience this issue.

To learn how to update your settings, head here: game.capcom.com/cfn/sfv/systemfault/1327...

Street Fighter League Online Qualifiers Registration Open

SFL Online Qualifier

Prospective pro Street Fighter V: Arcade Edition players, the time has come to prove you belong in the upcoming Street Fighter League: US-Pro 2019 (SFL)!

Recently, we introduced the new 3v3 teams league and while we’re finalizing our team captains, we’re ready to roll out the next phase of the first season.

Six total winners (one from each online tournament) will qualify for SFL’s first draft. In addition to the team captains, we’ll be holding a community vote for the final six players going into the draft. Check back here for more details on both the voting and draft process soon.

The SFL Online Qualifiers format will be double elimination and best 2-out-of-3 format up to Top 8, and best 3-out-of-5 through Top 8. Each weekend will feature an Online Qualifier event for East and West Coast regions, respectively, with a player cap of 256.

Online qualifiers are broken down into three phases:

  • Phase 1 will begin with the West Coast qualifier on March 1, 2019 and the East Coast qualifier on March 2, 2019.
  • Phase 2 West Coast qualifier takes place on March 8 and the East Coast qualifier on March 9.
  • Finally, Phase 3 concludes with the West Coast qualifier on March 15 and East Coast qualifier on March 16.

Players who want to compete in the SFL Online Qualifiers can visit the Smash.gg page and register now!

No purchase is necessary and you must be a U.S. citizen and be at 16 years or older to compete. Players will be able to enter multiple events once the registration opens upon the conclusion of the weekend’s tournaments. Read more about the rules and regulations for the online qualifiers on the Smash.gg page .

Stay tuned as we have more information coming on the SFL!

Capcom Pro Tour 2019 Full Schedule and Details Reveal

Capcom Cup 2018

Hello World Warriors. As we confirmed at Capcom Cup in December, Capcom Pro Tour (CPT) is coming back for a brand new season. We’re gearing up for another exciting season featuring Street Fighter veterans and up-and-coming new players as they battle to become the world champion.

To help get CPT competitors and community ready for the 2019 season, we have a lot of new details to share with you today, including the  schedule , beginning with Final Round in Atlanta, GA March 15-17 format changes for 2019, and new events!

Street Fighter V: Arcade Edition  ( SFV:AE ) will once again be the focus of CPT 2019. Players will compete for a total prize pool worth over $600,000.

We’ve also taken a lot of community feedback into consideration and we’ve made some big changes for 2019. Read on for the full details and be sure to follow Capcom Fighters on  Twitter Facebook , and  Instagram  for all the latest updates on the Capcom Pro Tour.

How to Qualify for Capcom Cup 2019

Thirty-two of the best  SFV:AE  players from around the world will compete for the Capcom Cup. These players will secure their places at Capcom Cup 2019 by competing in Capcom Pro Tour events throughout the year.

We’ve made some modifications to the  rules  this year in an effort to make competition more accessible. Below are the ways players can qualify for Capcom Cup 2019.

The  Capcom Cup 2018  Champion Returns

As the reigning Capcom Cup champion,  Gachikun  will earn an automatic qualifying spot into Capcom Cup 2019. The Capcom Cup champion will need to compete throughout the season for seeding purposes at the CPT finale.

Capcom Cup 2018 Champion Gachikun

Qualify Through the Capcom Pro Tour Leaderboard

You might notice there is a new Super Premier tier of events in addition to the Capcom Pro Tour 2019 Premier and Ranking Events. Points earned in these events go towards a player’s Global Leaderboard standing. At the end of the year, we’ll be taking the top 26 players from the Global Leaderboard and Regional Finalists to fill out qualifying spots in Capcom Cup 2019. Players and fans can see who is in the running for Capcom Cup at any time by going to the CPT Leaderboards on the Capcom Fighters web site.

Win the Capcom Cup 2019 Last Chance Qualifier

The Last Chance Qualifier will return for Capcom Cup 2019 and will be open to anyone who wants to compete and is not already qualified for the finals, regardless of which region he or she is from. The winner of this tournament will be the last player to qualify for Capcom Cup 2019.

We’ve adjusted the CPT point values this year with the addition of the Super Premier Events and based on feedback regarding Ranking Events.

CPT 2019 Points Distribution

Capcom Pro Tour Event Season

So what’s different about the CPT structure in 2019?

Introducing Super Premier Events

As mentioned, there is the Super Premier Events tier. These events are limited to three specific tour stops – Evo 2019, Japan Premier (venue/location TBD), and North American Regional Final (venue/location TBD). The point values and prize pools will be higher than the standard Premier Event (for NA Regional Finals, this would apply to the open tournament). Winners of these events will have the greatest chance to qualify for Capcom Cup 2019 through the CPT Leaderboard.

Premier Events Structure

2019 will feature 11 Premier Events across the four regions (North America, Europe, Asia, and Latin America and four Regional Finals. Looking at the schedule, you can see the biggest difference for 2019 is the return of a Premier Event in LATAM with Game Over and First Attack taking over as the LATAM Regional Final.

CPT Premier Event point values largely remain the same, meaning players who win a Premier Event will still have a great chance at qualifying for Capcom Cup 2019.

Ranking Events Structure

In 2018, we reduced the point values and spread among players for Ranking Events. We received a lot of feedback and have determined that those values needed to be readjusted for 2019. You will see an increase in the amount of points and the overall spread among players.

Online Ranking Events Structure

The overall number of Online Ranking Events is less in 2019 but we have redistributed some of the events for better coverage across certain regions and have added new events as a way to represent certain regions that were not able to compete online in the past, such as Australia and Middle East. See the  schedule  for event dates. We’ll have more information about region breakdowns and registration in a future update.

Regional Finals Structure

2018’s Regional Finals format was confusing to players and fans and we’ve attempted to simplify that. All Regional Finals will continue to have an open tournament where players can earn CPT Global Points as a way to qualify for Capcom Cup. However, the open tournament will no longer award CPT Ranking Points. There will still be a Regional Finals Top 8 awarding a qualifying spot to the player from that region.

Asia, Europe, LATAM will award the same points values as a Premier Event. NA Regional Finals is a Super Premier Event, and will award the appropriate points values.

CPT 2019 Regional Qualification

Tournament Schedule

Below is a list of events for Capcom Pro Tour 2019. This is an in-progress schedule and we will update further once some event details are finalized. Please see each event’s website or social media accounts for up-to-date venue, registration, or any other additional information. Once again, you can follow Capcom Fighters on  Facebook Instagram , and  Twitter  and visit the official Capcom Pro Tour site for event updates!

SUPER PREMIER EVENTS

EVO CHAMPIONSHIP SERIES - Las Vegas, NV, August 2-4

JAPAN PREMIER - Japan, TBD

NA REGIONAL FINALS - TBD

GLOBAL PREMIER EVENTS

FINAL ROUND 2019 - Atlanta, GA, March 15-17

NORCAL REGIONALS 2019 - San Jose, CA, March 29-31

THE MIXUP - Lyon, France, April 20-21

COMBO BREAKER - Chicago, IL, May 24-26

TAIPEI MAJOR - Taipei, Taiwan, June 8-9

CEO 2019 - Daytona Beach, FL, June 28 - June 30

GAME OVER - Santo Domingo, Dominican Republic, July 6-7

VSFIGHTING 2019 - Birmingham, UK, July 20-21

ESPORTS FESTIVAL HONG KONG 2019 - Hong Kong, August 24-25

CELTIC THROWDOWN 2019 - Dublin, Ireland, August 31 - September 1

FINAL FIGHTERS CHINA - China, September 7-8

ASIA REGIONAL FINAL - SEAM - Singapore, October 12-13

EU REGIONAL FINAL - EGX 2019 - London, UK, October 18-20

LATAM REGIONAL FINAL - FIRST ATTACK - San Juan, Puerto Rico, October 26-27

CANADA CUP 2019 - TBD, Canada, November 1-3

NORTH AMERICA RANKING EVENTS

APRIL ANNIHILATION - Philadelphia, PA, April 12-14

NORTHWEST MAJORS - Seattle, WA, April 26-28

TEXAS SHOWDOWN - Houston, TX, May 10-12

DREAMHACK DALLAS - Dallas, TX, May 31 - June 2

TORYUKEN - Toronto, Canada, July 13-14

DEFEND THE NORTH 2019 - Manhattan, New York, July 19-21

EAST COAST THROWDOWN - New Jersey, October 18-20

ASIA RANKING EVENTS

FV X SEA MAJOR - Malaysia, March 23-24

FIGHTER'S SPIRIT - South Korea, April 21-22

VERSUS MASTERS - Singapore, April 27-28

SAIGON CUP – Saigon, Vietnam, May 11-12

BATTLE ARENA MELBOURNE - Melbourne, Australia, May 17-19

THAIGER UPPERCUT X SEA MAJOR THAILAND 2019 - Bangkok, Thailand, June 22-23

EUROPE RANKING EVENTS

BRUSSELS CHALLENGE - Belgium, April 5-7

HEADSTOMPER - Malmö, Sweden, May 3-5

DANGER ZONE - London, UK, June 15-16

SONIC BOOM 2019 - Madrid, Spain, July 13-14

FIGHT CLUB - Cologne, Germany, August 17-18

ULTIMATE FIGHTING ARENA 2019 - Paris, France, September 27-29

LATIN AMERICA RANKING EVENTS

THE FIGHT - Colombia, June 22-23

FIGHT IN RIO - Rio de Janeiro, Brazil, July 13-14

NEVER GIVE UP - Santiago, Chile, August 31 - September 1

TRETA - Curitiba, Brazil, September 7-8

THUNDERSTRUCK - Monterrey, Mexico, September 14-15

FIGHTING FEST - Santo Domingo, Dominican Republic, September 28-29

FURIA TICA - San Jose, Costa Rica, October 5-6

ONLINE RANKING EVENTS

ASIA SOUTHEAST - April 6

NORTH AMERICA WEST - April 20

LATIN AMERICA WEST - May 18

MIDDLE EAST (EU REGION) - June 1

AUSTRALIA (ASIA REGION) - June 1

EUROPE EAST - June 8

LATIN AMERICA SOUTH - June 29

EUROPE WEST - July 27

LATIN AMERICA EAST - August 10

ASIA EAST - August 17

NORTH AMERICA EAST - September 28

CAPCOM CUP 2019 - TBD

Street Fighter Pro League Comes to US

Street Fighter League

Hello Street Fighter fans!

We’re excited to reveal a brand new Street Fighter esports tournament for 2019: the Street Fighter Pro League - USA, a new teams-based series featuring a mix of seasoned pros, newcomers, and fan favorite players battling it out in Street Fighter V: Arcade Edition.

Street Fighter Pro League presents a unique opportunity to compete in a new 3-on-3 tournament series outside of the Capcom Pro Tour (CPT). We want to provide a fresh take on the format by adding new layers of strategy and drama and we hope fans will enjoy the series. We’ll be paying close attention to fan feedback to incorporate it into future seasons of the League.

As we announced at Capcom Cup 2018, CPT will return for 2019 so fans can continue to expect the best high level Street Fighter V: Arcade Edition singles competition.

How the North American Street Fighter Pro League will work:

Six teams comprised of three players each will compete over the course of two seasons to determine who will take home the first North America Pro League Championship. Each team will include a captain chosen from the top ranked players from the CPT 2018 North American leaderboards .

Online qualifiers will be held to fill the second slot of each team, with the third slot comprised of players voted in by the community. At the beginning of each season, captains will draft players to their teams and they’ll need to consider who they pick wisely to create the winning combination because the format of the League will be slightly different than traditional Street Fighter teams tournaments.

The League will introduce a “character ban” feature. At the start of each match, teams will have the opportunity to ban one character for the entirety of the match. Players must also choose different characters from their teammates for the duration of the match. The goal is for the teams to strategize the matchups in and out of game by working more closely as a team, especially if the best player may not necessarily get to play their best character exclusively.

Kicking things off

The first season is expected to begin in April 2019 with tournaments airing every Thursday through May. The finale will take place in June. The top two teams from season one will roll into season two.

The second season kicks off with the Draft in the Fall and runs through November, culminating in the first North American Pro League Champion.

Keep an eye out on details for the online qualifiers and community vote-in process in the coming weeks here, and follow us on Twitter  and Facebook for updates on the Street Fighter Pro League.

Kage, the Embodiment of the Satsui, has Arisen in Street Fighter V: Arcade Edition!

Capcom Cup 2018 is now complete with the spotlight being shifted to the future. But with every light comes a shadow. Kage, the Embodiment of the Satsui, rises as the newest character and the beginning of the next season in Street Fighter V: Arcade Edition !

The Satsui no Hado is a dark force tied to the more sinister aspects of the human soul, including the hunger to survive, destroy, and conquer. Those who learn to control it become nearly unstoppable, but at the cost of their humanity. Akuma is one of these beings. In the past, Ryu was constantly struggling with keeping the Satsui no Hado at bay. If he was hypothetically unable to control it, Evil Ryu would manifest and bring a dark obsession to the otherwise peaceful Ryu. However, after the events of Street Fighter V: Arcade Edition, Ryu was able to overcome the Satsui no Hado’s temptation to ensure Evil Ryu would never see the light.

However, the Satsui no Hado living within Ryu became sentient and would rise as the entity known as Kage, meaning “shadow” in Japanese. Kage lives to prove Ryu is nothing without him and seeks to challenge Akuma and Sagat, two of Ryu’s most notorious rivals. Will Ryu succumb to Kage’s schemes?

Kage’s move set may resemble Evil Ryu’s, but the embodiment of the Satsui no Hado has his own twist on the abilities you may be expecting.

Hadoken – Kage’s Hadoken sees him emitting energy from his palm, but doesn’t create a traditional fireball, at least in the grounded version. The airborne version of Hadoken emits a fireball horizontally in the air.

Shakunetsu Hadoken – Similar to Akuma’s “red fireball,” Kage gathers energy in both fists and sends the projectile full screen.

Shoryuken – Kage wouldn’t come from Ryu if he didn’t have this iconic move!

Kurekijin – Kage jumps off the ground and rotates only once to deliver a single kick. Kurekijin can also be used in the air.

Ryusokyaku – Similar to Evil Ryu’s “Axe Kick” where he lifts his leg in an arcing motion and slams it down on the ground.

V-Skill: Senha Kassatsu – Kage gathers energy into his fist and lunges forward to punch the opponent. Senha Kassatsu has armor and can be charged for a more devastating blow.

V-Trigger I: Taigyaku Mudo – In this two-bar V-Trigger, Kage unlocks Ashura Senku, a teleport move that is performed by pressing HP+HK. Ashura Senku can be used on the ground and in the air as an air dash, which opens up multiple mix-up options and flashy combos. Taigyaku Mudo also improves Kage’s V-Skill so that he can now combo into it while the fully charged version will crumple the opponent.

V-Trigger II: Rikudo Osatsu – In this three-bar V-Trigger, Kage unlocks Misogi, a move that sends him into the skies before crashing down on the opponent by pressing HP+HK. Misogi can be cancelled into by a number of normal and specials, including blocked sweeps, which makes it a pressure monster.

Critical Arts:

Metsu Shoryuken – Ryu’s iconic super from previous games lets everyone know that Kage is indeed a part of Ryu. Kage does a devastating upper cut that ends in a flash full of red.

Shun Goku Satsu (V-Trigger II only) – Kage wouldn’t be the Satsui no Hado without having the Shun Goku Satsu! While only available in V-Trigger II, Kage’s version of the Raging Demon can be used to end particular combos with his signature red gracing the screen afterwards.

Kage’s Story Costume resembles a wilder version of Evil Ryu complete with the burned hole in his chest. Kage’s hair is grown out, his gi is on his torso instead of draped around his waist, and a large rope holds it all together.

On the other end of the spectrum, Kage’s Battle Costume is bright, ornate, and regal. Perhaps this is what Kage envisions himself as at the height of his power?

Kage is available for MSRP $5.99/€5.99/£4.99 or 100,000 Fight Money on December 16 along with battle balance changes and new moves for certain characters!

Kage is only the beginning of the next season of Street Fighter V: Arcade Edition! We’re doing things differently this year, so we’re eager to share the details with you soon! Thank you for all the continued support. We can’t wait to show off what’s next in 2019!

Make sure to follow Street Fighter on Twitter and Facebook for all the latest updates!

Street Fighter V: Arcade Edition - Balance Updates and Developer Comments for December 16

During Capcom Cup 2018, the newest character Kage was revealed alongside a new season of balance updates for every character. Take a look at the patch notes for the update on December 16, which includes developer notes on why certain changes were made.

GENERAL

  • Moves with Armor:
    • If your character’s vitality and white life is reduced to zero, they will be KO’d.
    • 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.

RYU

  • Standing HP (V-Trigger II): 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:
    • Decreased the overall movement frames from 47F to 45F
    • Increased the pushback on block
  • L Hadoken: Reduced the projectile speed
  • H Hadoken: Increased the projectile speed
  • EX Tatsumaki Senpukyaku:
    • Slightly decreased the blowback distance on hit
    • Increased the blowback time for grounded hit
  • Jodan Sokutou Geri:
    • Input command for the regular version changed from 236K to 41236K
    • Input command for the EX version changed from 236KK to 41236KK
  • L Jodan Sokutou Geri:
    • Reduced the startup from 16F to 10F
    • Restricted the air combo count
  • M Jodan Sokutou Geri:
    • Reduced the startup from 18F to 16F
    • 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 I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Denjin Renki (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Isshin (V-Trigger II):
    • Recovery reduced from 40F to 36F
    • The attack recovery can be canceled into Shoryuken
    • 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

Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we've buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.

The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we've changed the inputs.

We've also adjusted the ease of use of his combo parts for his overall performance.

KEN

  • Standing HK:
    • Expanded the hurtbox that appears before the hitbox active frames
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Changed so that the blowback on mid-air Crush Counter hit is the same as the grounded version
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Thunder Kick: Recovery on block increased from -4 to -6
  • Hadoken: Damage increased from 50 to 60
  • L Tatsumaki Senpukyaku:
    • Eased the combo count
    • Damage reduced from 70 (40+30) to 50 (20+30)
  • H Tatsumaki Senpukyaku (Normal/V-Trigger I): Reduced the hitbox for the first hit
  • EX Tatsumaki Senpukyaku:
    • Expanded the downwards hitbox for the first hit
    • Expanded the collision box and the hitbox for the first hit
  • H Shoryuken: Eased the combo count
  • EX Shoryuken (Normal/V-Trigger I): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Quick Step: V-Gauge meter gain on hit decreased from 120 to 100
  • Quick Step (V-Trigger I): Movement value at the end of the move has been changed to match the regular version
  • Heat Rush (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Shinryuken (V-Trigger II):
    • Expanded the vacuum property box (that draws the opponent in) immediately after startup
    • Unified the number of hits if the move hits an opponent who is behind Ken, to the same amount as if the opponent were in front of Ken
    • Max-rapid button press version only – increased the special move cancel window after landing

Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we've increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.

The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.

EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you're willing to spend a little meter.

Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.

On the other hand, we've added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.

Additionally, we've increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.

CHUN-LI

  • Standing MK: Damage increased from 60 to 70
  • Standing MK (V-Trigger I): Damage increased from 70 to 80
  • Crouching MK (Normal/V-Trigger I): 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:
    • Eased the combo count
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Hyakuretsukyaku (V-Trigger I):
    • Reduced the pushback on hit, for all hits except the last one
    • Reduced the pushback on block, for all hits except the last one
  • H Kikoken (Normal/V-Trigger I): Disadvantage on hit reduced from -2F to -1F
  • EX Spinning Bird Kick (Normal/V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • On hit, expanded the hitbox of the following attack
  • Rankyaku (Normal/V-Trigger I):
    • Increased the blowback time on hit
    • Increased the upwards blowback
    • Restricted the combo count
    • Expanded the downwards hitbox
    • Regular version only – adjusted the combo count for jump attacks performed from Rankyaku
  • Souseikyaku (Normal/V-Trigger I): Added this new move, performed from Rankyaku
  • Renkiko (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.

We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.

She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.

Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.

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:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Moonsault Slash: Increased advantage on block from +2F to +3F
  • M Tragedy Assault:
    • Reduced the separation distance on hit
    • Eased the combo count
    • Expanded the collision box
  • H Tragedy Assault: Reduced the separation on hit
  • Stealth Dash (V-Trigger II):
    • Can cancel the initial startup of Sonic Boom, regardless of whether it hits the opponent, is blocked, or whiffs.
    • V-Timer increased from 2,000F to 4,000F
    • 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 2 nd hit after the first hit connects

Developer Comments: One of Nash's unique traits is his ability to absorb his opponent's EX gauge with Tragedy Assualt - as such, we've shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.

His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.

As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.

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: Increased the separation distance after the throw
  • Neck Spiral: 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:
    • Expanded the hurtbox at the arms, from the middle of the attack active frames until the hitbox disappears
    • Added 2F of recovery on whiff
    • 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/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)/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 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. Note: There are also changes to advantage/disadvantage when performed from a normal or special move on hit or block

Developer Comments: Considering how continuously she can keep up the pressure, and her stun, we've adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.

As Cammy's C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.

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:
    • Reduced the overall movement frames from 40F to 38F
    • Increased the advantage on block from +4F to +6F
  • EX Psycho Blast (V-Trigger I):
    • Reduced the overall movement frames from 38F to 36F
    • Increased the advantage on block from +5F to +7F
  • EX Double Knee Press: Eased the combo count
  • EX Double Knee Press (V-Trigger I):
    • Eased the combo count
    • Expanded the hitbox for the final hit when the opponent is locked into the move
  • EX Head Press: Adjusted the motion on block
  • Psycho Reflect: 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)/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

Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we've changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.

Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison's various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.

VEGA

  • Stardust Shot (Air Throw): Increased the throw range
  • Standing MP (Claw):
    • Damage increased from 60 to 70
    • Can cancel into Switch Claw
  • Crouching MP (Claw): Can cancel into Switch Claw
  • Crouching HP (Claw):
    • Can cancel into Switch Claw
    • Increased the pushback distance on block
  • Crouching HP (Bare-Handed):
    • Advantage on hit increased from +1F to +5F
    • Changed the advantage on block from -2F to +3F
    • Will no longer trigger a Crush Counter
  • Crouching HK:
    • Eased the combo count
    • V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Buster Claw:
    • Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
    • Expanded the backwards hitbox
  • EX Aurora Spin Edge: Reduced the blowback distance for the 2 nd hit
  • L Crimson Terror: Advantage on hit increased from +1F to +2F
  • M Crimson Terror: Reduced the pushback on hit
  • EX Crimson Terror: Changed to a new action
  • EX Flying Barcelona Attack: For the first hit, changed the height of Vega’s kick off the wall for cases where the opponent is within a fixed distance
  • Matador Turn: Reduced the pushback on block
  • Bloody Kiss – Torero, Rojo, Azul (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bloody Rain:
    • Expanded the forward hitbox for the 2 nd hit
    • Will be invincible on hit until the attack active frames conclude

Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.

It didn't seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.

We've also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.

DHALSIM

  • Standing HK:
    • Disadvantage on block decreased from -5F to -4F
    • Made the forward hurtbox that appears before the attack active frames projectile invincible
  • Crouching LK:
    • Damage increased from 20 to 30
    • Disadvantage on hit decreased from -4F to -3F
    • Disadvantage on block decreased from -7F to -6F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Jump HP:
    • Eased the air combo count
    • Decreased the damage from 70 to 60
    • Slightly decreased the blowback on mid-air hit
    • Increased the blowback time on mid-air hit
  • Yoga Anvil: Expanded the hitbox
  • L Drill Kick:
    • Reduced the projectile invincibility of the hurtbox
    • Expanded the upper body hurtbox
    • Reduced the downwards hurtbox for the torso
  • M Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox for the torso
    • Expanded the hurtbox at the feet
  • H Drill Kick:
    • Changed the hurtbox at the feet to be projectile invincible
    • Reduced the hurtbox
  • EX Yoga Fire:
    • Changed so that the strength of the button input will change the projectile speed
    • Slightly decreased the blowback on mid-air hit
  • EX Yoga Flame:
    • Damage decreased from 140 to 120
    • Reduced the stun from 200 to 150
    • Reduced the blowback from the final hit
    • Increased the disadvantage on block from -3F to -8F
  • Yoga Float (V-Skill) (Grounded Version): Changed the hurtbox at the feet to be projectile invincible during the ascent
  • Yoga Burner (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.

We've also fixed the hurtboxes for each of his Drill Kicks, which didn't line up with the visuals before.

ZANGIEF

  • Standing MP:
    • Startup increased from 6F to 7F
    • Active frames increased from 2F to 3F
    • Expanded the forward hitbox
    • Recovery increased from 13F to 15F
    • Note: No changes to the recovery on hit or block
  • Standing HP (Charge): Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • Standing MK:
    • Startup increased from 9F to 10F
    • Advantage on hit increased from 0F to +2F
    • Expanded the forward hitbox
  • Crouching LP: Reduced the pushback on hit
  • Crouching MK: Advantage on hit increased from 0F to +2F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 150
  • Flying Head Butt: Expanded the hitbox
  • L Screw Pile Driver : Damage increased from 180 to 200
  • M Screw Pile Driver: Damage increased from 200 to 210
  • L Screw Pile Driver (V-Trigger II):
    • Damage increased from 310 to 330
    • Damage increased from 230 to 280 when used in a combo
  • M Screw Pile Driver (V-Trigger II):
    • Damage increased from 330 to 340
    • Damage increased from 250 to 290 when used in a combo
  • H Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • EX Screw Pile Driver (V-Trigger II):
    • Damage increased from 270 to 300 when used in a combo
  • Double Lariat:
    • Reduced the blowback distance on hit for a grounded opponent
    • If the attack hits on active frames 9F-11F, the recovery will be reduced by 10F
    • If the attack hits on active frames 9F-11F, damage increased from 120 to 130
  • Iron Muscle:
    • Can cancel the button hold into a backwards dash
    • Increased the V-Gauge meter gain on attack hit from 50 to 80
  • Iron Muscle (V-Trigger I): Can cancel the button hold into a backwards dash
  • Muscle Explosion: Damage decreased from 60 to 40
  • Cyclone Lariat (V-Trigger I)
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Delayed the cancel timing from Standing MP, Standing MK, and Crouching MK:
    • Note: There are no changes to the situation upon canceling
  • Cossack Muscle (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Zangief's true power lies in getting in close and forcing the opponent to guess whether he's going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we've adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.

We've also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.

KARIN

  • Vitality: Increased from 900 to 925
  • Standing HP: Will no longer trigger a Crush Counter
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Ressenha: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Kanzuki-Ryu Guren no Kata (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Guren Resshu (V-Trigger I): Reduced the overall movement frames 19F to 13F
  • Yasha Gaeshi Tenchi (Low Attack Counter) (V-Trigger II): Increased the advantage on attack hit by 3F
  • Kanzuki-Ryu Hadorokushiki Hasha no Kata: Will be invincible on hit until the attack active frames conclude

Developer Notes: S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage - as a result we've removed the Crush Counter aspect.

Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we've made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.

R. MIKA

  • Normal/Back Recovery: Adjusted the recovery motion
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • EX Shooting Peach: Disadvantage on block increased from -10F to -15F
  • Nadeshiko (Above, Front, Behind) (V-Trigger I)/Steel Chair, Fighting Dirty (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren't any other major changes, she can be played the same as before.

BIRDIE

  • Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter decreased from 200 to 150
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bull Slider:
    • Increased the movement distance
    • Changed so that the hitbox will gradually increase during the active frames
    • Increased the active frames from 5F to 6F
  • Bull Charge: Reduced the blowback during a Crush Counter
  • EX Bull Head (V-Trigger I): Increased the disadvantage on block from -5F to -9F
  • EX Bull Horn: Increased the disadvantage on block from -19F to -21F
    • M Hanging Chain: Sped up the startup when canceled from MP
    • Enjoy Time (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Birdie Time (V-Trigger II):
    • Reduced the size of the V-Gauge from 3 blocks to 2
    • Changes the properties when canceled from EX Bull Horn
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Bull Capture (V-Trigger II): Eased the combo count

Developer Notes: We've readjusted the functionality of the unique moves Birdie uses to control the opponent. We've also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we've reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.

NECALLI

  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Opening Dagger: Reduced the V-Gauge meter gain from a Crush Counter from 300 to 200
  • EX Valiant Rebellion (Regular/V-Trigger I/V-Trigger II): If the first hit hits the opponent and causes a knockdown, the opponent will be able to perform all kinds of knockdown recovery
  • EX Raging Light (Regular/V-Trigger I/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Clouded Mirror (V-Trigger I):
    • Can be canceled into from special move cancelable normal moves
    • The 2 nd hit of the charged version will cause a crumple instead of a knockdown
    • Changed the travel distance for the charged version, made it easier to control the travel distance using forwards and backwards inputs
    • Increased the recovery for the charged version from 17F to 24F
    • Note: No changes to the advantage/disadvantage on block

Developer Notes: Necalli's moves are already extremely balanced, so there haven't been any major changes. However since there wasn't much usage for his Clouded Mirror during V-Trigger I, we've adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.

RASHID

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing MK: Will be enhanced if it comes into contact with Ysaar
  • Crouching MP: Expanded the hurtbox immediately after the active frames end
  • Crouching HP: 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
  • Ground Eagle Spike:
    • Changed so that Rashid does not bounce back on hit
    • Note: No changes to the Dash and V-Trigger versions of Eagle Spike
  • L Eagle Spike:
    • Damage decreased from 110 to 100
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • M Eagle Spike:
    • Damage decreased from 130 to 120
    • Increased the blowback on hit
    • Reduced the stun from 200 to 150
  • H Eagle Spike:
    • Damage decreased from 140 to 130
    • Increased the blowback on hit
  • EX Spinning Mixer (Regular/Enchanced):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • The inertia version can now be counter-hit during the move
  • L Spinning Mixer: Damage decreased from 90 to 80
  • M Spinning Mixer: Damage decreased from 110 to 100
  • H Spinning Mixer:
    • Changed the blowback direction if the back-end of the move hits the opponent
    • When used in combos in certain situations, fixed the phenomenon where Rashid would end up behind his opponent
  • Dash Spinning Mixer: Fixed the phenomenon where it would not move forward if it came into contact with Ysaar in certain situations
  • Ysaar (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation

Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we've reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.

His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.

LAURA

  • Back Recovery: Adjusted the recovery motion
  • Standing MP: Expanded the backwards hitbox after the attack becomes active
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • 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
  • Bolt Charge (All Strengths): Changed to give this move command priority over Thunder Clap
  • EX Bolt Charge:
    • Disadvantage on block increased from -11F to -17F
    • Reduced the backwards hurtbox
    • Damage increased – Normal: from 70 to 80, V-Trigger I: from 80 to 90
  • M Sunset Wheel: Damage increased from 170 to 180
  • M Sunset Wheel (V-Trigger I): Damage increased from 190 to 200
  • H Sunset Wheel: Damage increased from 180 to 190
  • H Sunset Wheel (V-Trigger I): Damage increased from 200 to 210
  • Dual Crash:
    • 2nd hit changed from grounded hitstun to knockdown
    • Can cancel the 2 nd hit into V-Skill on hit
    • Increased the disadvantage on block from -2F to -6F
    • Stun decreased from 100 to 70
  • Volty Line:
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Volty Line (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Avante (Movement) (V-=Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Avante (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Avante (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Esquiva (V-Trigger I): V-Timer usage when canceled from Thunder Clap increased from 1,000F to 1,500F
  • Linear Movement – Esquiva (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Esquiva (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Linear Movement – Finta (Attack):
    • Increased the V-Gauge meter gain from 80 to 100
    • Stun decreased from 150 to 130
  • Linear Movement – Finta (Attack) (V-Trigger I): Stun decreased from 180 to 160
  • Spark Show (V-Trigger I):
    • Changed the V-Timer from 2,000F to 3,000F
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Matsuda Sway (V-Trigger II): Changed the timing of the hit and projectile invincibility from 4F to 3F
  • Shock Choke (V-Trigger II): Increased the forward throw distance

Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.

F.A.N.G

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching LK: Increased the pushback on hit
  • Crouching HK:
    • Increased V-Gauge meter gain from a Crush Counter, from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain on Crush Counter, if caused by the 2 nd hit only, from 50 to 100
  • Jump HK: From a forward jump, increased the hitbox in F.A.N.G’s body
  • L Sotoja:
    • Startup reduced from 16F to 13F
    • Recovery reduced from 25F to 23F
    • Note: No changes in advantage/disadvantage on block
    • Reduced the hitbox for the first hit in the backwards direction
    • Changed the effects of the first hit from a knockdown to a grounded hit stun
    • Reduced the disadvantage on hit for the 2 nd hit from -4F to 0F
  • M Sotoja: Startup reduced from 20F to 16F
  • EX Ryobenda (Regular/V-Trigger II):
    • The airborne part of this move after the attack startup can be canceled into Nikyoushu
    • Increased the pushback on block for the attack portion, so that on block it’s easier to place the poison
  • Nikyoushu: Added a new airborne-only special move
  • Dokunomu (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Nishidoku (V-Skill) (V-Trigger I):
    • Can be canceled into from special move-cancellable normal moves
    • Changed to blowback damage on mid-air hit
    • Reduced the disadvantage on block from -4F to -2F
    • Advantage on hit increased from +1F to +2F
    • Decreased the projectile speed
  • Shishiruirui: When used as part of a juggle combo in the corner, made it easier for all the hits to connect

Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G's ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.

Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.

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/Crouching MP/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-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:
    • 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 I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sledge Hammer (V-Trigger I): Increased the input window by 1F when performing each EX move variation with specific timing
  • Rage Boost (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Flying DDT (V-Trigger II): Can be canceled into from the first hit of EX Slash Elbow and L Slash Elbow

Developer Notes: EX Air Knee Smash can now hit grounded opponents.

We've made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.

Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.

GUILE

  • Standing LP: Decreased the hitbox in the downward direction
  • Standing MP: Damage increased from 60 to 70
  • Crouching LP: Decreased the hitbox in the downward direction
  • Crouching HP: Increased the startup from 8F to 9F
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Rolling Sobat:
    • Increased the startup from 11F to 12F
    • Added 3F of recovery on whiff
    • Reduced the forward movement distance
    • Increased the hurtbox in the forward direction after landing
  • Guile High Kick: Startup reduced from 12F to 11F
  • Spinning Back Knuckle: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Tall Edge: Disadvantage on block increased from -6F to -8F
  • Swing Out:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Bullet Revolver:
    • Can cancel into V-Skill on hit
    • Increased the blowback on hit
    • Damage reduced from 90 to 70
  • Taurus Combination:
    • Can cancel into V-Skill on hit
    • Effect on hit changed from grounded hit stun to knockdown
    • Disadvantage on block increased from -2F to -4F
  • Faultless Move: Increased the movement speed
  • Somersault Kick:
    • Increased damage at the base from 120 to 130
    • Increased damage during the hitbox active frames from 90 to 100
  • L Somersault Kick (Normal/V-Trigger II):
    • Projectile and hit invincibility from 3F to 8F changed to airborne attack invincibility from 1F to 7F
    • Changed the throw hurtbox to match the visuals
  • M Somersault Kick (Normal/V-Trigger II): Changed the throw hurtbox to match the visuals
  • H Somersault Kick (Normal/V-Trigger II): Throw and projectile invincibility from 1F to 9F changed to projectile invincibility from 3F to 9F
  • EX Somersault Kick (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Sonic Boom (Normal/V-Trigger I):
    • Overall movement frames increased from 38F to 40F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Expanded the hurtbox
  • L Sonic Boom (Normal/V-Trigger I): Increased the projectile speed
  • Sonic Blade:
    • Expanded the hitbox
    • Increased the input window by 1F if EX Sonic Cross is performed with specific timing
  • L Sonic Cross: Increased projectile speed
  • Solid Puncher (V-Trigger I)/Knife Edge (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Sonic Hurricane/Sonic Tempest (V-Trigger I): Changed to projectile invincibility during the move

Developer Comments: Guile's ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he's getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.

Additionally, he can now cancel into V-Skill from his target combos which weren't getting much use, and we've increased his combo options at mid-screen while giving him combos that can be used in the corner as well.

IBUKI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing LK: Can cancel active frame 3F into V-Trigger on hit or block
  • Standing HK: Added 3F of recovery on whiff
  • Crouching MK: Decreased the pushback on hit
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Bonshogeri: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • EX Kazekiri: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Tenrai:
    • Expanded the hurtbox in the forward direction
    • Increased the disadvantage on block from -5F to -7F
  • Tenrai (Charged Version): Expanded the hurtbox in the forward direction
  • Rokushaku Horokudama (Akebono, Nizakari, Tasogare):
    • Damage increased from 100 to 120
    • Explosion damage if caused from EX Kunai increased from 150 to 160
    • Can now be hit by an attack during the screen freeze upon V-Trigger activation
    • Fuma Shuriken - Haku (V-Trigger): Advantage on block for the first hit changed from +2F to -2F

Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.

On the other hand, we've reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.

Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken - Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.

BALROG

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • 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
  • Dash Straight: Extended the CA cancel window by 1F
  • EX Dash Straight:
    • Increased the hit stun for the first hit by 1F
    • Stun distribution changed from 100 + 100 to 50 + 150 (total stun still 200)
    • Addressed the phenomenon where Balrog would end up behind the opponent after certain combos
  • EX Screw Smash:
    • Damage increased from 150 to 160
    • Disadvantage on block increased from -14F to -17F
    • Expanded the armor in the backwards direction
  • KKB:
    • Reduced the recovery by 2F when performed from EX Dash Straight
    • Note: No changes to the advantage/disadvantage if performed from a whiff cancel
  • Buffalo Swing (V-Skill): Decreased the V-Gauge meter gain on hit from 100 to 80

Developer Notes: We have improved Balrog's Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.

In particular, after the first hit of EX Dash Straight connects, he can transition into KKB - on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.

Considering its highly-versatile usage in combos, footsies, pressure, etc., we've slightly decreased the meter gain for Buffalo Swing.

JURI

  • Normal/Back Recovery: Adjusted the recovery motion
  • Standing HK: V-Gauge meter gain from a Crush Counter reduced from 150 to 120
  • Crouching HK: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Enkushu (Normal/V-Trigger I): Effects on grounded hit changed from knockdown to grounded hit stun
  • H Tensenrin: Hit and projectile invincibility window changed from 3F-7F, to 3F-8F
  • EX Tensenrin: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • Feng Shui Engine alpha (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Feng Shui Engine beta (V-Trigger II):
    • Each version of Fuharenkyaku can be canceled into from Ryodansatsu
    • Changed so that attacks during activation can hit airborne opponents

Developer Notes: Compared to her VTI, there weren't many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI.  Also, as it enables juggle hits, this leads to combos that aren't possible in VTI.

We've also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.

  URIEN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP (No Charge): 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
  • Quarrel Kick:
    • Active frames increased from 3F to 4F
    • Recovery reduced from 19F to 18F
    • Advantage on hit increased from +3F to +4F
    • Will no longer trigger a Crush Counter
  • EX Dangerous Headbutt: Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • L Chariot Tackle: Damage increased from 70 to 80
  • M Chariot Tackle: Damage increased from 80 to 90
  • Aegis Reflector (Back, Front, Above) (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Pressure (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Tyrant Blaze (V-Trigger II): Damage increased from 90 to 100
  • Tyrant Blaze (V-Trigger II) (Max Charge):
    • Changed so that the attack will retain armor up to immediately after the attack startup
    • The charging portion and the attack portion will have 1 hit of armor each (for a total of 2)
  • Tyrant Blaze w/ V-Skill (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the second attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of armor hits will be shared between the charging portion and the attack portion
    • Damage increased from 90 to 100
  • Tyrant Blaze w/ V-Skill (Max Charge) (V-Trigger II):
    • Attack will continue to have armor up to the point where the hitbox for the final attack disappears
    • The charging portion will have 2 hits of armor
    • Note: The number of hits will be shared between the charging portion and the attack portion

Developer Notes: We've improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.

We've greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies - it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.

For his VTII Tyrant Blaze, we've made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.

AKUMA

  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 100
  • Standing HK:
    • Startup reduced from 12F to 11F
    • Reduced the advantage after a Crush Counter from +11F to +10F
  • Crouching HP:
    • Expanded the hurtbox
    • 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
  • Kikokurenzan: Increased the movement distance
  • Gohadoken:
    • Expanded the hurtbox at the hands that appears before the hitbox in the forward direction, and made it projectile invincible
    • Reduced the hitbox at the first active frame
  • L Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Reduced the startup from 21F to 18F
    • Note: No changes to the overall frames
    • Increased the hit and block stop by 3F
  • M Sekia Goshoha:
    • Reduced the hurtbox at the hands that appears before the hitbox
    • Decreased the disadvantage on block from -7F to -4F
  • H Sekia Goshoha: Decreased the disadvantage on block from -8F to -4F
  • EX Sekia Goshoha:
    • Damage reduced from 120 to 100
    • Reduced the stun from 200 to 150
  • EX Sekia Goshoha (V-Trigger II): Reduced the fire damage from 21 to 11
  • M Goshoryuken: Damage increased from 110 to 120
  • Goshoryuken (V-Trigger I):
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
    • Note: Does not apply if the third hit is performed
    • If the first hit connects, adjusted the hitbox and the blowback for the 2 nd hit, addressing the phenomenon where the 3 rd hit would miss
  • EX Goshoryuken (Normal/V-Trigger II): Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Hyakkishu (Normal/V-Trigger II): Advantage on block changed from +2F to -2F
  • Hyakki Gosai: Landing recovery increased from 16F to 26F
  • EX Hyakki Gosai (Normal/V-Trigger II): Landing recovery increased from 16F to 26F
  • Zanku Hadoken (V-Trigger I): V-Timer consumption increased from 1,000F to 1,500F
  • Ashura Senku (V-Trigger II): Added a Shiretsu Hasshi version
  • Rakan (Crouching Version): Expanded the armor in the backwards direction
  • Shiretsu Hasshi (V-Trigger II): V-Timer consumption for the Shiretsu Hasshi moves reduced from 1,500F to 1,300F with the exception of EX Sekia Goshoha and Ashura Senku

Developer Comments: We've changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.

Also, considering their performance, we've made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.

We have also made adjustments to both of his V-Triggers - considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.

KOLIN

  • Back Recovery: Adjusted the recovery motion
  • Standing HP: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Standing LK: Advantage on hit increased from +0F to +1F
  • Crouching MK:
    • Active frames increased from 2F to 3F
    • Changed the recovery from 16F to 15F
    • Note: No changes to the advantage/disadvantage on hit or block
    • Can be canceled into CA
  • Crouching HK:
    • V-Gauge meter gain from a Crush Counter increased from 100 (50+50) to 120 (60+60)
    • Increased V-Gauge meter gain from a Crush Counter, if caused by the 2 nd hit only, from 50 to 100
  • Jump LK (H Vanity Step Version): Sped up the timing for White Spear by 1F
  • White Spear:
    • Reduced the startup from 4F to 3F
    • Expanded the hitbox in the backwards direction
    • Changed so that it can hit opponents that are in the backward direction
  • Jump HK: Changed the hitbox active frames and hurtbox in accordance with the animation change
  • L EX Vanity Step: Added projectile invincibility from 17F to the end of recovery
  • EX Parabellum:
    • Increased the disadvantage on block from -4F to -7F
    • Changed so that the startup on 6F will move forward
  • Diamond Dust (V-Trigger I): Sped up the startup when canceled from Standing LP and Crouching LP
  • Diamond Dust (Special Move Version (V-Trigger I):
    • Reduced the startup from 21F to 19F
    • Overall movement changed from 40F to 38F
    • Note: No changes to the advantage/disadvantage on block
  • Reverse Javelin (V-Trigger II): Can be canceled into CA

Developer Notes: We've slightly improved the performance of her normal moves, giving the ones that didn't get much usage more versatility. Her character strength hasn't changed greatly, but there are more little things that she can do.

Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.

ED

  • Standing HP: V-Gauge meter gain from a Crush Counter increased from 100 to 120
  • Standing HK: Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120
  • Crouching HP: 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
    • Reduced the active frames from 9F to 5F
    • Recovery on whiff increased from 20F to 22F
    • Recovery on hit and block increased from 20F to 24F
    • Note: No changes to the advantage or disadvantage on hit or block
  • Jumping MK: Reduced the hurtbox that appears before the hitbox active frames
  • Psycho Flicker: Changed the number of necessary button presses to activate the move from 5 to 4
  • Psycho Upper:
    • Expanded the forward hitbox
    • Increased the forward movement when canceled into from crouching MP
  • EX Psycho Upper:
    • Increased the forward movement distance when performed from a cancel
    • Reduced the startup when performed from a cancel from 16F to 13F
    • Increased the damage taken for an attack that hits during the move’s duration by 1.2x
  • EX Psycho Shoot: Can cancel into Enhanced Snatcher (V-Trigger II)
  • Psycho Knuckle:
    • Can cancel into Enhanced Snatcher (v-Trigger II)
    • Reduced the stun from 200 to 150
  • Psycho Snatcher – Air (Charge)
    • Eased the air combo count
    • Adjusted to address the phenomenon where the opponent would not get hit with the 2 nd hit in certain situations
  • Psycho Cannon (V-Trigger I): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Enhanced Snatcher (V-Trigger II): Can now be hit by an attack during the screen freeze upon V-Trigger activation
  • Ultra Snatcher – Ground (V-Trigger II): Changed to be invincible on hit until the recovery ends
  • Ultra Snatcher – Air (V-Trigger II):
    • Reduced the startup from 21F to 16F
    • Slightly reduced the recovery on hit
    • Changed to be invincible on hit until the recovery ends
    • Changed the float if the first hit connects from a low position
  • Psycho Barrage: Will be invincible on hit until the attack active frames conclude

Developer Notes: Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.

We've increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn't connect.

C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he'll be at less of a risk on whiff.

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