I create this thread for later discussions when the final balance
change list is out, which i will edit here in later on.
Final Patchnotes from Capcom / Hitbox-Framedate from LordWilliam1234
Hurtbox:
- Adjusted hurtbox when changing direction while crouching
Dragon Suplex (Forward Throw):
- Reduced stun damage from 170 to 120
- Reduced CA meter gain
- Increased distance from opponent on-hit
- Changed advantage on-hit
Target Down (Reverse Throw):
- Reduced damage from 140 to 130
Air Jack (Air Throw):
- Expanded hurtbox during animation in downward direction
**
Front Step:** - Changed total animation from 17F to 19F
- Sped up when Nash begins to move forward by 1F
- Shrunk collision box while moving
**
Back Step:** - Reduced distance moved
Normals
Spoiler
Standing LP:
- Added hurtbox around feet during 4F-8F of animation
Standing MP:
- Changed attack recovery from 13F to 15F
- Advantage on-hit and block have not changed
- Added hurtbox around feet during 6F-10F of animation
Standing MK:
- Changed attack startup from 8F to 7F
- Reduced overall animation by 1F
Standing HP:
- Changed attack startup from 7F to 8F
- Increased total animation by 1F
- Added hurtbox around feet during 8F~14F of animation
- Shrunk forward hitbox during first active frame of attack
- Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox
Standing HK:
- Shrunk torso hitbox
- Shrunk forward hitbox during active frames
- Expanded hurtbox in forward and upward directions during active 1F-2F
- Expanded hurtbox in forward and downward directions during active 3F-6F
Crouching LP:
- Shrunk upper hitbox during first active frame
- Expanded hurtbox during active 1F-3F in upward direction
- Increased pushback on-hit
**
Crouching MK:** - Shrunk upper and inner hitboxes
- Moved position that animation begins after taking damage or cancelling attack forward
- Accordingly adjusted position of hitbox, hurtbox, and collision box
- Sped up activation when cancelling into V-Trigger by 1F
- Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F
Crouching HP:
- Changed advantage on-hit to +6F to 7F
- Expanded hurtbox during 1F-6F of animation in forward direction
- Reduced pushback on-hit
- Changed hit property to forced standing hitstun
Crouching HK:
- Reduced damage from 100 to 90
- Increased advantage on normal hit by 2F
Jumping MK:
- Reduced active frames from 7F to 5F
- Shrunk lower hitbox
Jumping HP:
- Changed attack startup from 6F to 7F
- Shrunk lower hitbox
- Expanded hurtbox that appears first active frame in upward direction
- Extended active frames from 4F to 5F
Jumping HK:
- Changed attack startup from 8F to 9F
- Shrunk lower hitbox
Neutral Jumping HK:
- Expanded hurtbox during active 1F-6F and attack recovery in downward direction[/details]
Command Normals / Target Combo
[details=Spoiler]Chopping Assault:
- Shrunk forward hitbox
Knee Bazooka:
- Shrunk forward and lower hitboxes
- Moved position that animation begins after taking damage or cancelling attack forward
- Accordingly adjusted position of hitbox, hurtbox, and collision box
Windshear:
- Increased damage of third hit from 60 to 70
- Increased stun damage of third hit from 80 to 100
Raptor Combination:
- Increased recovery of second hit by 4F
- Advantage on-hit has not changed
- Reduced damage of second and third hits from 70 to 55
- Increased distance moved forward during second hit
- Can be activated even when second hit is whiffed
- Changed advantage on-block from -6F to -10F
Bullet Combination:
- Added new target combo, which can be activated by inputting MK to HK to MP+MK
Side Knee Attack:
- Changed attack recovery from 15F to 14F
- Changed advantage on-hit from +3F to +4F
- Changed advantage on-block from ±0F to +2F
- Reduced pushback on-hit
- Reduced pushback on-block to match reduced pushback on-hit
Step Kick:
- Changed attack startup from 13F to 14F
Increased total animation by 1F - Changed advantage on-hit from +2F to +3F
- Changed advantage on-block from -2F to -3F[/details]
V-Skill/Trigger/Reversal
[details=Spoiler]V-Skill - Bullet Clear:
- Increased damage from 60 to 70
- Reduced V-Gauge meter gain on projectile absorption from 100 to 80
- Increased V-Gauge meter gain on physical attack hit from 60 to 80
V-Trigger - Sonic Move – Hide:
- Changed start of invincibility during animation from 2F to 4F
- Extended black screen on activation by 5F
V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:
- Changed start of invincibility during animation from 2F to 4F
- Expanded hurtbox after Nash reappears in the air
- Extended black screen on activation by 5F
V-Reversal:
- Reduced distance moved[/details]
Special Moves/CA
[details=Spoiler]L Sonic Boom:
- Reduced CA meter gain on activation
- Increased CA meter gain on-hit and block
- Changed advantage on-hit from -3F to -2F
- Changed advantage on-block from -7F to -6F
- Reduced pushback on-block
- Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
**
M Sonic Boom:** - Reduced CA meter gain on activation
- Increased CA meter gain on-hit and block
- Changed advantage on-hit from -1F to ±0F
- Changed advantage on-block from -5F to -4F
- Reduced pushback on-block
- Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
H Sonic Boom:
- Reduced CA meter gain on activation
- Increased CA meter gain on-hit and block
- Changed advantage on-hit from +3F to +4F
- Reduced pushback on-block
- Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery
EX Sonic Boom:
- Reduced pushback on-block
- Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
- Extended input buffer between first and second hit by 4F
- Changed advantage on-block for second hit from +1F to +2F
**
Moonsault Slash:** - Reduced damage from 70 to 60
- Expanded attack startup hurtbox in downward direction
**
EX Moonsault Slash:** - Reduced damage from 130 to 120
- Changed advantage on-hit from +6F to 7F
**
M Sonic Scythe:** - Shrunk upper hitbox
- Reduced pushback on-block
- Changed advantage on-block from -8F to -10F
- Reduced knockback on-hit
H Sonic Scythe:
- Reduced damage from 120 to 110
- Reduced stun damage from 200 to 150
- Extended how long opponent is frozen in the air on second hit in the air
EX Sonic Scythe:
- Removed throw invincibility during animation
- Shrunk upper hitbox during active 1F-2F
L Tragedy Assault:
- Increased stun damage from 100 to 150
M Tragedy Assault:
- Increased stun damage from 100 to 150
H Tragedy Assault:
- Reduced damage from 150 to 140
- Increased stun damage from 100 to 150
**
EX Tragedy Assault:** - Increased stun damage from 100 to 150
H Moonsault Slash:
- Fixed bug that there was no counter box from when Nash leaps up until he falls down
**
Judgement Saber:** - Reduced damage from 340 to 330
PrePatchNote Infos [details=Spoiler]
Videos- 18.12.2016 - LiangHubbb
update- 18.12.2016 - infos from LurkBrian
https://toolassisted.github.io/DIFF/#NSH_003_BAC
This is very hard to read and close to impossible if you don’t have a background in modding Street Fighter 4/5, but I do, so:
- They substantially buffed the anti-air hitbox of cr.mp. The way it works is the first frame is like before, and then the 2nd and 3rd active frame the hitbox increases a lot horizontally and vertically.
- Standing medium kick comes out 1 frame faster.
- Can confirm that his dash is exactly 2 frames slower (19 frames now).
- They buffed the size of the hitbox on standing heavy kick. It should AA more consistently now.
- They may have nerfed the range of crouching medium kick, but don’t believe me without testing it first, it’s hard to tell what they did.
- They removed 2 active frames from jumping medium kick.
- No changes to walkspeed, in fact unless I made a mistake, no one in the game received a walkspeed nerf or buff.
Many other changes, but this is just the stuff I noticed scanning through a barely human readable json file.
*Update- 16.12.2016 - infos from OceanMachine
- st. MP is -4 oB (was 0)
- st. MK is -1 oB (was 0)
- st. HP is 8f startup (was 7f)
- cr. HP is +7 oH (was +6). comboes into knee bazooka
- f+HK is +3 oH (was +2) and -3 oB (was -2)
- b+MK is +2 oB and +4 oH (was 0/+2)
- L Boom is -2 oH and -6 oB (was -3/-7)
- M Boom is 0 oH and -4 oB (was -1/-5)
- H Boom is +4 oH (was -3). comboes into st. LP
- EX Moonsault is +2 oB and +7 oH (was +1/+6). same as cr. HP
- forward dash looks to be 19f of startup wtf??
Unlike what other people said, EX scythe is still not invincible. *
*Original Post - based on some tweets
hix ex scyth has now invul
walkspeed is better
backdash distance is shorter
teleport recovery seems higher
*
PS4 EXPERIENCE VIDEOS -