SFV Current Reported Balance Changes. FULL PATCH NOTES coming NOT Today

Yeah LPN’s list is kinda bare bones. Ibuki has reportedly gotten quite a few changes including some stuff that’d be very obvious to fine like an EX kunai reload and being able to use air normals during her otherwise extremely situational glide. Granted unless you play Ibuki you’re not going to go out of your way to look for things like that at a hyped convention.

People trying to put Ryu in the wheelchair again. LULZ. He’s bout to EX shoryuken you into the chair.

More recovery?

people might as well just jump on reaction and punish then.

That fb recovery was to fast. In v trigger its faster than before though so u got it back.
Ken got nothing, he’s toast like I always said he would be.

Ken’s c.MK is supposedly plus on block and gets new target confirms. Hard to say that’s nothing.

Plus EX dive kick i mean tatsu is supposedly still plus if “spaced” right.

Apparently that’s going to be removed because it to good. It’s +5 on hit and +2 on block
Ex tatsu is negative doesn’t matter about spacing. If it’s negative it can’t be positive.

Say goodbye to the kens. I’ll still play him i dgaf.
I’m just happy about the Ryu dirty bastard fb recovery. That was bullshit. That character had to many good tools.

Ken sucks and will suck more now.

People who main characters always see their character as worse than they really are. Ken was arguably doing better than Ryu really and opened people up faster. Ryu was better at sitting on super and had a 2 bar trigger, but other than that Ken’s momentum was generally scarier and had better crush counter game.

I’d be surprised if it’s getting removed. Might just knock the c.MK down to plus 1 on block instead.

Man those Laura changes sound really nice if true. Giving her low threat immensely increases her ability to deal with people. The fact you could just walk backwards against her always made her pressure a lot less impactful. Also her V-skill going over lows and throws? Amazing if true.

I think the anti-throws part is better than the low crushing one. People are already able to stuff the overhead with jabs anyway; however now you might be able to bait throw techs by dashing into an opponent and then hitting them with the overhead like Ibuki already does.

Ken is far from toasted imo. We’ll see but so far I don’t see him drop much. Air tatsus were just the cheap shit.

How many air tatsus Momochi does? Not that much honestly and he is still the best Ken.

Normal fireball recovery is slower? That sucks.

Yeah and a few of his normals but in vtrigger he’s basically nicalli. They reduced ryu’s normal damage output but again in vtrigger he’s a monster

I kinda like A LOT the idea of Denjin=Turbo mode

But fuck dmg nerfs

I can accept a super slow stubby normals Ryu, but he MUST punch skulls like a iron hands motherfucker

Pussy hipster puncher Ryu is against nature

His normals were to frame trappy with huge damage. I mean some combos did more damage than his CA.
You won’t notice the difference I bet. I’m sure the damage has been decreased very little. You just got yourself a shoto nicalli monster. I bet Ryu will be better than ever. I’m just happy for the recovery nerf, that was a bitch for ken.

From LPN google doc

STREET FIGHTER V (Season 2) Build @Playstation Experience 2016
Please take note that these changes were tested and applied to during regular matches. These are not official Capcom patch notes but compiled myself through countless matches as I had to wait in line to try over the 2 days at PSX :slight_smile:
*The list contains notable changes for the cast that I was able to collect. I don’t have all the changes obviously due to time constraint but this is as much as I was able to gather
Overall game mechanic changes involves
-Added recovery frames off of command throws and regular throws
-More push back on lights and certain crush counters
-Wake up meterless reversals like DP are active on frame 3 unless they are EX
-V trigger bars changed from 3 to 2 for some characters
[AKUMA]
-875 Health
-Moderate walk speed
-3 Bar V-Trigger
-V-Reversal knocks down
-KKZ = QCF x2 +P
-V Trigger cancel off of any normal and grounded special move
-Can cancel normals into Raging Demon on whiff
-Raging demon accessible in V-Trigger mode only
-Ex Demon Flip is projectile invincible on start up ( similar to Vega ex rolling crystal flash)
-Ex Demon Flip can go behind opponent like Cammy hooligan and come back with dive kick follow up ( strikes mid and can cross up )
*Possibly demon flip grab from other side???
-st.mk has good reach and force stands
-crush counters are cr.hp / st.hp / st.hk
-b+hp is an AA and launcher that is special cancelable
-HP DP is throw invincible
-BNB Combos
->cr.hp->st.mk->v skill k follow up (launcher) -> v skill p follow up ( palm )

  • builds good meter like necalli/karin style
    -> cr.mp->st.mk->tatsu->hp dp
    -> cr.mp->st.mk->v skill + k follow up ( launcher ) ->demon flip + p
    -> st.hk TC (2 hits) -> st.mk/st.mp-> v skill + k follow up (launcer) ->ex demon flip + k follow up (dive kick) -> hp DP
    -> CC st hk-> st.hk TC (2 hits) xxx v trigger -> st.mk->v skill k follow up (launcher) xxx KKZ
    [ALEX]
    -EX anti-air command grab positions ALEX further away than before. He can no longer dash up and be as advantageous as before (RIP)
    -F+HP on block slightly pushes him back more
    -F+HP on hit changed from +5 -> +6 ( at the very least and possibly higher)
  • F+HP(+6) -> st. mp (6f) is now possible to combo without crush counter :slight_smile:
    -cr.hp as an AA is more successful now due to decrease in start up frames as it appears
    -Powerbomb leaves him at a further position. Auto timing for lp elbow slash requires micro step to reach now
    -cr.lp now can combo into lp flash chop outside of counter hit
    -Air stampede (-5 on block) creates more of a push back on block. Could possibly be spaced out to make it even more difficult to punish on block by 5 frame moves (limbs) or faster. Can punish w/Karin CA(5f) but could not punish 100% with cr.mp/st.mp(5f)
    -New BNB
    -> f+hp->st.mp->st.lk->ex flash chop
    -> cr.lk->cr.lp-> lp flash chop
    -> f.hp->st.mp xxx VTrigger -> st.hp-> sledgehammer -> suplex
    [M.Bison]
    -st.lk start up frames changed from 4f->3f
    -HP psycho inferno on hit can link into lp psycho ball
    -DF+HP (Psycho Axe) -> cr.mk is now possible to combo outside of crush counter
    *Either Psycho axe went from (6->7) on hit or cr.mk went from (7f-6f) startup to make this work
    -Ex headstomp connecting to airborne opponent can follow up to skull driver regardless of height
    *Skull driver drops at a faster rate to make this possible now
    -V skill can now absorb 1 projectile and be stored. Input v skill command again to release projectile
    -V Trigger lk scissors is plus
    -TC (mp->df+hp) speed increased
    [JURI]
    -pinwheel motion changed from Kicks -> Punches
    -V skill start up seems faster now, especially full charged v skill
    -Less push back on st.mp
    [GUILE]
    -V trigger bar changed from 3->2
    -cr.mp creates further push back now
  • due to cr.mp increase in push back, current Sonic Boom loops are no longer possible
    *perhaps new ways to do so will be possible ; )
    -st.hp no longer crusher counters
    -cr.hp now causes crush counter state
    [CHUN-LI]
    -air legs have been changed from plus frames to negative (-2)
    -cr.lk is now special cancelable into lightning legs
    -regular lightning legs (2 hit) is cancelable into V-Trigger
    -ex lightning legs ( 1st rotation ) is cancelable into V-Trigger
    -push back added to cr.lp/st.lp
    -increased recovery on fireballs
    -New BNB
    -> CC b+hp -> Ex Lightning Legs(1st rotation) xxx V-Trigger-> b+hp-> Ex Lightning Legs
    ->cr.lk x2 -> ex lightning legs
    [ZANGIEF]
    -Lariat hits crouching opponent now
    -st.lk vaccums opponent in now allowing for better combo potential into lariat
    -cannot tech backwards after getting hit by lariat ?
    [BIRDIE]
    -st.HP causes crush counter state now(?)
    -MK/HK bull revenger seems like it grabs faster
    -penguin dive has less push back on block now. A bit easier to punish on block
  • More push back on HP Bull Head
    [NECALLI]
    -Damage scaling increased during combos but not significant
    -command grab changed from Punches -> kicks
    -Disk guidance has armor on frame 1 now

[DHALSIM]
-V trigger stays out even if hit on activation ( i.e using reversal against the activation)
-st.hp speed increased?

  • st.lk changed from 5f->4f
    [KEN]
    -b+mp changed from 4f->5f
    -v skill step kick pops opponent up higher now
    -TC (b+mp->hp) xxx v skill step kick -> ex dp is possible now
    -air ex tatsu is negative on block if it lands above the knees of opponent
    -air medium tatsu increased in hurtbox and less active frames
    -HP DP is throw invincible
    [NASH]
    -slower start up on moonsault
    -increased recovery frames on back dash
    -distance shortened on back dash
    -increased recovery frames on v trigger

[R.MIKA]
-increased start up on f+mp (irish whip) Visually looks really slow
-can no longer choose direction of where to throw your opponent during irish whip
( b+mp = backward/ f+mp= forward)
-”invisible wall” is removed during irish whip meaning you can no longer back dash and create the wall for opponent to bounce off of
-increased frame on cr.hk slide
-looks like more recovery frame after landing Brimstone command grab ( K command grab)

[CAMMY]
-increased recovery frame on all dive kicks. EX has to land on the knee or lower to be ‘safe’
-air throw added
[URIEN]
-Aegis Reflector seems to stay out longer than before
-cr.mk change from -2 -> +1 on block
-cr.mp changed from 0 -> +1 on block

  • step kick ( b+hk) changed to df+hk
    -cross up lk is added

[LAURA]
-cr.lp->lp elbow can now combo outside of counter hit
-ex thunder clap positions opponent higher now on hit in non v trigger state
-V Reversal push back distance increased
-auto timed oki ( i.e back throw ->dash ) is no longer advantageous due to added recovery on throws
[KARIN]
-st.lk changed from +3->+1 on block
-added push back on st.hp on block
-aerial TC added ( hits airborne only)
-V Reversal push back distance increased

[VEGA]
-cr.hp (no claw) causes crush counter state now
-travel distance for ex crystal flash is decreased
-Buster claw ( F+hp) spins opponent in the air now instead of grounded spin when landing a crush counter

Characters that didn’t seem to change much at all
Rashid - Ryu - Ibuki - Balrog - FANG

Yeah it has already been posted above.

Crap sorry

From a main’s standpoint, I’ll still be be optimistic, thinking that Ken will still be good for S2 (and like I felt in S1, still think he’s better than Ryu)… because it really isn’t that bad and there might be more stuff to it than we know.

Funnily enough, I think Ryu got put in the dumpster this time around in S2. Ken has the things that the SFV meta seems to be craving for.

I’m kinda bored by Gief, was hoping for more

idk maybe buffs to running bear grab(armor? Speed?) or even give him back atomic suplex too

Also universal gray dmg slower recover will fuck him a bit

Is it true that command grabs and normal throws have extra recovery? I for one would be happy about that if it is.

Critical art damage and scaling get nerfed?

Fuck me do DPs really need to be WEAKER than they already are? They’re already like, the weakest they’ve ever been? It’s not enough that you can get CC’d for massive damage off a bad read? Now we gotta have no invincible reversals without meter?