The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

I’m pretty sure if you buff Abigail anymore you won’t be able to see his head on the screen.

To this day, I still don’t understand why Capcom got film Double Dragon Abobo, put him on SFV and named him Abigail.

I got sick of reading these vague Hitbox/Hurtbox/Collision box while in movement changes while I was actually looking for changes, so I took them out of the list.

[spoiler]Ryu
Shoulder Throw (Forward Throw)
• Stun has been increased from 120 to 150.
• Circumstances after landing it have been changed.

Standing Light Punch (Regular/V-Trigger State)
• Pushback on hit has been increased.
• Pushback on block has been increased.

Crouching Medium Kick
• Pushback on hit has been increased.

Axe Kick
• Startup has been increased from 8 frames to 9 frames.
• V-Trigger cancelling the second hit now has additional advantage frames.

Solar Plexus Strike
• Damage has been reduced from 90 to 80.

EX Hadoken
• The move’s full frames have been changed from 44 frames to 42 frames (there have been no changes to hitstun or blockstun).

V-Trigger Hadoken
• All Hadoken types (light, medium, heavy) are now 42 frames (hitstun and blockstun has also been made the same for them all).
• Level 1 charge’s damage has been increased from 70 to 80.
• Level 1’s blockstun has been changed from -6 to -2.
• Level 2 charge’s damage has been increased from 90 to 100.
• Level 2’s blockstun has been changed from -4 to 0.
• Level 3’s charge’s damage has been increased from 120 to 130.

V-Trigger EX Hadoken
• The move’s full frames have been changed from 43 frames to 40 frames (there have been no changes to hitstun or blockstun).

V-Trigger Shoryuken
• Its airborne juggle points have been relaxed.

V-Trigger EX Shoryuken
• Stun value has been changed from 250 to 200.
• Its airborne juggle points have been relaxed.

Jodan Sokuto Geri
• This new move has been added to Ryu’s arsenal.

Chun-Li
Tsuitotsuken (Regular/V-Trigger State)
• Regular version’s damage has been changed from 60 to 65.
• V-Trigger version’s damage has been changed from 70 to 75.

Yokusenkyaku (Regular/V-Trigger State)
• Is now able to Crush Counter.

Tenkukyaku (Regular/V-Trigger State)
• Damage has been increased from 70 to 80.
• Is now able to hit opponents who end up behind Chun-Li as well.

Renkiko (V-Trigger)
• Her V-Trigger’s active time has been extended.

Light and Medium Airborne Hyakuretsukyaku (Regular/V-Trigger State)
• Hitstun has been increased from +3 frames to +4 frames.

Light Spinning Bird Kick (Regular/V-Trigger State)
• Regular version’s damage has been increased from 100 to 110.
• V-Trigger version’s damage has been increased from 110 to 120.

Medium Spinning Bird Kick (Regular/V-Trigger State)
• Regular version’s damage has been increased from 120 to 130.
• V-Trigger version’s damage has been increased from 130 to 140.

Heavy Spinning Bird Kick (Regular/V-Trigger State)
• Regular version’s damage has been increased from 140 to 150.
• V-Trigger version’s damage has been increased from 150 to 160.

Nash
Dragon Suplex (Forward Throw)
• Damage has been increased from 120 to 130.

Target Down (Back Throw)
• Damage has been increased from 130 to 140.

Air Jack (Air Throw)
• Damage has been increased from 130 to 140.

Standing Medium Kick
• Active frames have been increased from 3 frames to 4 frames.

Standing Heavy Kick
• Damage has been increased from 80 to 90.

Crouching Medium Kick
• Recovery has been increased from 15 frames to 17 frames (no changes have been made to hit or block stun).

Bullet Combination
• The circumstances on hit have been changed.
• Now grants more V-Gauge on hit.

EX Sonic Boom
• The second projectile’s speed is now decided based on which button you use as your followup.

Medium Sonic Scythe
• Its airborne juggle points have been relaxed.

Judgement Saber
• Its airborne juggle points have been relaxed.

M. Bison
Forward Walk
• M. Bison’s forward walk speed has been increased.

Psycho Impact (Forward Throw)
• Damage has been increased from 110 to 130.
• Stun has been increased from 120 to 170.
• Circumstances after landing it have been changed.

Psycho Fall (Back Throw)
• Damage has been decreased from 140 to 130.
• Stun has been decreased from 170 to 150.

Standing Light Punch
• Hitstun has been increased from +4 frames to +5 frames.

Standing Light Kick
• Hitstun has been decreased from +2 frames to 0 frames.
• Blockstun has been decreased from +2 frames to -2 frames.

Standing Heavy Kick
• Pushback on block increased.

Psycho Reflect (V-Skill)
• Increased V-Gauge gained when successfully countering a physical attack.

Light Psycho Blast
• Startup increased from 10 frames to 12 frames.

EX Devil’s Reverse
• 6 extra frames of recovery have been added when landing.

Light Double Knee Press
• Startup reduced from 13 frames to 11 frames.
• Pushback on block has been changed.

Medium Double Knee Press
• Startup reduced from 15 frames to 14 frames.

Heavy Psycho Inferno
• Enemies will now float up higher when hit.

Cammy
Gyro Clipper (Forward Throw)
• Stun has been changed from 200 to 150.

Delta Through (Back Throw)
• Damage has been increased from 130 to 140.

Neck Spiral (Air Throw)
• Damage has been increased from 130 to 150.

Standing Light Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.
• Now has 3 frame startup instead of 4 frames when cancelled into.

Standing Medium Kick
• Recovery has been increased from 13 frames to 15 frames (no changes have been made to hitstun or blockstun).

Standing Heavy Kick
• Hitstun has been increased from +2 to +4.
• Can now hit opponent’s that are behind Cammy as well.

Crouching Light Punch
• Pushback on hit has been increased (the pushback is further when chained).
• Pushback on block has been increased (the pushback is further when chained).

Crouching Light Kick
• Pushback on hit has been increased.
• Pushback on block has been increased.

Axel Spin Knuckle (V-Skill)
• Hitstun has been increased from +6 frames to +7 frames.

Strike Back (V-Reversal)
• Is now -4 instead of -2 when blocked.

Delta Drive (V-Trigger)
• Her V-Trigger’s active time has been extended.
• Her V-Trigger exclusive moves now drain more of her V-Trigger bar.

Birdie
Standing Medium Kick
• Fixed a bug where Birdie would move forward by inputting a different move during this move’s early startup frames.

Crouching Light Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.

Killing Head/EX Killing Head
• 8 frames of recovery have been added when whiffing.

EX Killing Head
• EX Killing Head no longer has any throw invincibility.

Heavy Bull Head/V-Trigger Heavy Bull Head
• Heavy Bull Head’s damage has been increased from 120 to 140.
• V-Trigger Heavy Bull Head’s damage has been increased from 144 to 168.

Bull Horn/V-Trigger Bull Horn
• The distance Birdie pulls back before unleashing the move has been decreased.

Ken
Forward Walk
• Ken’s forward walk speed has been increased.

Knee Bash (Forward Throw)
• Damage has been increased from 100 to 110.
• The circumstances after landing the throw have changed.

Standing Light Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.

Standing Medium Punch
• Is now +2 frames on block instead of +1 frame.

Standing Medium Kick
• Pushback on hit has been changed.

Jumping Heavy Punch
• Startup has been increased from 8 frames to 9 frames.

Thunder Kick
• This move has been changed so it doesn’t hit crouching opponents on its first active frame.

Light Shoryuken (Regular/V-Trigger State)
• Regular version’s damage has been increased from 100 to 110.
• V-Trigger version’s damage has been increased from 120 to 130.

Medium Shoryuken (Regular/V-Trigger State)
• Regular version’s damage has been increased from 120 to 130.
• V-Trigger version’s damage has been increased from 140 to 150.

Heavy Shoryuken (Regular/V-Trigger State)
• Regular version’s damage has been increased from 130 to 140.
• V-Trigger version’s damage has been increased from 150 to 160.

EX Shoryuken (Regular/V-Trigger State)
• Regular version’s damage has been increased from 150 to 160.
• V-Trigger version’s damage has been increased from 170 to 180.
• When an airborne opponent gets hit by it, they can now flip out.

Medium Tatsumaki Senpukyaku (Regular/V-Trigger State)
• If the first hit of the regular version doesn’t connect, the second or third hit that does will now do 40 damage instead of 20.
• If the first hit of the regular version doesn’t connect, the second or third hit that does will now do 75 stun instead of 50.
• If the first hit of the V-Trigger version doesn’t connect, the second or third hit that does will now do 50 damage instead of 30.
• If the first hit of the V-Trigger version doesn’t connect, the second or third hit that does will now do 75 stun instead of 50.

Heavy Tatsumaki Senpukyaku
• The first active frame at the move’s startup has been removed.

EX Airborne Tatsumaki Senpukyaku
• Now has 3 frames more recovery if the opponent blocks the move.

Necalli
Soul Sealer (Forward Throw)
• Damage has been increased from 100 to 110.
• Circumstances after landing the throw have changed.

Soul Sealer (Forward Throw) (V-Trigger State)
• Damage has been increased from 110 to 120.
• Circumstances after landing the throw have changed.
• Throw range has been reduced.

Soul Discriminator (Back Throw)
• Circumstances after landing the throw have changed.

Soul Discriminator (Back Throw) (V-Trigger State)
• Circumstances after landing the throw have changed.
• Throw range has been reduced.

Standing Light Punch (Regular/V-Trigger State)
• Pushback on hit has been increased.
• Pushback on block has been increased.

Standing Medium Kick (Regular/V-Trigger State)
• Pushback on block has been increased.

Crouching Light Punch (Regular/V-Trigger State)
• Hurtbox has been increased.
• Pushback on hit has been increased.
• Pushback on block has been increased.

Opening Dagger (Regular/V-Trigger State)
• Pushback on block has been reduced.

Culminated Power (V-Skill)
• Is now V-Trigger cancelable.
• V-Gauge gain has been reduced.

Sacrificial Altar
• V-Gauge gain on the last hit has been reduced.

Light Mask of Tlalli (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.
• Regular version’s damage has been increased from 130 to 140.
• V-Trigger version’s damage has been increased from 150 to 160.

Medium Mask of Tlalli (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.
• Regular version’s damage has been increased from 140 to 150.
• V-Trigger version’s damage has been increased from 160 to 170.

Heavy Mask of Tlalli (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.
• Regular version’s damage has been increased from 150 to 160.
• V-Trigger version’s damage has been increased from 170 to 180.

EX Mask of Tlalli (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.

V-Trigger Exclusive Move
• Clouded Mirror has been added as a V-Trigger exclusive move.

Vega
Rainbow Suplex (Forward Throw)
• Circumstances after landing the throw have been changed.

Stardust Shot (Air Throw)
• Damage has been increased from 130 to 140.

Standing Light Punch (Without Claw)
• Pushback on hit has been increased.
• Pushback on block has been increased.

Standing Heavy Kick
• Hurtbox has been changed
• Can now hit opponents behind Vega.

Crouching Heavy Punch (With Claw)
• Now has 3 active frames instead of 2.
• Can now hit opponents behind Vega.

Crouching Heavy Punch (Without Claw)
• Can now hit opponents behind Vega.

Matador Flash
• The second hit is now cancellable.
• The third hit is now cancellable, but only with V-Trigger or Critical Art.
• The V-Gauge gain from the third hit has been increased.

Matador Blitz
• The third hit is now cancellable, but only with V-Trigger or Critical Art.
• The V-Gauge gain from the third hit has been incrased.

Matador Turn (V-Skill)
• Can now be cancelled into Critical Art.

Bloody Kiss - Torero (V-Trigger)
• Damage has been decreased from 170 to 100.
• The opponent’s juggle state after being hit by this move has been changed.
• The restriction of air combos following this move has been relaxed.
• Meter gain from this move has been increased.

Bloody Kiss - Rojo (Crouching V-Trigger)
• Damage has been decreased from 170 to 100.
• The opponent’s juggle state after being hit by this move has been changed.
• The restriction of air combos following this move has been relaxed.
• Meter gain from this move has been increased.

Bloody Kiss - Azul (Airborne V-Trigger)
• Damage has been increased from 170 to 180.
• Stun has been increased from 150 to 200.
• Meter gain from this move has been increased.

Grand Izuna Drop and EX Grand Izuna Drop
• 10 frames of recovery have been added when whiffed.

Light Crimson Terror
• Pushback on hit on the move’s 2nd hit has been increased.

EX Flying Barcelona Attack
• The timing of the move’s startup has been changed.
• Vega’s movement during the move has been changed.
• The startup of the final stage of his attack has been changed.

R. Mika
Daydream Headlock (Forward Throw)
• Damage has been increased from 130 to 140.

Dream Driver (Throw against crouching opponents)
• Circumstances after landing the throw have been changed.
• Damage has been increased from 100 to 120.
• Stun has been increased from 120 to 150.

Standing Medium Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.

Crouching Light Kick
• Pushback on hit has been increased.
• Pushback on block has been increased.

Crouching Medium Punch
• Can now hit opponents behind R. Mika.

Dive Bomb
• Now has 3 frames additional recovery when blocked.

Lady Mika
• Can now be cancelled into Special Moves or V-Skill.

Mic Performance (V-Skill)
• V-Gauge increase if you keep it held until the last stage has been increased.

Brimstone and EX Brimstone
• 8 frames of recovery have been added when whiffed.
• Changed so that the character does not move backwards on activation.

Light Rainbow Typhoon
• 8 frames of recovery have been added when whiffed.
• Changed so that the character does not move backwards on activation.
• Damage has been increased from 160 to 170.

Medium Rainbow Typhoon
• 8 frames of recovery have been added when whiffed.
• Changed so that the character does not move backwards on activation.
• Damage has been increased from 170 to 180.

Heavy Rainbow Typhoon
• 8 frames of recovery have been added when whiffed.
• Changed so that the character does not move backwards on activation.
• Damage has been increased from 180 to 190.

EX Rainbow Typhoon
• 8 frames of recovery have been added when whiffed.
• Changed so that the character does not move backwards on activation.
• Damage has been increased from 220 to 230.

Rashid
Front Step
• The distance Rashid has to move before starting or stopping his run has been slightly decreased.

Riding Glider (Forward Throw)
• 2 frames of recovery have been added when successfully landed.
• Damage has been increased from 120 to 130.
• Stun has been increased from 120 to 150.

Rising Sun (Back Throw)
• Damage has been increased from 130 to 140.

Standing Light Kick
• Pushback on hit has been increased.
• Pushback on block has been increased.

Crouching Heavy Punch
• Startup has been increased from 9 frames to 10 frames.
• This move is now +6 frames on hit instead of the previous +7 frames.

Nail Assault
• V-Gauge gain on hit has been increased.

Spinning Mixer
• Changed so that each hit of Spinning Mixer’s followup mash doesn’t scale individually (because of this, the damage allocation of Spinning Mixer’s hits have been adjusted accordingly).

Medium Spinning Mixer
• Can now be cancelled into Critical Art after the second followup from mashing the move.

Dash Spinning Mixer
• Changed so that each hit of Spinning Mixer’s followup mash doesn’t scale individually.

Ysaar (V-Trigger)
• Meter gain from this move has been increased.

Karin
Hajotsui (Forward Throw)
• Circumstances when landing this throw have been changed.

Standing Medium Kick
• Startup has been increased to 8 frames from 7 frames.
• Recovery has been increased to 16 frames from 15 frames.
• It is now -4 on block instead of -2.
• Pushback on block has been reduced.

Standing Heavy Punch
• Is now able to Crush Counter.

Standing Heavy Kick
• Startup has been increased to 12 frames from 10 frames.

Crouching Light Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.
• Opponent’s floating state when hit airborne by this move has been changed.

Crouching Heavy Punch
• Can now hit opponents behind Karin.

Guren Ken
• The V-Gauge depletion from using this move has been increased.
• The timing of V-Gauge depletion from using this move has been changed.

Guren Kyoho
• The timing of V-Gauge depletion from using this move has been changed.

Zangief
All Normal Throws
• Circumstances after successfully landing these have been changed.

Standing Light Punch
• If opponents are hit by this move while airborne, they now land further away from Zangief.

Standing Light Kick
• Recovery has been increased to 15 frames from 12 frames.

Crouching Light Punch
• Damage has been increased to 40 from 30.
• Active frames have been reduced to 2 from 3.
• Total move frames have been increased to 14 frames from 12 frames.
• This move is now +3 frames on hit instead of +4 frames.

Crouching Light Kick
• Is no longer special cancellable.

Knee Hammer
• Has 3 extra frames of recovery (no changes have been made to hitstun or blockstun).

Screw Piledriver (Regular Version and EX Version)
• 8 frames of recovery have been added when whiffed.
• Zangief’s movement on whiff has been changed.

Double Lariat
• 5 frames of recovery have been added.

Tundra Storm
• Startup has been changed to 2 frames from 4 frames.
• Stun has been increased to 300 from 250.
• Command has been changed from 623+P to 623+PP.
• 10 frames of recovery have been added when whiffed.
• Can no longer be special cancelled into.
• Zangief’s movement on whiff has been adjusted.

Cyclone Lariat (V-Trigger)
• Meter gain from using this move has increased.

Laura
Standing Light Punch
• Is now +1 frame on block instead of +2 frames.
• Increased pushback on hit.
• Decreased pushback on block.

Standing Medium Punch
• Can now hit opponents behind Laura.

Standing Medium Kick
• Startup changed to 7 frames from 5 frames.

Crouching Light Punch
• Pushback on hit has been increased.
• Pushback on block has been increased.

Volty Line (V-Skill)
• Damage has been decreased to 70 from 80.
• V-Gauge gain from hitting the move has been increased.

Volty Line (V-Skill) (V-Trigger State)
• Damage has been decreased to 90 from 100.
• It is now +4 on hit instead of +3.
• It is now -6 on block instead of -7.
• One frame of recovery was eliminated.

Spark Show (V-Trigger State)
• Is now a 3-bar V-Trigger instead of a 2-bar V-Trigger.
• The length of her V-Trigger has been increased.

Sunset Wheel (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.

EX Sunset Wheel (Regular/V-Trigger State)
• 8 frames of recovery have been added when whiffed.

Thunder Clap
• Can now be V-Trigger-canceled.

Thunder Clap (V-Trigger State)
• Can now be V-Skill-canceled.

EX Thunder Clap (V-Trigger State)
• Can now be V-Skill-canceled.
• 20 active frames have been added to this move.

Dhalsim
Yoga Rocket (Forward Throw)
• Circumstances when this throw is successfully landed have changed.

Standing Light Punch
• Pushback on hit increased.
• Pushback on block increased.

Standing Light Kick
• Pushback on hit increased.
• Pushback on block increased.

Crouching Medium Punch
• Can now hit opponents behind Dhalsim.

Jumping Medium Punch
• Can now be canceled into V-Skill on hit.

Yoga Anvil
• Can now hit opponents behind Dhalsim.

Yoga Sunburst (Grounded and Airborne)
• Its airborne juggle points have been relaxed.

Yoga Burner (V-Trigger)
• Damage has been increased to 120 from 100.
• Meter gain from this move has been increased.

F.A.N.G

Standing Medium Kick
• Can now hit opponents behind F.A.N.G.

Crouching Medium Kick
• Can now hit opponents behind F.A.N.G.

Nishodoku (V-Skill)
• This move now has hit properties, but only during V-Trigger 1.
• Increased V-Gauge gain from landing this move.

Light Sotoja
• Damage has been increased to 70 from 60.

Medium Sotoja
• Damage has been increased to 80 from 70.

Heavy Sotoja
• Damage has been increased to 100 from 80…

Heavy Ryobenda
• 3 frames of recovery have been added.

Alex
Standing Medium Punch
• Pushback on hit reduced.

Crouching Heavy Punch
• The opponent is now sent flying slightly further away from the second hit of this move.

Chop
• Is now -6 frames on block instead of -4 frames.
• Pushback on block decreased.

Lariat
• Is now +7 on hit instead of +6.
• Active frames have increased to 4 frames from 3 frames.

Flying Cross Chop
• Adjusted the move’s collision box.

Light Power Bomb
• 9 frames of recovery have been added on whiff.
• Damage has been increased to 170 from 160.
• Stun has been decreased to 200 from 220.

Medium Power Bomb
• 9 frames of recovery have been added on whiff.
• Damage has been increased to 180 from 170.
• Stun has been increased to 230 from 220.

Heavy Power Bomb
• 9 frames of recovery have been added on whiff.
• Damage has been increased to 190 from 180.
• Stun has been increased to 250 from 220.

EX Power Bomb
• 9 frames of recovery have been added on whiff.
• Damage has been increased to 230 from 220.

Air Knee Smash/EX Air Knee Smash
• Has been adjusted so charge direction doesn’t change mid-move, meaning you can now do a Slash Elbow afterwards.

Medium/Heavy Air Knee Smash
• 2 active frames have been added to this move.
• The distance Alex travels has been changed.
• 5 frames of recovery have been added when landing.

Guile
Judo Throw (Back Throw)
• Circumstances after landing this throw have been changed.

Knee Bazooka
• Recovery on this move is now 20 frames instead of 16 frames (no changes have been made to hitstun or blockstun).

Spin Back Knuckle
• Now has 11 frames of startup instead of 10 frames.

Rolling Sobat
• The distance Guile moves forward with this move has been slightly increased.

Guile High Kick
• Can now hit opponents behind Guile.

Ibuki
Stamina
• Ibuki’s Stamina has been reduced to 925 from 950.

Standing Light Punch
• Is now +2 frames on hit instead of +3 frames.
• Is now +1 frame on block instead of +2 frames.
• Can no longer be chain canceled.

Standing Heavy Kick
• Is now +3 frames on hit instead of +1 frame.

Crouching Medium Punch
• Now has 16 frames of recovery instead of 12 frames.

Crouching Medium Kick
• Is now +3 frames on hit instead of 0 frames.
• Is now -2 frames on block instead of -3 frames.

Jumping Medium Punch
• Combo restrictions have been changed.

Agemen
• The second hit of this move is no longer special cancelable.

Tobikura
• The distance opponents are sent after being hit by this has been changed.

Shakunage
• Is now +2 frames on hit instead of 0 frames.

EX Kunai
• 4 frames of recovery have been added to this move.
• Opponents are now sent flying further away from the explosion part of this attack.

Tenrai (V-Skill)
• V-Gauge gained from landing this move has been reduced.

Rokushaku Horokudama (V-Trigger)
• Stun has been decreased to 80 from 100.
• Combo properties after landing this have been changed.
• Meter gain from landing this has been increased.

Kunai Ikkinage
• Can now be canceled into Special Moves.

Balrog
Dirty Bomber (Forward Throw)
• Damage has been increased to 130 from 110.
• Stun has been increased to 150 from 120.
• Circumstances after landing this throw have been changed.

Standing Medium Punch
• Can now hit opponents behind Balrog.

Standing Heavy Punch
• Now has 12 frames startup instead of 11 frames.

Standing Heavy Kick
• Now sends the opponent flying further away when landed as a Crush Counter.
• Now has 22 frames of recovery instead of 19 frames (no changes have been made to hitstun or block stun).

Jumping Heavy Kick
• Now has 9 frames startup instead of 8 frames.

Stomping Combo
• Is now -7 frames on block instead of -6 frames.
• The recovery when V-Trigger canceled has been changed.

Turn Punch (Level 1)
• No longer has throw invincibility on frames 1 through 18.
• The hurtbox between frames 3 through 18 have been changed.
• It is now +2 frames instead of +1 frame on hit.

Turn Punch (Level 2)
• No longer has throw invincibility on frames 1 through 18.
• The hurtbox between frames 3 through 18 have been changed.
• It is now -2 frames instead of -1 frame on block.

Turn Punch (Level 3)
• No longer has throw invincibility on frames 1 through 18.
• The hurtbox between frames 3 through 18 have been changed.
• It is now +2 frames instead of +3 frames on hit.
• It is now -2 frames instead of 0 frames on block.

Turn Punch (Level 4)
• No longer has throw invincibility on frames 1 through 18.
• The full invincibility between frames 3 through 18 has been changed to upper body and projectile invincibility.
• It is now -2 frames instead of +1 frame on block.
• Damage has been reduced to 140 from 160.

Turn Punch (Level 5)
• No longer has throw invincibility on frames 1 through 18.
• The full invincibility between frames 3 through 18 has been changed to upper body and projectile invincibility.
• It is now -2 frames instead of +2 frames on block.
• Damage has been reduced to 160 from 200.

Turn Punch (Level 6)
• No longer has throw invincibility on frames 1 through 18.
• The full invincibility between frames 3 through 18 has been changed to upper body and projectile invincibility.
• It is now -2 frames instead of +3 frames on block.
• Damage has been reduced to 180 from 240.

Turn Punch (Level 7)
• The full invincibility between frames 3 through 18 has been changed to throw, upper body and projectile invincibility.
• It is now -2 frames instead of +4 frames on block.
• Damage has been reduced to 210 from 300.

Turn Punch (Level 8)
• The full invincibility between frames 3 through 18 has been changed to throw, upper body and projectile invincibility.
• It is now -2 frames instead of +5 frames on block.
• Damage has been reduced to 240 from 360.

Turn Punch (Level 9)
• The full invincibility between frames 3 through 18 has been changed to throw, upper body and projectile invincibility.
• It is now -2 frames instead of +7 frames on block.
• Damage has been reduced to 270 from 420.

Turn Punch (Level 10)
• Damage has been reduced to 350 from 500.

Buffalo Swing/Buffalo Pressure
• The V-Gauge gain from these moves has been reduced.

Hard Smasher/Hard Pressure
• These moves now raise your V-Gauge.

Juri
Standing Medium Kick (Regular/V-Trigger State)
• Increased cancel window.

Kyoretsushu
• Can now hit crouching opponents.

Kasatsushu (V-Skill)
• Now gives less V-Gauge gain when landed.

Light Fuharenkyaku
• Followup window has been increased.

Medium Fuharenkyaku (Regular/V-Trigger State)
• Damage for both Regular and V-Trigger versions has been increased to 70 from 60.
• Stun for the V-Trigger version has been increased to 100 from 80.

Heavy Fuharenkyaku (Regular/V-Trigger State)
• Damage for both Regular and V-Trigger versions has been increased to 100 from 80.

EX Tensenrin
• Now has full invincibility until frame 12.

Feng Shui Engine Type Alpha (V-Trigger)
• This is now a 2-bar V-Trigger instead of a 3-bar V-Trigger.
• Gauge depletion from every version of Fuharenkyaku has been increased.
• Her V-Trigger’s active time has been extended.

Urien
Spartan Bomb (Forward and Back Throw)
• Situation after landing this throw has changed.

Standing Light Punch
• Is now +4 frames instead of +5 frames on hit.

Standing Heavy Punch
• His advantageous frames after landing this move as a Crush Counter have been greatly reduced.

Crouching Light Punch
• Is now +4 frames instead of +5 frames on hit.

Jumping Medium Punch
• Active frames have been increased to 5 frames from 4 frames.

Jumping Heavy Punch
• Startup has been increased to 9 frames from 8 frames.

Quarrel Punch
• 2 frames of recovery have been added.

Aegis Reflector (V-Trigger)
• Meter gain by landing this move has increased.

Akuma
Goshoha (Forward Throw)
• Circumstances after landing this throw have been changed.
• Damage has been increased to 130 from 110.
• Stun has been increased to 170 from 120.

Crouching Heavy Punch
• Can now hit opponents who are behind Akuma.

Jumping Medium Punch
• Now has 7 frames of startup instead of 5 frames.
• Damage has been reduced to 50 from 60.
• Is now special cancelable.
• Now juggles when hitting opponents in the air.

Sekiseiken
• Now has 32 frames startup instead of 33 frames.
• Is now +5 frames on hit instead of +4 frames.
• Is now -2 frames on block instead of +1 frame.

Sekia Kuretsuha
• Combo capabilities after landing this move have been adjusted.

Medium Tatsumaki Zankukyaku
• If the first hit whiffs, the second and third hits now do 40 damage instead of 20.
• If the first hit whiffs, the second and third hits now do 60 stun instead of 30 and 20, respectively.

EX Goshoryuken
• If hitting an airborne opponent, they can now flip out.

Rakan Gosho (V-Skill)
• V-Gauge gained from landing this move has been decreased.

Goshoryuken (V-Trigger Version)
• Damage reduced to 180 from 200.

Gohadoken (V-Trigger Version)
• Now consumes less V-Gauge when used.

Zanku Hadoken (V-Trigger Version)
• Now consumers more V-Gauge when used.

Kolin

Standing Heavy Punch
• Damage has been reduced to 80 from 90.
• Its behavior when landed as a Crush Counter has been changed.

Standing Heavy Kick
• Can now hit opponents behind Kolin.

Crouching Light Kick
• When done from a Medium Vanity Step, pushback on hit and block has been increased (this is also true for when chained).
• The timing of using it from a Medium Vanity Step has been changed.

Jumping Heavy Kick
• One active frame at the end of the move has been removed.

Sniping Kick
• Startup has been reduced to 14 frames from 15 frames.
• Recovery has been reduced to 19 frames from 21 frames (no changes have been made to hitstun or blockstun).

Cold Low
• The second hit is now V-Trigger-cancelable.

Brinicle
• Changed on-hit properties.
• Is now -2 frames instead of -8 frames on block.
• Pushback on block reduced.
• Has been made to now return Kolin to a neutral state when she begins the move (Translator’s Note: presumably so she doesn’t keep moving when it starts? Unsure.)

Snow Grain
• Is now -8 frames on block instead of -2 frames.
• Pushback on hit reduced.

Inside Slash (V-Skill)
• Is now +2 frames on hit instead of +3 frames.
• Is now -8 frames on block instead of -7 frames.
• 3 frames of recovery have been added to this move.
• The V-Gauge gained from successfully countering an opponent with this move has been reduced.

Light Vanity Step
• The move’s total frames are now 43 frames instead of 34 frames.
• Kolin now moves further forward with this move.
• Her hurtbox while moving has been decreased.
• The cancel window into Silver Edge has been widened.

Heavy Vanity Step
• Kolin can now slightly steer her movement while airborne after this move.

EX Vanishing Step (Light Kick + Medium Kick)
• The cancel window into Silver Edge has been widened.

Silver Edge
• The cancel window into Critical Art has been widened.
• If hit as an anti-air, the time opponents stay airborne after it has been changed.

Frost Tower
• The hitbox of this move has been extended upwards.
• The collision box of this move has been extended upwards.

Frost Touch
• Opponents will no longer recover stun gauge while this move is still hitting them.

Frost Touch - Low
• Damage has been increased to 200 from 180.

EX Frost Touch - Low
• Damage has been increased to 260 from 240.

Diamond Dust (V-Trigger)
• Meter gain by landing this move has increased.

Ed
Psycho Blow (Forward Throw)
• Damage has been increased to 130 from 120.
• Circumstances after landing this throw have been changed.

Backdash
• Ed’s backdash is now 23 frames instead of 21 frames.
• The distance moved has been changed.

Standing Medium Kick
• Can now hit opponents that are behind Ed as well.

Standing Heavy Kick
• The knockback distance when landed as a Crush Counter has been decreased.
• Damage has been reduced to 80 from 90.

Crouching Medium Punch
• Is now +5 frames instead of +4 frames on hit.
• Is now +3 frames instead of +2 frames on block.

Crouching Medium Kick
• Pushback on hit reduced.

Psycho Spark
• The first portion of this move is now -2 frames instead of -3 frames on block.

Psycho Snatcher (V-Skill)
• Recovery on hit has been changed.
• Can no longer be back-recovered from.

Abigail
Hurtbox
• Abigail’s crouching hurtbox against throws has been changed.
• Abigail’s airborne hurtbox when being juggled has been changed.

Normal Throws
• Abigail’s hurtbox when whiffing a normal throw has been changed.

Red Leaf (Forward Throw)
• Circumstances after landing this throw have been changed.

Standing Light Punch
• Hitbox has been increased.

Standing Light Kick
• Startup has been reduced to 5 frames from 6 frames.

Standing Heavy Kick
• The distance opponents are sent flying have been changed for both regular and Crush Counter hits.
• Airborne juggle points have been relaxed.

Crouching Light Punch
• Startup has been reduced to 5 frames from 6 frames.
• Active frames have been increased to 3 frames from 2 frames.

Crouching Light Kick
• Is now +5 frames instead of +3 frames on hit.

Crouching Heavy Punch
• Juggling situation when hitting an airborne opponent has been changed.
• Juggling situation when hitting it as a Crush Counter has been changed.
• Will not Crush Counter unless it hits on the first or second active frame.
• Startup has been reduced to 11 frames from 12 frames.

Crouching Heavy Kick
• Now has 2 active frames instead of 1 active frame on its first hit.

Jumping Medium Kick
• Hitbox has been increased.
• Now has 5 active frames instead of 3 active frames.

Abi Lift
• V-Trigger version’s juggle state has been changed.

Hungabee High/Hungabee Low (V-Skill)
• Airborne juggle points have been relaxed.

Max Power (V-Trigger)
• His V-Trigger’s active time has been extended.

Light Abigail Punch
• The distance the opponent is sent flying after the final hit has been changed.
• The juggle properties of the move have been changed.
• When only the first hit lands, cannot be flipped out from.

Medium Abigail Punch
• The juggle properties of the move have been changed.
• When only the first hit lands, cannot be flipped out from.

Heavy Abigail Punch
• The juggle properties of the move have been changed.
• The hitbox during the move has been changed.
• When only the first hit lands, cannot be flipped out from.

EX Abigail Punch
• When only the first hit lands, cannot be flipped out from.

Abigail Smash
• 8 frames of recovery have been added when whiffed.
• Meter gain when landing this move has been increased.

Dynamite Punch
• Pushback on block has been increased.

EX Dynamite Punch
• Pushback on block has been increased.

Bay Area Sunrise
• 8 frames of recovery have been added when whiffed.
• Meter gain when landing this move has been increased.

EX Bay Area Sunrise.
• 8 frames of recovery have been added when whiffed.

EX Nitro Charge
• Circumstances of what happens when Abigail’s steps on his opponent’s feet during a continued EX Nitro Charge have been adjusted.

EX Nitro Hungabee
• Airborne juggle points have been relaxed.

Menat
Soul Spark
• A new move Menat can use when her Crystal Ball is out on the field, Soul Spark, has been added to the game. [/spoiler]

I guess Capcom’s really banking on universal/box changes for a lot of characters.

Juri getting buffs on St. MK is insane.

Still A Problem: Akuma, Balrog, Birdie, Guile, Ibuki, Karin, Necalli, R.Mika, Urien, Gief

Bringing More Problems: Abigail, Cammy, Laura, Bipson, Menat, Rashid,

New/Resurrected Problems: Chun, Sim, Ed, FANG, Juri, Nash, Zeku

Not A Problem: Alex, Ken, Kolin, Ryu, Vega,

Honestly, even if your main was nerfed, count your lucky stars. Compared to the slaughterfest that was season 1 to 2, almost all the character changes now aren’t that drastic. I am still shocked that so many “problem” characters got off light.

Akuma is looking good still, nice, I used to hate Simba, but once December hit he became one of the funnest for me.

I’m just happy that the end of Onlinery is near. We got Anti-Airs now. (Hopefully)

With the amount of hit/hurtboxes changes, I’m assuming S3 will be a bit different, so calling nerfs and buffs right now are kinda hard.
But if the notes are from the PSX build, we would know by now if the game is really different.

The change to Juri her st.mk is done so it’s easier to cancel into a special, currently you have to do it very fast and people found it too difficult. This a solely a quality of life change and doesnt impact gameplay.

Ibuki and Juri already had AA’s so I’m good. Looks like Chun fairs a tiny bit better with AA now too. Main thing is she finally gets a real crush counter so she doesn’t have to think about the completely inaccessible V Gauge build for her V Skill.

Laura didn’t get ruined.See I told you guys she didn’t need to be overnerfed. She did get a couple nerfs like st.MK but her VT is now better to balance it out, thank you Capcom lords.

Juri buffs yay, I Hope this will make me play her again. HK Store doing 100 damage and VT being two bars is sweet.

Was still hoping for Menat’s DP to be changed to kick but oh well I can live without that. Wasn’t It reported that she could do her DP without the orb in the capcup build though? It’s not in the patchnotes.

Not yet no :sweat:

Not thrilled about Fang Juri and Chun buffs tbh.YOU DO NOT WANT FANG AND JURI TO BE GOOD!

Ibuki toned down a bit?

Karin can get fucked though lol

Could they fix the little issue Juri’s MP.DP has in that certain jump angles only get hit by the first hitbox and fall out of the rest of the hits due to MP.DPs forward momentum

that’d be swell.

what makes you think nash is gonna be a problem?

If i can use Juri her cr.hp as a reliable anti-air now that be great especially because it is a CC normal.

i want fang to be good hes a good guy

A few of the characters I have in New Problems list are basically characters where I fear their new V Trigger may have some dumb shit that really throws them back in the game. Apparently his V Skill target combo got a gauge build buff as well.

Bonchan won 3 CPT events eith him /s

Yeah Nash is still about the only character that can wall you down with fireballs while still suddenly turning into a rushdown freak at the same time. It allows him to do hold his own in a lot of matchups and not be totally out of luck in too many of them. If VT2 gives him him an actual V Trigger, he’s probably back in the game without Bonchan.

Does the recovery on command grabs apply also if they land it? maybe to reduce the advantage after landing a command grab. If so than Daigo Kryptonite is weakened.

I’ll argue that Bison St.LK nerf is so drastic that it will alter the way his pressure works against characters with 3 frame button. His 3 frame St.LK is completely demolished as 3 frame light. But I agree that, overall, most of the changes are not too drastic that changes the way a character is played.