SFV Buffs, Nerfs and Fixes Thread. UPDATED with new Beta 4 data. White chip damage buffed


#1

Want to get a general place to list the changes to all the characters throughout the betas so far. Just as a way to know what’s current for each character and get an idea of where the game is going direction wise before it launches.

  • means buffs
  • means nerfs
    o means fixes
    • means rumored, unconfirmed by latest beta or mentioned on social media

General:

  • **White chip damage got buffed. Now white chip does 17 percent of the damage of the normal (used to be 12). ** EX: Chun’s s.MP now does 10 damage instead of 8. b+HP now does 15 instead of 11.

  • Most normals and V Skills that have hit boxes are now V Trigger cancelable (VTC). Certain exceptions to certain command normals and V Skills.

**- All sweeps now cause Crush Counter and Hard Knockdown

  • Throws do a bit less damage and only do 150 stun now. **

  • Stun bar recovers significantly quicker.

**
Ryu’s Laundry List**

Ryu

[details=Spoiler]Ryu:

  • Better walk Speed
  • Air tastu damage and stun increase to 100,200 from 80,100
  • St.mk hit advantage increase to +2 from +1
  • St.hp blk advantage increase to +1 from -4
  • F+Hp startup decrease to 17 from 22
  • F+mp damage decrease to 60
  • F+hp damage decrease to 90
  • St.hk damage decrease to 80
  • St.mk damage decrease to 60
  • St.lp damage decrease to 30 from 40
  • St.hp damage decrease to 90 from 100
  • St.lk damage decrease to 30 from 40
  • St.mk damage decrease to 60 from 70
  • St.hk damage decrease to 90 from 110
  • B+hk damage decrease to 80 from 100
  • Alot stun reduction from fierce attacks.
  • Ex tastu damage decrease to 140
  • Air Ex tastu damage decrease to 160 from 200
  • H DP damage decrease to 140 from 150
  • L tastu damage decrease to 80 from 100
  • M tastu damage decrease to 100 from 120
  • H tastu damage decrease to 120 from 130
  • Both CA doesn’t hard knockdown anymore
  • st.hk crush counter into F+HP doesn’t combo.
  • All version of DP Except Ex on later active frames damage will be 60 when anti airing
  • St.lp blk advantage decrease to +2 from +3
  • St.mp blk advantage decrease to +1 from +2
  • St.lk hit/blk advantage decrease to -1,-1 from +2,0
  • St.hk blk advantage decrease to -1 from 1
  • cr.mk Hit/blk advantage decrease to 0,-4 from 2,-2
  • Cr.Hk blk advantage decrease to -11 from -7
  • F+Mp Hit/blk advantage decrease to 1,-6 from +2,-3
  • f+hp blk advantage decrease to +5.-2 from +6,-1
  • B+hk hit advantage decrease to +4 from +7
  • M tastu doesn’t hit crouchers, travels slower and less distance
  • Cr.lk not cancelable
  • Jump m punch, tastu not whiff, Ex Dp no longer works
  • Cr.hk startup increase to 7 from 6 now St.mp, Cr.hk doesn’t combo
  • St.hk startup increase to 10 from 9
  • Cr.lp startup increase to 4 from 3
  • F+Mp startup increase to 20 from 18
  • L tastu into Ex Dp doesn’t work
  • Ex tastu into Ex hado doesn’t work
  • Ex tastu into Ex Dp doesn’t work anymore
  • Jump m punch,Air ex tastu into Ex Dp can’t seem to combo anymore
  • Jump m punch juggle potential decrease can’t do jump m punch x2 into air tastu
  • Neutral Jump tastu no longer possible
  • Parry build worse 1/12 to build a bar of V-meter, startup increase and recovery increase
  • Every hado drains 10%,
  • Fully charge hado stun reduce to 300 from 700
  • +20 damage instead of 30 on all of his DP’s.
  • V-trigger hadoken damage decrease to 70 from 90[/details]

NEW Beta 4 Stuff

  • Forward Throw - Damage 110 -> 120, Stun 150 -> 170
  • Back Throw - Damage 130 -> 140, Stun 150 -> 200
  • V-Reversal - On block -3 -> -2
  • 5HP - On block -2 -> -1, hitbox expanded upwards
    +5HK - Damage 80 -> 90
  • 2HP - Damage 60 -> 70 (later frames)
  • 2MK - On hit 0 -> +1, on block -4 -> -3
  • 2HK - Damage 90 -> 100
    +6MP - On block -7 -> -5 (?) (Old frame data says -6 originally),
    +LK Tatsu - Juggle mechanics changed (Looks like it might be able to juggle after now?)

NEW Beta 4 Stuff

  • 5HK no longer causes proximity blocking during recovery
  • Backwards Walk speed - 0.034 -> 0.032
  • 5MK - Hurtbox expanded forwards during startup, hitbox reduced in width
  • 8HK - Hitbox reduced in height
  • Fireball (All) - Lowerbody hurtbox expanded during recovery frames, Arm hurtbox expanded in height and very slightly reduced in width during active recovery frames

o 2MP - hurtbox during active frames expanded slightly upwards, lower body reduced. Hitbox lower portion reduced, less
likely to hit lower positioned moves. Hurtbox during recovery reduced in size and retracts sooner
o 6MP 2nd hitbox reduced downward in height, hitbox on 2nd active frame of 2nd hit reduced in width (less reach) hurtbox on 2nd hit reduced forward on first active frame, hurtbox during recovery remains extended longer
o 6HP - Hit/Block stun changed on first hit (?), lower body hurtbox added during early startup frames
o TC5HK - Juggle mechanics changed (?)
o 8MK - Hitbox moved upward (Maybe makes crossups more difficult? Seems to overlap pushbox more now)

**
Chun Li: **

  • b+HP is now a crush counter. Allows juggles into grounded legs.
  • df+HK now hits crouching opponents
  • Now has unlimited juggle potential on super.
  • crMP - On Hit -4->-2, On Block -10->-8
  • crHP - On Block -3->-2,
  • DF+HK - On Hit +6->+9
    NEW Beta 4 stuff
  • Forward throw - Stun 150 -> 170
  • Back Throw - Damage 130 -> 140, stun 150 -> 200
  • VT 2LK - CH +4 -> +5
  • VT Tenku - CH +2 -> +4
  • 2HK - damage 90 -> 100
  • (Yokusen I think this is df+MK overhead) - On counterhit +4 -> +5, lower body hurtbox added during 9~20F (less likely to low crush)
  • Second hit of c.HP no longer EX/super cancelable.
  • Lost juggle potential on V Trigger
  • Certain links off s.MP and other normals no longer work in V Trigger.
  • Added recovery to head stomp legs cancel. Can’t link s.MP off of it (only c.LP or other 3 frame normal works now).
  • c.MK no longer links to c.LP
  • c.MK on counter hit no longer links into itself.
  • c.MK got nerfed to 6 frame start up, negative 2 on block (same as 3S).
  • s.MP, f+MP no longer links
  • V Trigger F+MP no longer combos into EX legs.
  • df+MK overhead now negative 2 (used to be 0)
  • df+HK is plus 4 (used to be 5)
  • sLP - On Block +3->+2, Damage 40->30
  • sMP - Damage 70->60
  • sHP - On Hit +1->0, On Block -5->-6
  • sMK - Damage 70->60
  • crLP - On Block +3->+2, Damage 30->20
  • crHP Damage 8040->6040
  • crMK - Startup 5F->6F, On Hit +3->+2, On Block 0F->-2F, Damage 60->50 - No longer links into itself on CH
  • crHK - On Block -7->-12
  • F+MP - On Hit +4->+3, On Block +2->0
  • B+HP - Startup 6F->7F, On Hit +4->+3
  • DF+MK - On Hit +2->+1, On Block 0->-1 - No s.MP link on counter hit anymore
  • B+HK - Startup 7F->8F, Damage 100->80
  • F+HK - Startup 17F->18F
  • df+HK On Block +5->+4
  • V-Skill - Startup 11F->12F
  • V Skill no longer hits crouchers.
    NEW Beta 4 Stuff
  • Throw Range reduced
  • Forward throw - Damage 130 -> 120
  • 5HP - Hitbox reduced (less likely to hit lower profile hurtboxes)
  • 5MK - Lowerbody and leg hurtbox nerfed (hitbox no longer passes hurtbox)
  • 2MP - On hit -2 -> -3
  • 2MK - active frames 3F -> 2F, hurtbox (and throw hurtbox) increased in width during startup.
  • 3HK - on hit +6 -> +4, on block +2 -> 0, hitbox size reduced
  • 4HP - Lower body hurtbox expanded during active frames

o LK Lightning Legs - Some change to active frames / frame advantage
o Critical Art - Chip damage change (?)

**Cammy: **

  • V-Skill can now combo on cross up without a counter-hit (beta 1 required a counter hit for it to link to cr.mp).
  • Cannon Drills are now super cancelable on the first hit
  • Cammy’s V Trigger consumption when using Cannon Spike has been reduced.
    NEW Beta 4 stuff
  • Backwards walk speed 0.038 -> 0.04
  • Back Throw - Damage 130 -> 140, Stun 150 -> 200
  • V-Skill - Damage 60 -> 90, On hit +5 -> +6
  • 5LK - On block +0 -> +1
  • 5HK - Damage 80 -> 90
  • 2LK - On block +1 -> +2
  • 2HP - Damage 80 -> 90, lower body hurtbox buffed (active frames)
  • 2HK - Damage 90 -> 100 (Some sort of change to an alternate version of 2HK’s advantage)
  • c.HP is no longer crush conter
  • can no longer neutral jump into V Trigger dive kick
  • b.HP now changed to b.MP. Reduced range doesn’t link as well.
  • HK Cannon Drills damage reduced to 100, down from 120 in beta 2*
  • HK Cannon Spike damage reduced to 120, down from 130 in beta 2*
  • f+HK damage reduced to 80 (40,40), down from 100 in beta 1
  • EX Cannon Drill no longer pierces
  • Target combo (b+MP,HK) no longer super cancelable
  • EX Cannon Strike can no longer be done from neutral jump
  • V-Trigger moves now consume half of er V-Gauge.
  • HK Critical Art no longer hits at full screen.
    NEW Beta 4 stuff
  • EX Cannon Strike - Damage 80 -> 60
  • Critical Art - Final Hit 130 -> 120

o Critical Art motion change to QCFx2+K from QCBx2+K
o Adjustment to hit stun/box on j.LK
o Dash - frame count changed (?)
o V-reversal - Movement changed(?)
o 5MK - Hitbox and leg hurtbox buffed (active frames), lower body hurtbox buffed
o Cannon Strike From Hooligan - Damage now matches regular Cannon Strike (60)

Bison:

  • DF+HP - Startup 18->16,
  • sLK - On Hit +2->+4, s.LK On Block +1->+3
  • c.MK is cancelable
  • DF+HP On Block -2->-1,
    NEW Beta 4 Stuff
  • Forward Throw - Stun 150 -> 170
  • V-Reversal - On block -3 -> -2
  • V-Skill - Upper body hurtbox reduced significantly during startup. Head area hurtbox reduced during active
  • Critical Art - Last hit (?) damage 260 -> 270
  • 5MK hurtbox retracts 1F sooner
  • 5HP - Hurtbox moved backwards during later recovery frames
  • sLP - Damage 40->30
  • sMP - Damage 70->60
  • sHP - Damage 90->80
  • s.LK Damage 40->30
  • sMK - On Hit +3->+2, On Block -1->-2, Damage 80->70
  • sHK - Damage 90->80
  • crLP - On Block +3->+2
  • crMP - On Block +1->0
  • crHP - Startup 8F-10F, On Hit +1->-5, On Block -5->-11
  • crMK - On Hit +5->+4, On Block +1->+2 - Now can’t link to crMP except on CH
  • crHK - Damage 100->90
  • DF+HP Damage 100->90
  • Cr.hp deals 70 (down from 90) in its later active frames.
  • Headstomp deals reduced damage to airborne opponent ,80 from 100.
  • V-trigger cancels damage reduced across the board.
  • Psycho Blast hitbox significantly reduced.
  • c.MK is now negative on block (probably offset for gaining cancel property)
    NEW Beta 4 Stuff
  • 5MK - Damage 70 -> 60,
  • 8HP - Hurtbox expanded downwards
  • Double Knee Press (Scissor Kick) All non-ex versions - Juggle Potential reduced (?)
  • VT-Headpress - In counterhit state 2F longer (?)

o 8HK - Hurtbox moved downward
o Forward Dash - 18F->26F (Became a teleport)
o psycho inferno is now motion command again (qcb+P)

**Nash: **

  • f+LK (knee bazooka) now safer on block. Only neg 1 (used to be neg 5).
  • f+HP has less recovery
  • s.MK now cancelable
  • sLP - On block +2->+3
  • sHP - Startup 8F->7F
  • sMK - On Block -3->0
  • crMP - Startup 7F->6F, On Block 0->+3 - Now better for traps
  • crHP - On Hit +5->+6
  • F+MP - On Hit -1->+1
  • LP Tragedy Assault - Startup 22F->18F
  • MP Tragedy Assault - Startup 24F->22F
  • HP Tragedy Assault - On Block -13->-8
  • EX Tragedy Assault - Startup 9F->8F
    NEW Beta 4 Stuff
  • Forward Throw - Stun 150 -> 170
  • Back Throw - Stun 150 -> 200
  • V-Skill - Damage 50 -> 60, Stun 70 -> 100, Juggle potential added (?)
  • Sonic Move (air) - Invincibility increased 2F, Position he appears changed (?)
  • 5HP - Damage 80 -> 90
  • 2HK - Damage 80 -> 90
  • sLK - On Hit +7->+4, Damage 40->30 - No longer links to sMK or crMP
  • sHK - On Hit +3->+2
  • crHP On Block +2->0 -
  • F+LK - On Hit +2->+1, Damage 80->60, Stun 100->70
  • F+MP On Block -4->-6
  • F+HK - Startup 11F->13F
  • F+HP - Startup 13F->15F, Damage 110->100
  • B+MK - On Hit +3->+2, Damage 70-60
  • V-Skill - Startup 5F->7F, Damage 70->50
  • Forward Throw - Damage 130->110
  • LP Sonic Boom - On Hit -2->-3, On Block -4->-5
  • MP Sonic Boom - Startup 16F->17F, On Hit +1->-1, on Block -1->-3 (now punishable)
  • HP Sonic Boom - On Hit +6->+3, On Block +4->+1
  • LP Tragedy Assault On Block -3->-4
  • MP Tragedy AssaultOn Block -8->-6
  • Super - Damage 350->330
  • Backdash 19F->24F
  • Regular fireball whiff cancel to teleport no longer works (supposedly EX fireball still works)
    NEW Beta 4 Stuff
  • 2HK recovery 22 -> 23, on block -10 -> -12
  • 8HP - Hurtbox expanded downward
  • 4MK - Hurtbox expanded 1F before active
  • Overhead target combo removed (?)
  • 2MP - lower body hurtbox expanded
  • 2MK - hurtbox takes longer to retract during recovery

o Something with somersault DP, looks like it was removed (?)
o HP Sonic Boom - Hurtbox positions altered during 3~15F

Birdie:
+The flame in his v-trigger activation has a hitbox
+Can hold down any K button to use Bull Horn
+Gains faster walkspeed while in V-trigger
+cr.hp now cancelable
+s.HP can crush counter

  • sMP - Startup 8F->7F,
  • sHP - On Block -3->-2
  • sLK - Startup 5F->4F, On Hit +6->+7, On Block +2->+3,
  • sMK - Startup 9F->8F,
  • sHK - On Hit +3->+6, On Block -3->0,
  • crLK - On Block +1->+2
  • EX Bull Horn - On Block -21->-19,
  • LK Bull Revenger - Startup 40->35,
  • MK Bull Revenger - Startup 45->40
  • HK Bull Revenger - Startup 48->43, Damage 707040->707050
    NEW Beta 4 stuff
  • 5LP - hitbox buffed
    +5LK - On hit +5 -> +6
  • 2HK - Damage 90 -> 100
    6HK - On block -21 -> -19 (most likely typo and a buff to the start up speed of overhead)
  • Throws (both) - Stun 150 -> 200
  • V Reversal - On block -3 -> -2
  • Critical Attack - +10 Damage
  • Armor duration on VT EX Bullhead lasts 5 frames longer. (Now it stays until all 3 hits are done and u can punish fireballs from farther away)
  • Armor on 6HP lasts 3 frames longer
  • sLP - On Hit +6->+4, Damage 40->30
  • sMP Damage 70->60
  • sLK Damage 40->30 (now links to sMP)
  • sMK On Hit +1->0, On Block -1->-2, Damage 80->70
  • sHK Damage 120->110
  • crLP - On Hit +5->+4, On Block +3->+2, Damage 40->30
  • crMP - On Hit +3->0, On block -2->-5
  • crMK - On Hit +2->-1, On Block 0->-4
  • crHK - On Block -8->-11
  • jMP - damage 80->70
  • F+HP (Bad Charge) - On Hit +5->+3, Damage 100->80 - Total frame count 1F longer (no longer able to link out of to anything w/o CH)
  • DF+HP (Bad Slider) - Startup 18->19, On Block -5->-6
  • F+HK (Bull Drop) - On Hit +3->+2, On Block -3->-6, Damage 40100->4080
  • LP Bull Head - On Block -8->-10, Damage 130->120
  • MP Bull Head - Damage 150->140
  • HP Bull Head - On Block -7->-5, Damage 180->160
  • EX Bull Head - Damage 100100->70110
  • EX Bull Head has more pushback on hit. Makes VTC combos after EX Bull Head more limited.
  • Bull Horn - On Block -16->-18
  • EX Bullhorn Damage 100100->70110
  • EX Killing Head - Stun 300->270
  • LK/MK/HK Hanging Chain - Damage 160->150
  • EX Hanging Chain - Damage 80100->70100
  • LK Bull Revenger Damage 707040->707030
  • EX Bull Revenger - Startup 24->25
  • Super - Damage, 505050210[360 total] -> 505050190 [340 total]
  • s.LK no longer links into s.MP (s.LP still links after)
    NEW Beta 4 stuff
  • 5LK upper body hurtbox nerfed
  • 5MK - hurtbox remains extended longer after active frames end
  • 8MK - Hitbox reduced in height, hurtbox extended downward

o 2LP - Hurtbox adjusted increased upwards slightly but reduced lower body as well. Hitbox increased backwards to prevent passing through opponents
o Armor on VT L, M and H bullhead starts and ends 1 frame sooner.

**Ken: **
New Beta 4 Stuff

  • Forward Throw - Stun 150 -> 170
  • Back Throw - 150 -> 200
  • 5MP - On hit +2 -> +3
  • EX Air Tatsu - Now causes proximity block
  • Critical Art - Damage 120 -> 130 (not sure which hit. last maybe?)
  • 5HP - On block -4 -> -3F
  • 2HK - Damage 90 -> 100
  • 4MK - On block -6 -> -4
  • Neutral jump EX tatsu no longer works
  • Ken’s run is slower.
  • Cr.mk extended hit/hurt box
  • Ken st.hp-> vskill -> cr.lp don’t work unless CH.
    NEW Beta 4 stuff
  • 5MP lowerbody hurtbox expanded during startup
  • 2MP - On block +2 -> +1
  • 2HK hitbox expanded forward, hurtbox expanded forward 7~8F
  • Target Combo (4HP) - On block -7 -> -13
  • V-Skill(?) - Damage 90 -> 70, on block -6 -> -7
  • V-Reversal - Damage 60 -> 40, On block 0 -> -2
  • V Trigger MK Tatsu - 50 Perhit -> 40
  • V Trigger Shoryukens (all versions) - forward movement reduced (?)
  • V Trigger Hadoken - Recovery increased 1F(?)
  • HP Shoryuken - Hitbox reduced in height on 6F, Hurtbox increased in size 6F~ (no longer passes hurtbox )
  • EX Shoryuken - Forward movement reduced (?), Juggle potential changed (?)
  • MK Tatsu - 40 damage -> 30 damage, 80 stun -> 50, first hit hitbox expanded forward, juggle potential changed (?)
  • Critical Art - First hit on block -16 -> -19, Juggle potential changed (?)

Necalli:

  • Throws (Both) - Hurtbox does not move as far forward on throw whiff
  • Back Throw - Stun 150 -> 200
  • V-Reversal - On block -3 -> -2
  • 2HK - Damage 90 -> 100
  • VT-5MP - On hit +5 -> +6
  • VT-5HP - On hit +1 -> +2
  • VT-2MP - On hit +4 -> +5
  • VT-3HP - Damage 80 -> 90, On block -6 -> -4
  • No more s.MP, s.MK link.

R.Mika:

  • Forward Throw - Stun 150 -> 200
  • Back Throw - Stun 150 -> 200
  • V-Reversal - On block -3 -> -2
  • 5LK - On hit +1 -> +2
  • 5HK(Uncharged) - Damage 80 -> 90
  • 6HP - Damage 80 -> 90
  • Passion Rope - Physics changed, faster run speed(?) May mean she can do mid screen wall slam again
  • Critical Art - Last hit damage 160 -> 180
  • R.Mika may have lost 1st frame of armor on EX shooting peach
  • j.LK hit box seems nerfed (less hit stun, smaller hit box)
  • Charged HK no longer links into s.MP.
  • Can no longer Passion Rope (turnbuckle throw) someone into a wall in the mid screen.
  • Forward Throw - Damage 140 -> 130
  • Crouch Throw - Damage 140 -> 130
  • 5MP - Recovery 9F -> 11F, On block +1 -> -2
  • 5HP - Lowerbody hurtbox increased during 1st active frame
  • 5HKHurtbox expanded forward 1F before active
  • TC5MP - On block -2 -> -5, Lowerbody hurtbox expanded
  • 4/6MP - Damage 70 -> 50

o V-Trigger (Hold) - Invincible 1~18F(?)

Rashid:

  • Forward Throw - Stun 150 -> 170,
  • Back Throw - Stun 150 -> 200
  • 5HK - Damage 80 -> 90
  • 2HK - Damage 90 -> 100,
  • EX Eagle Spike - +10 Damage buff (?)
  • V-Trigger - Invincibility increased by 7F
  • Back Throw - hurtbox moved forward during whole move
  • 5MP - Hurtbox width expanded forward during active and recovery
  • 2HK hurtbox moved forward during whole move, leg only moved forward during startup.

o Forward Throw - hurtbox moved forward during startup and active, moved back during recovery
o Now second hit of c.HP causes crush counter

Vega:

  • V Trigger now hits crouchers
  • f HP causes crush counter
    NEW Beta 4 Stuff
    +Forward Throw - Damage 130 -> 140, Stun 150 -> 200, hurtbox moved backwards
    +Back Throw - Stun 150->200, hurtbox moved backwards
  • V-skill - dodge portion hurtbox reduced
  • 5MP (Claw) - On block: -1 -> 0
  • 5HP (Claw) - On block: -3 -> -2
  • 5HK - Active frames increased by 1F? (There is two dif versions of 5HK, not sure) Damage 80 -> 90, Advantage changed?
  • 5HP (No claw) - Damage 80 -> 90
  • 2MK - hitbox buffed, upper body hurtbox reduced
  • 2HP (No claw) - on hit 0 -> +1, on block +2 -> +3, lower body hurtbox increased
  • 6MK - On block -6 -> -4
  • EX Aurora - now throw invincible(?)
  • Barcelona slash attack - Active increased 1F

NEW Beta 4 Stuff

  • 2MP (no claw) - lower body hurtbox increased
  • Critical Attack - claw damage 75->55 on one of the hits, no claw 65->55

o 6HP (claw) ? (Two versions again) - advantage changed

Karin:

NEW Beta 4 Stuff

  • Forward Throw - Stun 150 -> 170
  • Back Throw - Damage 130 -> 140, Stun 150 -> 200
  • V-Reversal - On block -3 -> -2
  • 5HP - Damage 80 -> 90, recovery reduced by 1F, On hit 0 -> +1, on block -5 -> -3, hitbox buffed in width
  • 5HK - Damage 80 -> 90
  • 2HP - Damage 60 -> 70 (Later frames damage?)
  • 6MK - Recover 21F -> 20F, On block -7 -> -4
  • 2HK - Damage 90 -> 100
  • Guren Chochu - On hit +1 -> +2, On Block -2 -> +1
  • V-Skill (Hold) - On block -7 -> -6
  • Certain attacks juggle the opponent less high which nerfs certain setplay/reset options after.
  • c.LK received some type of nerf
    NEW Beta 4 Stuff
  • 5LK - Hitbox nerfed in width
  • 2MK - Active frames 3F -> 2F, recovery 12F -> 13F (Total frame count unchanged)
  • 2HK Startup 8F -> 9F, movement changed: early startup moves less them moves forward more right before active, total range is VERY VERY slightly shorter but counter poking it on startup is different
  • Something called “Sumeragi” had a hurtbox size increased. Looks like shoulder slam but frame data / damage doesn’t
    match.
  • 6MK lower body hurtboxes added 12~18F making it much less likely to hop over a low, hitbox reduced in width giving it less range

o 8HP - Hurtbox and hitbox size increased, hitbox no longer passes hurtbox during active and it’s easier to stuff on startup but it reaches a bit farther
o HK Mujinkyaku - Blockstun increased (?)

Laura:

  • Throw range increased
  • Forward Throw - Stun 150 -> 200
  • Back Throw - Stun 150 -> 170
  • V-Reversal - On block -3 -> -2
    +Critical Art - +10 damage on one hit, Now fully invincible through active frames (previously lost invincibility same frame it became active)
  • 5MP - Hitbox expanded downwards
  • 5HP - On hit +2 -> +3
  • 5HK - Damage 80 -> 90
  • 2MP - On block +1 -> +2
  • 2HK - Damage 90 -> 100
  • 2HK on block -8 -> -12

o V-Skill - Counterhit now causes a spin knockdown (?)
o Thunder Clap (All) - Hurtbox now moves backwards during startup

Gief:

NEW Beta 4 Stuff

  • Forward & Back Throw - Stun 150 -> 170
  • 5LK - Lowerbody hurtbox reduced
  • 2HK - Damage 90 -> 100
  • V-Trigger - Invincibility increased 3F (?)
  • c.MP, c.MP, EX SPD no longer works
  • can no longer combo into EX SPD. Only super.
  • V Trigger now requires 3 bars to activate.
    NEW Beta 4 Stuff
  • Forwards walk speed - 0.0325 -> 0.0305
  • Forward & Back Throw - Damage 150 -> 130
  • 5MP - Recovery 11F -> 12F
  • 5HP - Damage 130 -> 120
  • 5MK - Lowerbody hurtbox increased
  • 2LP - Lowerbody hurtbox increased

Dhalsim:

  • Forward Throw - Damage 110 -> 120, Stun 150 -> 170
  • Back Throw - Damage 120 -> 130, Stun 150 -> 200
  • V-Reversal - On hit -5 -> -4, On block -3 -> -2(?)
  • 5HP - Damage 80 -> 90
  • 8LK - +1 Hit/Blockstun (?)
  • 5HK - Damage 80 -> 90
  • 2LP - On Hit +3 -> +4, On Block 0 -> +1
  • 2HP - Damage 80 -> 90
  • Sun Burst - Damage lowered 50-40(?)

o 4HP - Hitbox shifted forward slightly
o 5LK - Leg Hurtbox expanded upwards but reduced drastically on lower body
o Yoga Flame - Juggle potential changed (?)

Fang:


Chun Li General Thread: Blue Jade
Street Fighter V Lounge "We on South Central crack addict status"
Vega General Thread: The Masked Narcissist Enters The Tournament
#2

Ken can no longer neutral jump Tatsu too

Also I think it’s better if you put the character names in bold and separate the buffs, nerfs etc in spoilers for better formatting


#3

Street Fighter V Lounge "We on South Central crack addict status" Beta 2->3 cammy changes found by alioune

HUGE list I did for changes of Beta 1-> Beta2


Universal changes Beta 1 -> 2
Almost all heavy attacks stun changed from 200->150 (see my 2nd post for details)
All Throws changed from 4F startup to 5F startup
All Throws stun changed from 200->150

odd to hear that Ryu can’t link out of his B+HK anymore into mids/heavies with the Beta 2 buff increased the frame advantage from 5F to 7F. That means they probably lowered it from 7F to 4F or something.


#4

Slower Jabs.

Faster Throws with range.

Done.


#5

Minor nitpick, but what they changed was the recovery of the move so you have more landing frames. This impacts using it in neutral for traversing fireballls, for instance.

  • Chun got pretty much unlimited juggle potential on super. I couldn’t find one instance it whiffed.
  • Necalli lost s.mp, s.mk link.
  • Rashid lost cr.hp xx hk tornado xx v-skill, s.mp combo (default crush counter punish)
  • Bison’s Scissors became at least -3 on block and jab punishable

#6

I believe it’s -4 as of (at least) beta 2


#7

i can’t post it from phone but LiangHuBBB just posted on youtube a vid called “25 Ryu nerfs in SFV”

Lol fuck them if this shit stay like it is


#8

I’ll do that in time. Haven’t really finished working on this yet so I’m just going to plug in information first then clean it up later.

NOTE: Not going to be listing all the damage/stun nerfs for each character. Basically if your character had normal and special moves and was in beta 1 or beta 2, they probably got nerfs to damage and stun. I will just fit that under general balance and only list buffs to damage or stun.


#9

Buffs:
Air tastu damage and stun increase to 100,200 from 80,100
St.mk hit advantage increase to +2 from +1
St.hp blk advantage increase to +1 from -4
walkspeed seems slightly faster
F+Hp startup decrease to 17 from 22

Universal Nerf:
F+mp damage decrease to 60
F+hp damage decrease to 90
St.hk damage decrease to 80
St.mk damage decrease to 60
St.lp damage decrease to 30 from 40
St.hp damage decrease to 90 from 100
St.lk damage decrease to 30 from 40
St.mk damage decrease to 60 from 70
St.hk damage decrease to 90 from 110
B+hk damage decrease to 80 from 100
Alot stun reduction from fierce attacks.

Nerfs:
Ex tastu damage decrease to 140
Air Ex tastu damage decrease to 160 from 200
H DP damage decrease to 140 from 150
L tastu damage decrease to 80 from 100
M tastu damage decrease to 100 from 120
H tastu damage decrease to 120 from 130
Both CA doesn’t hard knockdown anymore
st.hk crush counter into F+HP doesn’t combo.
All version of DP Except Ex on later active frames damage will be 60 when anti airing
St.lp blk advantage decrease to +2 from +3
St.mp blk advantage decrease to +1 from +2
St.lk hit/blk advantage decrease to -1,-1 from +2,0
St.hk blk advantage decrease to -1 from 1
cr.mk Hit/blk advantage decrease to 0,-4 from 2,-2
Cr.Hk blk advantage decrease to -11 from -7
F+Mp Hit/blk advantage decrease to 1,-6 from +2,-3
f+hp blk advantage decrease to +5.-2 from +6,-1
B+hk hit advantage decrease to +4 from +7
M tastu doesn’t hit crouchers, travels slower and less distance
Cr.lk not cancelable
Jump m punch, tastu not whiff, Ex Dp no longer works
Cr.hk startup increase to 7 from 6 now St.mp, Cr.hk doesn’t combo
St.hk startup increase to 10 from 9
Cr.lp startup increase to 4 from 3
F+Mp startup increase to 20 from 18
L tastu into Ex Dp doesn’t work
Ex tastu into Ex hado doesn’t work
Ex tastu into Ex Dp doesn’t work anymore
Jump m punch,Air ex tastu into Ex Dp can’t seem to combo anymore
Jump m punch juggle potential decrease can’t do jump m punch x2 into air tastu
Neutral Jump tastu no longer possible

V-skill Adjustments
Parry build worse 1/12 to build a bar of V-meter, startup increase and recovery increase

V-trigger adjustments
-Every hado drains 10%,
-Fully charge hado stun reduce to 300 from 700

  • +20 damage instead of 30 on all of his DP’s.
  • V-trigger hadoken damage decrease to 70 from 90

5 buffs and 39 nerfs not counting universal nerfs, Might be forgetting a few things though.

Edit: Just copy paste what i had so sorry if i posted universal nerfs, didn’t have time to read and edit.


#10

Birdie got some good buffs

+The flame in his v-trigger activation has a hitbox
+Can hold down any K button to use Bull Horn
+Gains faster walkspeed while in V-trigger
+cr.hp now cancelable
+s.HP can crush counter


#11

Weird to list buffs to damage/stun but not nerfs. Seems a little dishonest if you ask me as it makes the change list look more buff heavy than it actually was, I understand not listing the actual universal stun nerfs to every move individually (Heavies/Throws reduced to 150 in 99% of cases, throws 4F->5F) but non-universal stuff should be listed because it’s just that, not universal. Not EVERY button’s damage got nerfed/buffed. Not EVERY special got nerfed/buffs and they weren’t equally done. I’d say the closest thing to universal that wasn’t universal was MOST lights were reduced by 10damage, but again there are plenty of examples otherwise. I’ll remove the true universal stuff though. Post whatever you want if you don’t wanna post the damage/stun that’s your prerogative

All of this is Beta 1->2. Post whatever you want from it. Some may be invalid as of Beta3

Birdie:
sLP - On Hit +6->+4, Damage 40->30
sMP - Startup 8F->7F, Damage 70->60
sHP - On Block -3->-2
sLK - Startup 5F->4F, On Hit +6->+7, On Block +2->+3, Damage 40->30 (now links to sMP)
sMK - Startup 9F->8F, On Hit +1->0, On Block -1->-2, Damage 80->70
sHK - On Hit +3->+6, On Block -3->0, Damage 120->110

crLP - On Hit +5->+4, On Block +3->+2, Damage 40->30
crMP - On Hit +3->0, On block -2->-5
crLK - On Block +1->+2
crMK - On Hit +2->-1, On Block 0->-4
crHK - On Block -8->-11

jMP - damage 80->70

F+HP (Bad Charge) - On Hit +5->+3, Damage 100->80 - Total frame count 1F longer (no longer able to link out of to anything w/o CH)
DF+HP (Bad Slider) - Startup 18->19, On Block -5->-6
F+HK (Bull Drop) - On Hit +3->+2, On Block -3->-6, Damage 40100->4080

LP Bull Head - On Block -8->-10, Damage 130->120
MP Bull Head - Damage 150->140
HP Bull Head - On Block -7->-5, Damage 180->160
EX Bull Head - Damage 100100->70110

Bull Horn - On Block -16->-18
EX Bull Horn - On Block -21->-19, Damage 100100->70110

EX Killing Head - Stun 300->270

LK/MK/HK Hanging Chain - Damage 160->150
EX Hanging Chain - Damage 80100->70100

LK Bull Revenger - Startup 40->35, Damage 707040->707030
MK Bull Revenger - Startup 45->40
HK Bull Revenger - Startup 48->43, Damage 707040->707050
EX Bull Revenger - Startup 24->25

Super - Damage, 505050210[360 total] -> 505050190 [340 total]

Vtrigger flame now has a hitbox and can be juggled out of
Not sure if it was in before but when in V-trigger ALL damage is increased by 20%


Nash

sLP - On block +2->+3
sHP - Startup 8F->7F
sLK - On Hit +7->+4, Damage 40->30 - No longer links to sMK or crMP
sMK - On Block -3->0
sHK - On Hit +3->+2
crMP - Startup 7F->6F, On Block 0->+3 - Now better for traps
crHP - On Hit +5->+6, On Block +2->0 -

F+LK - On Hit +2->+1, On Block -5->-1, Damage 80->60, Stun 100->70
F+MP - On Hit -1->+1, On Block -4->-6
F+HK - Startup 11F->13F
F+HP - Startup 13F->15F, Damage 110->100
B+MK - On Hit +3->+2, Damage 70-60

V-Skill - Startup 5F->7F, Damage 70->50

Forward Throw - Damage 130->110

LP Sonic Boom - On Hit -2->-3, On Block -4->-5
MP Sonic Boom - Startup 16F->17F, On Hit +1->-1, on Block -1->-3 (now punishable)
HP Sonic Boom - On Hit +6->+3, On Block +4->+1

LP Tragedy Assault - Startup 22F->18F, On Block -3->-4
MP Tragedy Assault - Startup 24F->22F, On Block -8->-6
HP Tragedy Assault - On Block -13->-8
EX Tragedy Assault - Startup 9F->8F

Super - Damage 350->330

Backdash 19F->24F

Chun

sLP - On Block +3->+2, Damage 40->30
sMP - Damage 70->60
sHP - On Hit +1->0, On Block -5->-6
sMK - Damage 70->60
crLP - On Block +3->+2, Damage 30->20
crMP - On Hit -4->-2, On Block -10->-8
crHP - On Block -3->-2, Damage 8040->6040
crMK - Startup 5F->6F, On Hit +3->+2, On Block 0F->-2F, Damage 60->50 - No longer links into itself on CH
crHK - On Block -7->-12

F+MP - On Hit +4->+3, On Block +2->0
B+HP - Startup 6F->7F, On Hit +4->+3 - Now a Crush Counter move
DF+MK - On Hit +2->+1, On Block 0->-1 - Counterhit no longer links to sMP
B+HK - Startup 7F->8F, Damage 100->80
F+HK - Startup 17F->18F
DF+HK - On Hit +6->+9, On Block +5->+4

V-Skill - Startup 11F->12F

Bison

sLP - Damage 40->30
sMP - Damage 70->60
sHP - Damage 90->80
sLK - On Hit +2->+4, On Block +1->+3, Damage 40->30
sMK - On Hit +3->+2, On Block -1->-2, Damage 80->70
sHK - Damage 90->80
crLP - On Block +3->+2
crMP - On Block +1->0
crHP - Startup 8F-10F, On Hit +1->-5, On Block -5->-11
crMK - On Hit +5->+4, On Block +1->+2 - Now can’t link to crMP except on CH
crHK - Damage 100->90

DF+HP - Startup 18->16, On Block -2->-1, Damage 100->90

Forward Dash - 18F->26F (Became a teleport)

Ryu

sLP - On Hit +6->+4, On Block +3->+2, Damage 40->30 - No longer links to any mid or heavy (sMP/crMP/crHP/crHK)
sMP - On Block +2->+1
sHP - On Block -4->-1, Damage 100->90
sLK - On Hit +2->-1, On Block 0->-1, Damage 40->30
sMK - On Hit +1->+2
sHK - Startup 9F->10F, Damage 110->90
crLP - Startup +3->+4, On Hit +4->+3
crHK - Startup 6F->7F, On Block -7->-11 - No longer can link from sMP

F+MP - Startup 17->20, On Hit +2->+1, On Block -3->-6,
F+HP - On Hit +6->+5, On Block -1->-2 - No longer links to crHP or crHK
B+HK - On Hit +5->+7, On Block -2->+1, Damage 4060->4040 - (Apparently changed in Beta3)

Forward Throw - Damage 130->110


#12

Cammy

  • V-Skill can now combo on cross up without a counter-hit (beta 1 required a counter hit for it to link to cr.mp).
  • Cannon Drills are now super cancelable on the first hit
  • HK Cannon Drills damage reduced to 100, down from 120 in beta 2*
  • HK Cannon Spike damage reduced to 120, down from 130 in beta 2*
  • f+HK damage reduced to 80 (40,40), down from 100 in beta 1
  • EX Cannon Drill no longer pierces
  • Target combo (b+MP,HK) no longer super cancelable
  • EX Cannon Strike can no longer be done from neutral jump
  • V-Trigger moves now consume half of er V-Gauge.
  • HK Critical Art no longer hits at full screen.

o Critical Art motion change to QCFx2+K from QCBx2+K

*Didn’t test non HK versions.


#13

@Eternal alright if you wish. I’ll just go HAM with it all and then create spoilers for it later so it’s easier to read.


#14

Jesus this list makes me depressed.


#15

It’s your thread bro, organize it how you want and include what you want or don’t. Not trying to tell you what to do. A thought I just had about your idea, you could split the stuff into two separate spoilers if you want: Buffs and Nerfs. There would be some overlap because some moves got a buff AND a nerf like Birdie sHK got a pretty good buff going +3->+6 and -3->0 in exchange for only 10 damage loss, and it’s still over 100 damage to boot. Chun’s DF+HK got more hit advantage but less block advantage so you’d need to list it twice.

Doing it in two separate lists might make it easier to read for some people, doing it one big list might make it easier to read for others. I kind of wish there was a way to color text on this forum like there was on the old forum, that way you could just have buffs in green nerfs in red.


#16

Right. Yeah I don’t mind listing them twice. Will take a while, but it should work out.

The damage/stun stuff usually just equates to “the character doesn’t hit as hard” LOL. There aren’t too many damage/stun buffs in comparison.

Chun’s df+HK is worth listing, but it’s like one less frame of advantage on an already situational move. Still one of the only normals or specials that’s more than plus 3.


#17

I believe it is the ONLY normal +4F on block last I checked. Also 9/14 of the +3 normals are lights if memory serves. I’d said earlier I think that it might be worth exploring jab->mid traps because they will be the tightest most of the time except for light-light traps and a mid CH can often combo to a bigger button or another mid.


Edit: O yeah, it might be important to list if achange is confirmed from Beta1->Beta2 or Beta2->3. Example in Beta2 Ryu’s B+HK was increased from +5->+7 but apparently now you can’t link out of it except to specific lights in last stress test. All of the changes on my list are SPECIFICALLY Beta1->2


#18

Should definitely do more experimenting with counter hit combos. Oh and that reminds me of another thread I wanted to make. We did something similar for Marvel 3 and I did google doc for KI where I listed all the singletons/unique things for each character. Helps give a better idea of what each character is capable of and where they stand out.


#19

Karin - Just Frame EX Tenko now costs meter.


#20

LOL. Now Karin has to spend meter. Shit.

Ok so basically what I’m going to do when I get home is just search through all the threads and data dump anything I see into the thread. Then organize it by buff/nerf/fix later.