Street Fighter V Champion Edition Version CE2002 02 Patch Notes

SFVCE version 5.012 brings Seth and a bunch of character adjustments
By on February 13, 2020

The patch notes for the Street Fighter V Champion Edition version CE2002 02 have dropped.

This patch will include Seth as a downloadable character along with a bevy of adjustments for the current cast. You can see all the changes listed by Capcom below:

General Changes

While mid-animation, taking damage at point-blank range used to result in the distance between both character models widening, but this issue has now been addressed.

Specifically, adjustments have been made to the following:

1) Moves where the issue occurs between the start of the animation and the 5th frame. (For some moves where the character moves a significant distance, adjustments beyond the 5th frame were made.)

2) Moves with a large collision box on recovery, where taking a hit while missing an attack/blocking does not result in both characters being at point-blank range afterwards.

3) The first 2 frames of a back dash. All moves described above have been adjusted.

Areas Affected by These Adjustments

Distance/situation after an attack varies according to the collision box and pushback on hit/block for each move. Fine adjustments have been made, but other value changes have been observed as a result. Adjustments were made to make attack hits/blocks/misses act closer to their original versions.
However, the methods of applying said adjustments differs according to character and move, so in some cases move properties and post-move situations have been changed.

Regarding point 1) above (“Moves where the issue occurs between the start of the animation and the 5th frame”), it was felt that adjusting all actions would change things too drastically. Therefore, adjustments were limited to the places thought to be the most effective, i.e. point-blank attacking/defensive moves where the issue is most likely to occur.

 

Character Adjustments

Ryu

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger I] Standing Medium Punch

  1. Character’s central axis now moves forward.
  2. Increased cancel timing for an attack on hit by 1 frame.
  3. When the attack misses, collision box now moves forward only after active attack frames end.
  4. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger I] Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. Collision box moves forward 1 frame after connecting.
  3. Increased by 1 frame on hit or guard by a grounded character.
  4. Both hit and block stun increased by 1 frame when connecting with a grounded character.

[Normal/V-Trigger 1] Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger 1] Collarbone Breaker

  • Character’s central axis now remains stationary during 1st and 4th frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger 1] Solar Plexus Strike

  • Character’s central axis now remains stationary during 1st and 5th frames. (Character appearance and all boxes remain unchanged.)

Axe Kick

  • Character’s central axis moves forward during 1st frame.

[Normal/V-Trigger 1] Hadoken (all strengths)

  • Character’s central axis now remains stationary during 1st and 5th frames. (Character appearance and all boxes remain unchanged.)

L. Jodan Sokutou Geri

  • Reduced backward movement on 1st frame.

M. Jodan Sokutou Geri

  • Reduced backward movement on 1st to 2nd frames.

EX Jodan Sokutou Geri

  • Reduced backward movement on 1st to 5th frame.

Shinku Hadoken (CA)

  • Moved backward the collision box while unable to perform an action.

[V-Trigger 1] Denjin Hadoken (CA)

  • Moved backward the collision box while unable to perform an action.

Thust Strike

  • Fixed a phenomenon where the attack after parrying with this move was more difficult to land than expected; the size of the corresponding hitbox was expanded.

 

Chun-Li

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Normal Throw (Forward/Backward)

  • Character’s central axis now remains stationary during 1st to 4th frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger I] Standing Medium Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger I] Crouching Medium Punch

  1. Character’s central axis now remains stationary during frames 1 to 5. (Character appearance and all boxes remain unchanged.)
  2. Hurtbox on frame 2 extended forward.

[Normal/V-Trigger I] H. Hyakuretsukyaku

  • Character’s central axis now remains stationary on the 1st frame. (Character appearance and all boxes remain unchanged.)

[V-Trigger II] Kikosho (Special Move)

  1. Character’s central axis now remains stationary during frames 1 and 2. (Character appearance and all boxes remain unchanged.)
  2. Throw hurtbox extended forward.

Hazanshu

  • Fixed a phenomenon where Chun-Li’s rear leg was placed in an unnatural position after jumping over a projectile attack with this move, allowing the attack to hit her. The corresponding hurtbox has been removed.

 

Nash

Back Dash

  • Collision box moved backward.

Standing Hard Kick

  • Collision box on 1st frame moved backward.

Crouching Medium Punch

  • Collision box during 4th and 5th frames moved backward.

Crouching Hard Kick

  • Collision box during 4th and 5th frames moved backward.

Chopping Assault

  • Collision box during 5th frame moved backward.

Sonic Boom (all versions)

  • Collision box during 3rd to 5th frames moved backward.

Tragedy Assault (all versions)

  • Collision box moved backward during 1st to 5th frames.

L. to H. Moonsault Slash

  • Collision box moved backward during 1st to 5th frames.

Bullet Clear (V-Skill I)

  • Collision box during 5th frame moved backward.

[V-Trigger II] Stealth Dash (activation/special move)

  • Collision box moved backward during 5th frame to the end of the move.

Judgement Saber (CA) (Attack misses)

  • Moved backward the collision box while unable to perform an action.

L. Sonic Scythe (VS2 Ver.)

  • Fixed a phenomenon where if this move (after triggering VSII Silent Sharpness) was guarded against at a specific time, recovery time would worsen.

 

Dictator (M. Bison)

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Medium Punch

  • Collision box during 4th and 5th frames moved backward.

Standing Hard Punch

  • Collision box during 5th frame moved backward.

Crouching Medium Punch

  • Collision box moved backward during 1st to 5th frames.

Psycho Axe

  1. Collision box moved backward during frames 15 to 17.
  2. Collision box moved backward on frames 22 to 43 when the attack misses.

 

Cammy

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting. Standing Hard Punch When the attack misses, collision box moves forward on 6th frame instead of 1st.

Standing Hard Kick

  1. Collision box moved backward during frames 9 to 30.
  2. Collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Lift Upper

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Hooligan Combination (all versions)

  • Collision box during 3rd to 5th frames moved backward.

Axel Spin Knuckle (V-Skill I)

  1. Collision box during frames 32 to 50 moved backward. (When moving behind enemy) Collision box during frames 33 to 54 moved backward.
  2. Collision box moves forward 1 frame after connecting.

Spinning Attack (V-Skill II)

  • Character’s central axis now remains stationary during frames 4 and 5. (Character appearance and all boxes remain unchanged.)

Cross Stinger Assault (CA) (Attack misses)

  • Reduced size of collision box to the rear while unable to perform an action.

 

Birdie

Forward Dash

  • Collision box moved backward during frames 6 to 20.

Standing Medium Punch

  • Collision box during 4th and 5th frames moved backward.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Crouching Medium Kick

  • Collision box during 5th frame moved backward.

Crouching Hard Kick

  1. Collision box moved backward during frames 1 to 4.
  2. Collision box moved backward on frame 5.

[Normal] Bull Head

  • Collision box moved backward during 1st to 5th frames.

L. to H. Killing Head

  • Character’s central axis now remains stationary on the 1st frame. (Character appearance and all boxes remain unchanged.)

 

Ken

Forward Dash

  • Collision box for 3rd to 16th frames moved backward.

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.
  3. Pushback on block increased.

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Punch

  • Collision box during 5th frame moved backward.

Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Kick

  • Collision box during 4th and 5th frames moved backward.

Crouching Hard Kick

  • Collision box moved backward during 1st to 5th frames.

Thunder Kick

  1. Collision box moved backward during frames 12 to 18 (all variations).
  2. Collision box moved backward during frames 19 to – the final frame (when not following up with another move).

[Normal/V-Trigger 1] Hadoken (all strengths)

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger 1] Quick Step

  1. Collision box moved backward during frames 1 to 15 (all variations).
  2. Collision box moved backward during frames 16 to the final frame (when not following up with another move).

 

Necalli

[Normal/V-Trigger] Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger] Crouching Medium Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger] Opening Dagger

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

 

Claw (Vega)

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Punch (with claw)

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Medium Punch (with claw)

  1. Character’s central axis now remains stationary during frames 1 and 2. (Character appearance and all boxes remain unchanged.)
  2. Hurtbox on frame 1 extended forward.

Standing Light Kick

  • Collision box on 1st frame moved backward.

Crouching Light Punch (bear hands)

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Kick

  • Collision box during 4th and 5th frames moved backward.

Bloody Rain (back) (claw/bear hands) (CA)

  • Collision box moved backward during 1st to 7th frame.

 

R. Mika

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Hard Punch

  • Collision box on 1st frame moved backward.

Standing Hard Kick (no hold)

  • Collision box does not leave central axis during frames 4 to 5.

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Punch

  1. Character’s central axis now remains stationary during frames 1 to 5. (Character appearance and all boxes remain unchanged.)
  2. Collision box moved backward during frames 19 to the end of the technique.

Crouching Hard Punch

  1. Character’s central axis now remains stationary during frames 1 to 5. (Character appearance and all boxes remain unchanged.)
  2. Collision box moved backward on frame 1.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Kick

  • Collision box moved backward during 1st to 5th frames.

Crouching Hard Kick

  1. Character’s central axis now remains stationary during frames 1 to 5. (Character appearance and all boxes remain unchanged.)
  2. Collision box moved backward during frames 1 to 5.

Lady Mika

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

L. to H. Shooting Peach

  • Collision box moved backward during 1st to 5th frames.

EX Shooting Peach

  • Character’s central axis now remains stationary on 1st frame.

Rainbow Typhoon (all versions)

  • Collision box moved backward during frames 1 to 6.

Brimstone (all versions)

  • Collision box moved backward during frames 1 to 6.

Heated Mic Performance (VSkill I)

  • Character no longer moves backward on frame 4.

 

Rashid

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Crouching Light Kick

  • Collision box on 1st frame moved backward.

[Normal] M./H. Eagle Spike

  • Character’s central axis now remains stationary during 1st to 4th frames. (Character appearance and all boxes remain unchanged.)

[V-Trigger II] Eagle Spike / [Normal/V-Trigger II] EX Eagle Spike

  • Character’s central axis now remains stationary during frames 1 to 3. (Character appearance and all boxes remain unchanged.)

 

Karin

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Medium Punch

  1. Collision box moved backward on frame 5.
  2. Collision box extends forward on frame 6 on hit.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Fudo Sosho (V-Skill II)

  • Character’s central axis now remains stationary during frames 4 and 5. (Character appearance and all boxes remain unchanged.)

 

Zangief

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Taunt

  • Collision box moved backward while being performed.

Standing Hard Punch

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

Crouching Hard Punch

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

Jump movement animation

  • Zangief had an unintended low hurtbox during his jump movement animation. This has been fixed to give him the same hurtbox size as his neutral standing status.

 

Laura

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Medium Punch

  • Collision box moved backward on frame 4.

Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Medium Kick

  • Collision box during 3rd to 5th frames moved backward.

[Normal/V-Trigger I] Volty Line (V-Skill I)

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger I] Linear Movement – Esquiva (V-Skill I)

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

 

Dhalsim

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  • Collision box during 3rd to 5th frames moved backward.

Crouching Medium Kick

  • Collision box during 4th and 5th frames moved backward.

Yoga Anvil

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

Divine Kick

  • Character’s central axis now remains stationary during frames 1 to 3. (Character appearance and all boxes remain unchanged.)

Yoga Flame

  1. Fixed a phenomenon where the tire from Abigail’s C’mon Spare Tire behaved in an unnatural manner when it came into contact with this move.
  2. When using this move with VTII Yoga Sansara, once the enlarged Yoga Sansara exits the screen, moving a certain distance now cancels its hit box and effect.

Yoga Gale

  1. Fixed a phenomenon where the tire from Abigail’s C’mon Spare Tire behaved in an unnatural manner when it came into contact with this move.
  2. When using this move with VTII Yoga Sansara, once the enlarged Yoga Sansara exits the screen, moving a certain distance now cancels its hit box and effect.

Yoga Sansara

  • Fixed a phenomenon where Dhalsim was unable to cancel into this move from a Jumping Medium Punch or Kick after using Yoga Teleport while in the air.

 

F.A.N.G

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Hard Punch

  • Character now does not move backward on frame 5.

L. to H. Nikankyaku

  • Reduced size of rear collision box during frames 29 and 30.

EX Nikankyaku

  • Reduced size of rear collision box during frames 31 and 32.

[Normal/V-Trigger II] Nishikyu (all versions)

  • Character’s central axis now remains stationary on the 1st frame. (Character appearance and all boxes remain unchanged.)

M. and H. Sotoja

  • When recovery times for these moves were reduced by 1 frame in the latest set of battle updates, recovery times and other areas were unintentionally affected. The system was reverted to its status from before the update. Now the recovery time for them will be reduced by 1 frame on the first hit only.

 

Alex

All Standing Motions

  • Forward hurtbox reduced during cases where no buttons are being pressed, such as forward/backward movement, taking damage while standing, blocking while standing. Additionally, collision box no longer moves backward.

Forward Dash

  • Collision box moved backward.

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Normal Throw (Forward/Backward)

  • Collision box when moved backward when attack misses.

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Medium Punch

  • Collision box moved backward during 1st to 5th frames.

Standing Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Hard Kick

  • Collision box moved backward during 1st to 5th frames.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Chop

  • Collision box moved backward during 1st to 5th frames.

Lariat

  • Collision box moved backward during 1st to 5th frames.

[Normal/V-Skill II] Slash Elbow (all versions)

  • Collision box moved backward during 1st to 5th frames.

[Normal/V-Skill II] Air Knee Smash (all versions)

  • Grounded part of collision box on startup moved backward.

[Normal/V-Skill II] Air Stampede (all versions)

  • Collision box moved backward during 1st to 5th frames.

[Normal/V-Skill II] Flash Chop (all versions)

  • Collision box moved backward during 1st to 5th frames.

L. to H. Head Crush

  • Collision box moved backward during 1st to 5th frames.

EX Head Crush

  • Collision box moved backward during frames 1 to 4.

[V-Trigger I] Sledgehammer

  • Collision box moved backward during 1st to 5th frames.

[V-Trigger II] Flying DDT

  • Collision box moved backward during 1st to 5th frames.

Overhaul (V-Skill I)

  • Collision box moved backward during frames 1 to 11 and frames 60 to 93.

Overchain (V-Skill II)

  • Collision box moved backward.

Heavy Hammer (CA)

  • Moved backward the collision box while unable to perform an action.

Air Stampede

  • Changed this move so that it can be triggered while performing a backward charge.

 

Guile

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Hard Punch

  • Collision box during 4th and 5th frames moved backward.

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Full Bullet Magnum

  • Character’s central axis now remains stationary during frames 1 to 3. (Character appearance and all boxes remain unchanged.)

Rolling Sobat (backward)

  • Character’s central axis now remains stationary during 1st to 4th frames. (Character appearance and all boxes remain unchanged.)

Reverse Spin Kick

  1. Collision box moved backward during frames 1 to 4.
  2. Character’s central axis now remains stationary during frames 1 to 6. (Other boxes also changed to accommodate above changes.)

[Normal/V-Trigger I] Sonic Blade

  • Collision box moved backward during frames 1 to 4.

 

Ibuki

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Taunt

  • Character’s central axis now remains stationary during frames 4 and 5. (Character appearance and all boxes remain unchanged.)

Standing Medium Punch

  • Collision box moved backward during frames 1 to 4.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

M. Kasumigake

  1. Character’s central axis moved forward during frames 3 to 5. (Character appearance and all boxes remain unchanged.)
  2. Rear collision box during frames 14 to 25 reduced.

 

Boxer (Balrog)

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Medium Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Standing Medium Kick

  • Collision box during 5th frame moved backward.

Standing Hard Kick

  • Collision box moved backward during 1st to 5th frames.

Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

Turn Punch

  • Character’s central axis now remains stationary during frames 1 to 3. (Character appearance and all boxes remain unchanged.)

L. Screw Smash

  • Character now does not move backward on frame 1.

Standing High Kick

  • Fixed a phenomenon where if Balrog’s V-Trigger I or II missed, it could be cancelled with this move.

 

Juri

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger I] Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger I] Standing Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger I] Standing Medium Kick

  1. When the attack misses, collision box now moves forward only after active attack frames for first hit end.
  2. On hit or guard, collision box moves forward 1 frame after first hit connects.

[Normal/V-Trigger I] Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger I] Crouching Medium Punch

  • Collision box during 5th frame moved backward.

[Normal/V-Trigger I] Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger 1] Crouching Hard Kick

  • Collision box during 4th and 5th frames moved backward.

EX Fuharenkyaku

  • Collision box during 4th and 5th frames moved backward.

 

Urien

Forward Dash

  • Collision box moved backward during frames 18 and 19.

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Crouching Hard Punch

  1. Character’s central axis now remains stationary on 1st frame. (Character appearance and all boxes remain unchanged.)
  2. Collision box moved backward during frames 1 to 5.

 

Akuma

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Crouching Medium Punch

  • Collision box during 3rd to 5th frames moved backward.

Tenha

  • Collision box during 5th frame moved backward.

Sekiseiken

  1. Collision box moved backward during frames 4 and 5, frames 29 to 31, and frames 51 to 59.
  2. Collision box moved forward during frames 32 to 38.

Sekia Kuretsuha (CA)

  • Reduced size of collision box to the rear while unable to perform an action.

Rakan Gosho (crouching)

  • Fixed a phenomenon where Akuma was unable to cancel into a V-Trigger II attack after performing this move while crouching.

 

Kolin

[V-Trigger II] Forward Dash

  • Character now does not move backward on frame 1.

Back Dash

  • Character’s central axis now remains stationary during frames 1 and 2. (Traversal distance adjusted slightly to accommodate this change.)

[Normal/V-Trigger II] Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[Normal/V-Trigger II] Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

L. to H. Vanity Step

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

[V-Trigger II] Frost Edge

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

 

Ed

Back Dash

  • Character’s central axis now remains stationary during frames 1 and 2. (Traversal distance adjusted slightly to accommodate this change.)

Standing Hard Punch/Psycho Knuckle

  • Collision box moved backward during 1st to 5th frames.

Psycho Cannon

  • When Psycho Cannon exits the screen, moving a certain distance now cancels its hit box and effect. (In conjunction with this change, Psycho Shot can now be activated even when it is still on the screen.)

 

Abigail

[Normal/V-Trigger I] Nitro Charge (all versions)

  1. Character’s central axis now remains stationary when assuming stance. (Hurtbox positioning slightly adjusted to accommodate this change.)
  2. Collision box during motion moved backward.

 

Menat

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

[Crystal Ball/Unarmed] Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

 

Zeku

Back Dash (Old/Young)

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Medium Punch (old)

  • Collision box moved backward during 1st to 5th frames.

Nouten Wari (old)

  • Collision box moved backward during 1st to 5th frames.

Kubi Kudaki (young)

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

L. Bushin Sho

  • Character’s central axis now remains stationary on the 5th frame. (Character appearance and all boxes remain unchanged.)

Kaeshi Urasaiha (young)

  • In the latest set of battle updates, some of the adjustments made to Kaeshi Saiha were unintentionally applied to this move as well, so it has been returned to its previous state.

 

Sakura

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Punch

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

Crouching Light Kick

  1. When the attack misses, collision box now moves forward only after active attack frames end.
  2. On hit or guard, collision box moves forward 1 frame after connecting.

[V-Trigger I] Hogasho

  • Character’s central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.)

[Normal/V-Trigger I] Sakura Rain

  • Moved backward the collision box while unable to perform an action.

EX Shunpukyaku

  • When this move’s final stage was reduced by 1 frame during the latest set of updates, it caused other unintended changes to the battle system. The system has been restored to its previous state, except for the increased attack speed when canceling from a Standing Light Punch or Standing Medium Kick.

 

Blanka

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Standing Medium Punch

  • Collision box moved backward during 1st to 5th frames.

L. to H. Back Step Rolling

  • Character’s central axis now remains stationary on the 4th frame. (Character appearance and all boxes remain unchanged.)

[V-Trigger I] Back Step Rolling

  • Character’s central axis now remains stationary during 1st to 4th frames. (Character appearance and all boxes remain unchanged.)

 

Falke

Back Dash

  1. Character’s central axis now remains stationary on 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)
  2. Collision box moved backward.

 

Cody

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

EX Zonk Knuckle (Lv. 1 & Lv. 2)

  • Character now does not move backward on frame 1.

Crime Sway (High)

  • Fixed a phenomenon where some projectile attacks could not be evaded with this move. (It has been confirmed that after avoiding some of these projectile attacks, performing a Wrench Fist or Lumber Sweep caused you to get hit. This issue will be fixed in the next update.)

Crime Sway (Low)

  • Fixed a phenomenon where some projectile attacks could not be evaded with this move. (It has been confirmed that after avoiding some of these projectile attacks, performing a Wrench Fist or Lumber Sweep caused you to get hit. This issue will be fixed in the next update.)

 

G

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Crouching Medium Punch

  • Collision box during 4th and 5th frames moved backward.

Crouching Hard Punch

  • Collision box moved backward during 1st to 5th frames.

G Smash Under (Lv. 1: Medium & Hard / Lv.2: Medium & Hard / Lv. 3 / EX / V-Trigger I)

  • Character now does not move backward on frame 1.

 

Sagat

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

 

Kage

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Shun Goku Satsu (CA)

  • Moved backward the collision box while unable to perform an action.

Sekieiken (VT1 Ver.)

  • Fixed a phenomenon where if Kage took damage in the air when using this move while VTI is active, he would appear as if he was taking damage on the ground.

L. to H. Shoryuken

  • Fixed a phenomenon where, after landing these, Kage was unable to cancel Misogi while VTII was active.

 

Poison

Back Dash

  • Collision box moved backward during frames 1 and 2.

 

E. Honda

Back Dash

  • Character’s central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.)

Sumo Smash

  • Fixed a phenomenon where the input retention frame for this move was shorter than other charging special moves.

H. Sumo Smash

  • Fixed a phenomenon where, under certain circumstances, if an opponent guarded the descending part of this move to the front, recovery times would differ when cross-guarding. (The difference in recovery times for when this phenomenon occurs has been changed from -5 frames to -2.)

 

Gill

Volcanic Storm (3-input version)

  • Fixed a phenomenon where an incorrect voice file was played if the projectile portion of this move was countered while V-Trigger I was active.

 

Source: Official Capcom Patch Notes  Game.Capcom.Com



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