While we’ve known a patch for Street Fighter V will be coming on Dec. 20, it looks like information on what is included has already been leaked online. Thanks to a combination of NeoGAF and reddit users, new features coming to the fighting game have been revealed.
The Street Fighter V patch was already expected to include a variety of balancing tweaks in anticipation of the next season of content. Along with it, dataminers have found new icons for players that indicate if they routinely finish matches or not. If a player leaves mid-match enough, he or she will get a rage-quitters badge. On the flip side, those who play to the end of most matches will get a good sportsmanship badge.
Additionally, players will be able to select the music for each game mode. You’ll be able to pick the theme of any character or stage when playing in training, versus, casual and ranked matches.
As for all of the balancing changes, a list has been made thanks to reddit user zarzob. The full list of changes can be found below:
Frame data
Normal throw KND tech +6 (from +14)
b+HK -2 oB (from 0)
s.MP +7 oH (from +6)
f+MP -6 oB (from -4), +1 oH (from 0)
ex FB +2 oB (from -1) both normal and VT
s.HP 8f SU (from 7f)
c.HK 8f SU (from 7f)
f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think
V-Reversal KND tech +13 (from +26)
Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentioned
Damage/stun
cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stun
j.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stun
c.lk, c.lp xx hp DP 147 dmg 120 stun
HP DP damage -20, stun -50
Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.
Hitboxes
s.LP lower hitbox, a bit harder to aa with
jump lk hurtbox lowered
c.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practice
Added strike vulnerable to jump tatsu (normal and EX)
Pushback etc
Throw loops no longer in corner
Normal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reaches c.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,
V-Reversal pushback far. resets to neutral
back throw in corner pushes back seems further
f+MP oB pushback seems a little less
lk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)
s.LP s.MP s.LK 3 hit block string no longer works on standing because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)
Other
MP DP invincible frame 3. harder to deep DP to anti air
b+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol. b+HK CH VTX first hit f+HP combos lol
b+HK xx HP DP hits at all ranges on hit
anti air b+HK xx EX DP combos cancelled from 1st and 2nd hit.
Parry gives twice the V-meter gain from before. 6 parries per V meter
Still the same
lk tatsu CA still works
c.MP, s.LK combos
s.MP, c.HP still combos
hp dp not invincible at all
activating VT still counts as a hit in combo (scales)
CA is still 4f
CA scaling minimum is still 50%
Meter gain doesnt seem different
cc s.HK still gives 0.5 V gauge
Parry recovers in counter hit state and is a long recovery
j.tatsu still can't hit behind opponent
VT CA seems the same oB/oH
CA 320 dmg / VT 350 dmg
beach stage is still not as it should be
back tech is still 5frames slower than normal tech
All menus appear the same just the pictures are different
VT still 4f recovery
So what do you think? Are you excited for any of the new additions coming in the latest Street Fighter V patch? What do you hope gets changed with the next patch? Let us know your thoughts in the comments section below.