Street Fighter V/Changelist

From Shoryuken Wiki!
(Redirected from ChangeList SFV)
Jump to: navigation, search

Universal Changes

SFV-Header Face.jpg
Street Fighter V Season 1 (February 2016)
  • Street Fighter V Released
  • September 2016 patch: input delay was decreased by about 1.5 frames
Street Fighter V Season 2 (December 20, 2016)
  • S2 released
  • White life recovery changed from once every 4f to every 8f (slower to recovery)
  • Shortened the inactive frames on input confirm from 12F to 6F after the last key for a charge attack has been input
  • Changed so certain special moves that activate when the button is released can be used as a buffera
  • Meterless invincible f1 reversals removed (Shoryuken)
  • Many characters had their longer ranged pokes startup increased by 1-2 frames
  • Many characters' throw's (Ryu) were modified to prevent looping
  • Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs
Street Fighter V - Season 2.5 (June 2017)
  • S2.5 released
  • The number of frames necessary to complete a charge has been increased from 6F to 10F (takes longer for charge moves)
  • V-Reversal input delay and established frame for crouching block has been shortened by 1F.
  • It is no longer possible to escape throws while inputting up during the throw escape. (this was to prevent the "jump back OS")
  • Invincible reversals reworked; in general light versions are throw invincible, medium versions are air invincible, and heavy versions are invincible on 3f
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • S3 released
  • Increased the active frames from 2F to 3F
  • Upon V-Trigger activation, the counter for combo damage scaling has been increased from 1 to 2 when used in a combo
  • Many characters' throw's (Ryu) were modified to prevent looping, almost entirely removing precise throw loops from the game
  • Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs
  • V-Trigger 2's were introduced for all characters
Street Fighter V - Season 3.5 (April 2018)
  • S3.5 released
  • Added to the combo scaling when a Crush Counter has been triggered.(making them less damaging overall)
  • Changed so that if the throw escape command is entered at the same time as a special move upon getting thrown, the throw escape will not be performed
  • Many light attack's hit and hurtboxes were reduced while air attacks hit/hurtboxes were increased to reduced prevalence of anti-air light attacks
  • October 2018: Input delay reduced about 1f on average, stabilized from the variable delay introduced in Arcade Edition

Abigail

SFV-Abigail Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • Added (part of Season 2 DLC, released July 2017)
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Throw hurtbox expanded backwards when crouching, hurtbox reduced for airborne non-recoverable damage
  • Changed positioning after throw
  • Stand LP hit/hurtbox reduced
  • Stand LK reduced from 6f to 5f, hitbox expanded, hurtbox reduced
  • Stand MP upper hurtbox reduced at arm
  • Stand MK hitbox expanded, hurtbox expanded at feet, hurtbox on leg reduced
  • Changed knockback distance on regular/counterhit, eased air combo count
  • Crouch LP startup reduced from 6f to 5f, active frames increased from 2f to 3f, hurtbox expanded
  • Crouch LK advantage increased from +3 to +5
  • Crouch MP hitbox reduced
  • Crouch MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, reduced startup from 12f to 11f, crush counter only happens on first active frame, adjusted float value for mid-air hit
  • Crouch HK active frames increased from 1f to 2f on first hit
  • Jump LK hitbox expanded, hurtbox reduced
  • Jump MP hurtbox reduced
  • Jump HP hitbox expanded
  • Jump HK hurtbox reduced
  • Abi Lift (f+HP) hitbox expanded, hurtbox reduced
  • Hungabee High/Low (MP+MK) Adjusted air combo count allowing further combos against air attacks
  • Abigail Punch (hcb+P)
    • Light version knockback distance increased for final hit, mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Medium version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Heavy version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit, hitbox expanded during attack
    • EX Version collision box adjusted, cannot recover after first hit
  • Abigail Smash (hcb+K) recovery on whiff increased by 8f, amount of EX meter gain increased on hit
  • Dynamite punch (KK > P)
    • Regular version hitbox expanded, hurtbox reduced, pushback on block increased
    • EX version hitbox expanded, pushback on block increased
  • Bay Area Sunrise (KK > LP+LK)
    • Recovery on whiff increased by 8f, EX gain on hit increased
    • EX Recovery increased o nwhiff by 8f
  • EX Nitro Charge (KKK)position after stomps adjusted during V-Trigger
  • EX Nitro Hungabee (KKK > MP+MK) air combo count eased
  • V-Trigger
    • Length of Max Power increased
    • Abi Lift float value adjusted while in V-Trigger
  • Added V-Trigger 2: Hybrid Charge
Street Fighter V - Season 3.5 (April 2018)
  • Health changed from 1100 to 1075
  • Stun increased from 1050 to 1075
  • Hurtbox and collision box adjusted during spinning state (after some crush counters)
  • Forward throw distance increased after successful throw
  • Stand LK startup increased from 5f to 6f, has more pushback on block
  • Crouch LP startup changed from 5f to 6f, recovery increased from 10f to 12f, downwards hitbox reduced on 2nd and 3rd active frames
  • Crouch LK no longer special cancelable, pushback on hit increased, V-Trigger cancel advantage increased to +11/+8 on hit/block from +10/+7
  • Vroom Vroom (LP > LP) pushback on hit/block increased
  • Abi Hammer (f+MP) adjusted so only 3rd active frame can OTG
  • Ontario Drop (f+KKK) startup increased from 16f to 17f, opponent blowback on hit reduced
  • EX Giant Flip (hcb+PP) damage reduced from 120 to 80, stun reduced from 200 to 150
  • Abigail Smash
    • M/H versions after hit united to be same as L version, hurtbox during recovery expanded
    • EX version damage decreased from 100 to 80, hurtbox expanded during recovery
  • Bay Area Sunrise (hcb+P)
    • All normal versions recovery increased by 4f
    • EX version recovery increased by 3f; opponent is left further away on hit
  • Abigail Punch
    • Regular
      • Combo count restrictions adjusted
      • Stun on regular version decreased from 180 to 120, stun on mashed version decreased from 200 to 150
      • Recovery after mashed version increased by 8/8/7f for L/M/H versions
    • EX
      • Knockdown time after first hit increased
      • Blowback on counterhit and regular hit unified to be that of regular
      • Damage for regular version increased from 130 to 140
      • Damage for mashed version decreased from 170 to 160, Stun on mashed version decreased from 230 to 200
      • Recovery on mashed version increased by 8f
  • VT1
    • Stand HP stun changed from 200 to 150
    • Crouch HP charged stun decreased from 200 to 150
    • Abi Blaster (b+HP) charged stun decreased from 200 to 150
    • Abi Twiser (b+HP > HP) charged stun decreased from 200 to 150
  • VT2
    • When Hybrid Charge is canceled into, the advantage/disadvantage is now the same as VT1
    • Metro Crash
      • Opponent now takes real damage instead of white life on block
      • Upward hitbox reduced making easier to jump over
      • Damage for regular version increased from 120 to 150, stun for regular version increased from 150 to 200
      • Damage for charged version increased from 170 to 200, stun increased from 220 to 250
      • Combo counter adjusted

Akuma

SFV-Akuma Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • Added (part of Season 2 DLC, released December 2016)
Street Fighter V - Season 2.5 (June 2017)
  • Health changed from 875 to 900
  • Goshoryuken
    • MP version hurtbox added for 3f-6f, invincibility to airborne attacks added 1f-6f, increased knock back distance on hit, slightly expanded forward hitbox during uppercut animation
    • HP version has projectile and hit invincibility 3f-6f
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand MK hurtbox expanded
  • Crouch LP hurtbox expanded
  • Crouch MP hurtbox expanded
  • Crouch HP adjusted to hit opponenets behind Akuma
  • Crouch HK collision box adjusted
  • Jump MP startup increased from 5f to 7f, damage decreased from 60 to 50, special cancelable, causes knockdown when hit air-to-air
  • Jump HP upper hitbox reduced, horizontal and lower hitbox expanded, hurtbox reduced
  • Jump HK hurtbox reduced
  • Sekiseisen (f+HP) startup reduced from 33f to 32f, advantage on hit increased from +4 to +5, advantage on block decreased from +1 to -2
  • Sekia Kuretsuha (qcf, qcf+P) combo limits adjusted after hit
  • Medium Tatsumaki Zankukyaku damage increased from 20 to 40 if first hit does not connect
  • EX Goshoryuken adjusted so opponent can recover after mid-air hit
  • Rakam (MP+MK) collision box adjusted
  • Rakan Gosho (MP+MK > P) V-Gauge meter decreased
  • V-Trigger
    • Goshoryuken damage decreased from 200 to 180
    • Gohadoken meter usage decreased
    • Zanku Hadoken (qcf+P in air) increased meter usage
  • Added V-Trigger 2: Shiretsu Hasshi
Street Fighter V - Season 3.5 (April 2018)
  • Stand LP upward hitbox reduced
  • Stand MK recovery increased from 16f to 18f; in Cody Patch on block increased from -2 to -4
  • Crouch LP upwards hitbox reduced
  • Crouch HP recovery increased from 16f to 20f
  • Gosenkyaku (f+KKK) startup increased from 16f to 17f, horizontal blowback distance increased on hit
  • EX Goshoryuken collision box expanded to prevent issue where opponent would fall out, oppponent cannot perform recovery for 3rd overall hit
  • Sekia Kuretsuha (qcf, qcf+P) collision box does not move forward during recovery, EX gauge on hit increased from 60 to 100
  • V-Trigger 2
    • Hyakkigosai (?) behavior on whiff unifed with EX Version
    • Cannot cancel into Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
  • Fixed bug where when canceled into from special moves, Akuma retained invincibility while able to move

Alex

SFV-Alex Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (part of Season 1 DLC, released March 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Size of forward hurtbox while crouching decreased, hitbox when changing directions adjusted
  • Forward throw stun decreased from 170 to 120, EX meter gain decreased, collision box no longer moves forward during animation
  • Back throw collision box no longer moves forward during animation
  • Stand LP 3rd active frame hitbox removed, knock back distance when used as an AA increased, upwards hitbox decreased, hurtbox increased
  • Stand MP startup increased from 12f to 14f, pushback distance on block increased, advantage on VTC decreased from +12 to +10, motion timing when special canceled increased by 2f, hurtbox increased to same size as hitbox
  • Stand LK motion start point increased when canceled or hit during it, start timing increased by 1f when special canceled into
  • Stand MK startup increased from 8f to 9f
  • Stand HK damage increased from 90 to 100, advantage on hit increased from -1 to +1
  • Crouch LP pushback distance increased
  • Crouch MP startup increased from 7f to 8f, recovery increased from 15f to 17f, active frames reduced from 3f to 2f, hurtbox after hitbox ends increased by 3f
  • Crouch HP startup decreased from 12f to 10f
  • Crouch MK startup increased from 8f to 10f
  • Jump MP startup decreased from 6f to 5f, hitbox expanded forward
  • Lariat (f+HP) startup increased from 10f to 11f, advantage on hit increased from +5 to +6 allowing MP to combo after
  • Overhaul (MP+MK) now builds 30 V-Gauge on activation
  • Big Boot (f+KKK) startup increased from 15f to 16f, active frames reduced from 4f to 2f, advantage/disadvantage when connects adjusted
  • Air Knee Smash (f,d,df+K)
    • Regular versions damage distribution changed from 10*120 to 50*80, no longer causes proximity guard, KO can now occur during first hit instead of only second
    • EX versions damage distribution changed from 10*150 to 50*110, proximity guard removed, separation after hit increased, hurtbox on 4th frame onwards expanded upwards
  • Flash Chop (qcf+P)
    • LP version startup decreased from 13f to 12f (to allow MP xx LP Flash Chop to still work)
    • EX Flash Chop damage decreased from 150 to 140
  • Slash Elbow (b,f+K)
    • LK version startup increased from 14f to 16f, recovery increased from 18f to 22f, hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased
    • MK version startup increased from 19f to 22f, hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased
    • HK version hurtbox when moving forward and during recovery expanded forward and upwards, hurtbox during move expanded downwards, movement distance decreased, pushback distance on block decreased
  • Power Bomb / Power Drop (hcb+P / hcb+P after HP Flash Chop)
    • EX gain on whiff decreased, EX gain on hit increased, startup increased from 5f to 6f, adjusted collision box to not move forward during motion
  • Air Stampede (d, u+K)
    • Regular version active frames increased from 2f to 3f, hitbox expands forward as time progresses (2nd frame is large than 1st active frame, 3rd large than both)
    • EX version projectile invincibility time changed from 3f - 30f to 1f - 30f, active frames increased from 2f to 3f
  • Head Crush (d,u+P)
    • Recovery changed from 45f/50f/56f for L/M/H versions to 30f for all
  • Heavy Hammer (qcf, qcf+P) damage decreased from 350 to 340
Street Fighter V - Season 2.5 (June 2017)
  • Health increased from 1000 to 1025
  • Fixed bug in collision box where it would shrink in opposite direction of opponent when Alex turned around when crouching allow opponents to cross him up when landing form mid air recovery when they should not have been able to
  • Stand MP recovery decreased from 14f to 12f
  • Stand MK startup decreased from 9f to 8f
  • Crouch MK startup decreased from 10f to 9f
  • Overhaul (MP+MK) total frames reduced from 55f to 52f
  • LK Slash Elbow (b,f+LK) disadvantage on block reduced from -4 to -2
  • EX Air Knee Smash (f,d,df+KK) hurtbox activation reverted to S1
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP hitbox reduced, hurtbox expanded
  • Stand MP pushback on hit reduced
  • Stand MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, collision adjusted, and knock back on 2nd hit adjusted (allowing combo into HK Air Knee Smash)
  • Crouch HK collision box adjusted
  • Jump MP hitbox expanded, hurtbox before active frames removed, upper hurtbox increased while lower hurtbox decreased
  • Jump HP hitbox improved, hurtbox decreased, lower hurtbox expanded on 3rd active frame
  • Jump HK hurtbox reduced
  • Chop (f+MP) on block changed from -4 to -6, pushback on block reduced
  • Lariat (f+HP) advantage on hit increased from +6 to +7, active frames increased from 3 to 4, hurtbox reduced
  • Flying Cross Chop (d+HP in air) adjusted
  • Power Bomb
    • Recovery on whiff for all versions increased by 9f
    • Damage increased from 160/170/180/220 to 170/180/190/230 for L/M/H/EX versions
    • Stun adjusted from 220/220/220 to 200/230/250
  • Air Knee Smash
    • Fixed bug that prevented back charge after hit allowing Slash Elbow to be performed
    • LK version hurtbox reduced
    • MK/HK versions active frames increased by 2f, hurtbox reduced, landing recovery on whiff increased by 5f, and movement distance adjusted
  • EX Air Stampede collision box adjusted
  • Added V-Trigger 2: Rage Boost
Street Fighter V - Season 3.5 (April 2018)
  • Back throw damage increased from 140 to 160
  • Stand LP active frames increased from 2f to 3f, recovery reduced from 8f to 7f, upward hitbox reduced
  • Stand HK forces opponent to hit, allowing DDT to allows connect
  • Crouch LP upward hitbox reduced
  • Crouch HP float on hit increased
  • Lariat can now be special canceled
  • Chop (f+MP) disadvantage increased from -6 to -8
  • Flying Cross Chop (d+HP in air) float increased, combo count eased, and minimum height restriction reduced
  • Big Boot (f+KKK) startup increased from 16f to 17f
  • Flash Chop
    • Medium startup decreased from 17f to 16, allow MP xx M Flash Chop to work
    • Heavy damage increased from 90 to 100
  • Heavy Air Knee Smash combo count eased, separation after hit increased, and recovery after hit increased by 4f
  • EX Power Bomb startup decreased from 6f to 5f
  • VT2
    • Rage Boost (VT2) collision box adjusted on startup
    • Choke Sleeper (Flash Chop > HP+HK) startup decreased from 6f to 5f (easier to connect with after MP flash chop, removed gap that allowed it to still grab on block if cancels on last frame
    • Flying DDT (HP+HK) damage decreased from 190 to 180, startup decreased by 3f when cancels into (allows crMK and crMP xx DDT to connect)

Balrog

SFV-Balrog Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Health increased from 1000 to 1025
  • Hurtbox decreased while crouching, adjusted hurtbox when character changes directions
  • Forward throw damage decreased from 120 to 110, stun decreased from 170 to 120, CA meter gain decreased
  • Stand LP advantage on block increased from +2 to +3
  • Stand MP damage increased from 60 to 70, increased airborne time by 1f when opponent hit in air
  • Stand HP adjusted to Crush Counter (causes knockback state)
  • Stand LK hit, hurt, and collision boxes adjusted forward when receiving damage
  • Stand MK pushback decreased on hit and block
  • Stand HK hitbox active frames increased from 2f to 3f
  • Crouch LP block advantage increased from +2 to +3, active frames increased from 2f to 3f
  • Crouch MP recovery decreased from 14f to 12f, upwards hitbox decreased, advantage on hit increased from +1 to +4, advantage on block increased from 0 to +2
  • Crouch HP damage on air hit increased from 70 to 80 when hit on active frames 2-5
  • Crouch LK active frames increased from 2f to 3f
  • Crouch MK changed from high to low, forward hitbox decreased
  • Stomping Combo (crMK > MK) pushback on block decreased
  • KKB > Buffalo Pressure (MK+MK > K) active frames increased from 2f to 3f, on block disadvantage decreased from -8 to -6, counter window reduced
  • Buffalo Headbutt (f+PPP) startup increased from 15f to 16f, pushback on block extended, forward movement distance decreased, advantage and blowback decreased on hit
  • Screw Smash (previously d,u+K)
    • All versions input adjusted from d,u+K to DP+K
    • LK Version startup decreased from 13f to 10f, airborne time when hit airborne increased
    • MK version startup decreased from 16f to 13f, damage decreased from 110 to 100, airborne time increased when hit airborne
    • HK version damage increased from 90 to 100, airborne time increased when hit airborne
  • Dash Straight (b,f+P)
    • LP version advantage increased from +1 to +2, collision box extended upwards
    • MP version advantage increased from +2 to +3
    • HP version advantage decreased from +3 to +2, pushback distance on hit decreased
    • EX version > KKB cancel window extended on first hit
  • Turn Punch (hold 2 buttons then release)
    • Level 1 -6 has throw invincibility frames 1-18
    • Level 1-3 changed to upper and projectile invincibility on frames 3-18
    • Level 4-6 changed to attack and projectile invincibility on frames 3-18
    • Level 7-10 changed to full invincibility frames 1-18
  • Gigaton Blow (qcf, qcf+P)
    • Throw invincibility increased by 3f during motion
  • V-Trigger
    • Made adjustment when canceling super moves into each other
Street Fighter V - Season 2.5 (June 2017)
  • Health decreased from 1025 to 1000
  • Hurtbox fixed so collision boxes no longer shrink in reverse direction if Balrog turned around while crouching, which let characters cross up after mid air hit when normally should not be able to
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw damage increased from 110 to 130, stun increased from 120 to 150, situation after hit changed so Balrog is further away from opponent
  • Stand LP hitbox expanded
  • Stand MP adjusted to allow hitting behind Balrog
  • Stand MK collision box adjusted
  • Stand HP startup increased from 11f to 12f, collision box adjusted
  • Stand HK hitbox reduced, hurtbox expanded, recovery increased from 19f to 22f, pushback distance after crush counter increased
  • Crouch LP hitbox expanded
  • Crouch HP hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK startup increased from 8f to 9, hitbox expanded, hurtbox reduced
  • Stomping Combo (d+MK > MK) disadvantage on block increased from -6 to -7, recovery when canceled into V-Trigger adjusted
  • Screw Smash (f,d,df+P) collision box adjusted
  • Turn Around Punch
    • Level 1 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, advantage on hit increased from +1 to +2, collision box adjusted
    • Level 2 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from -1 to -2, collision box adjusted
    • Level 3 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from 0 to -2, advantage on hit decreased from +3 to +2, collision box adjusted
    • Level 4 throw invincibility removed on frames 1-18, disadvantage on block increased from +1 to -2, damage reduced from 160 to 140, collision box adjusted
    • Level 5 throw invincibility removed on frames 1-18, disadvantage on block increased from +2 to -2, damage reduced from 200 to 160, collision box adjusted
    • Level 6 throw invincibility removed on frames 1-18, frames 3-18 adjusted to be upper/projectile invulnerable only, disadvantage on block increased from +3 to -2, damage reduced from 240 to 180, collision box adjusted
    • Level 7 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +4 to -2, damage reduced from 300 to 210, collision box adjusted
    • Level 8 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +5 to -2, damage reduced from 360 to 240, collision box adjusted
    • Level 9 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +6 to -2, damage reduced from 420 to 270, collision box adjusted
    • Level 10 damage decreased from 500 to 350, collision box adjusted
  • Buffalo Swing/Buffalo Pressure (MP+MK > P/K) V-Gauge gain decreased
  • Hard Smasher/Hard Pressure (MK > MP > MP+MK > P/K) V-Gauge gain increased
  • Added V-Trigger 2: No Mercy
Street Fighter V - Season 3.5 (April 2018)
  • Forward Throw damage increased from 130 to 140
  • Buffalo head (f+PPP) startup increased from 16f to 17f
  • Heavy Screw Smash (f,d,df+HP) startup reduced from 24f to 23f, forward movement distance slightly increased
  • VT2
    • B3 can be canceled into from all V-Skill follow-ups, recovery after Under Impact (LK > MK) unified with VT1
    • No Mercy can be combed into from normals, recovery after throw reduced by 8f, forward hitbox expanded when canceled into, distance after hit in corner increased

Birdie

SFV-Birdie Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Health adjusted from 1050 to 1025
  • Forward Throw damage reduced from 150 to 120
  • Back Throw damage reduced from 150 to 140
  • Stand MP advantage on block increased from -1 to +1, reduced pushback on hit, hurtbox on hands expanded while hurtbox on feet shrunk, position after taking damage or canceling adjusted
  • Stand HP advantage on hit increased from -2 to +4, position after taking damage or canceling adjusted
  • Stand LK active frames increased from 2f to 3f
  • Stand MK startup increased from 8f to 9f, damage decreased from 70 to 60, expanded hurtbox that appears after active frames end, position after taking damage or canceling adjusted
  • Stand HK advantage on hit increased from +6 to +7, increased pushback on block, reduced V-Meter gain on Crush Counters, advantage on Crush Counter increased by 2f, opponent moves further away during Crush Counter
  • Crouch LP active frames increased from 2f to 3f
  • Crouch MP hitboxes on 2f-5f reduced, added hurtbox on 5f-8f, opponents knocked back further horizontally after air hit
  • Crouch HP startup increased from 10f to 11f increasing total move duration by 1, damage reduced from 90 to 80
  • Crouch LK startup increased from 4f to 5f, increasing total move length by 1
  • Crouch MK startup increased from 10f to 11, upper hitbox shrunk, lower hitbox expanded
  • Crouch HK advantage on V-Trigger cancel changed from -19 to -2
  • Jump MP lower hitbox reduced
  • Bull Charge (f+HP) damage reduced form 100 to 80, less pushback on block, disadvantage on block increased from -5 to -8
  • Bull Slider (df+HP) damage reduced from 100 to 90, disadvantage on block increased from -5 to -8, expanded back hurtbox
  • Bad Hammer (d+HP > HP) damage increased from 60 to 90
  • Bull Drop (f+HK) damage decreased from 100 to 90, disadvantage on block increased from -5 to -8, expanded hurtbox backwards during animation
  • Bull Horn (hold any button) damage reduced from 130 to 120
    • EX Bull Horn (hold 2 buttons, release) armor changed from 1-20f to 3-20f
  • Bull Head (qcf+P)
    • LP version damage reduced from 120 to 100, increased juggle potential
    • MP version damage reduced from 130 to 110, increased juggle potential
    • HP version hitbox expanded forward, hurtboxes expanded around hitbox, hurtbox expanded during active frames, increased times hurtbox remain after active frames end
    • EX version damage reduced from 160 to 150, advantage on block reduced from -10 to -2, recovery reduced from 28f to 23f
  • Bull Revenger (hcb+K) recovery on hit reduced by 6f
    • EX version damage reduced from 200 to 180
  • Hanging Chain (qcf+K)
    • LK version damage reduced from 140 to 120
    • HK version juggle potential increased, reduced distance from opponent on hit
  • Killing Head (hcb+P) reduced CA meter gain on activation, increased CA meter gain on hit, reduced distance from on hit
  • Skip To My Chain (qcf, qcf+P) damage reduced from 350 to 340, expanded forward hitbox upwards and towards torso, increased juggle potential
  • Drink Time (d+MP+MK) can speed slightly reduced
  • Pepper Pot (f+PPP) distance from opponent and advantage on hit adjusted
  • V-Trigger
    • Attack recovery reduced from 33f to 29f
    • Bull Horn (hold any button, release) damage reduced from 156 to 144
    • Bull Head
      • LP version damage reduced from 144 to 120, hitbox expanded upwards, increased juggle potential in combos
      • MP version damage reduced from 156 to 132, hitbox expanded upwards, hurt and collision boxes adjusted to be same as L and H versions, increased juggle potential
      • HP version hitbox expanded forward, hurtboxes expanded around hitbox, hurtbox expanded during active frames, increased times hurtbox remain after active frames end
      • EX version damage reduced from 192 to 180, advantage on block changed from -7 to -2, hitbox expanded upwards during forward rush
Street Fighter V - Season 2.5 (June 2017)
  • Crouch MP hitbox expanded upwards 4-5f
  • Crouch MK startup decreased from 11f to 10f
  • EX Bull Head (qcf+PP) disadvantage on block increased from -2 to -5
  • EX Bull Horn (hold any two buttons, release) armor adjusted from 3-20f to 1-20f
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand MK kara cancel removed, collision box adjusted
  • Crouch LP pushback on hit/block increased, collision box adjusted
  • Crouch MP hitbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK collision box adjusted
  • Bull Charge (f+HP) collision box adjusted
  • Killing Head
    • (all versions) recovery increased by 8f on whiff
    • Killing Head EX throw invincibility removed
  • Heavy Bull Head (qcf+HP) damage increased from 120 to 140
  • Bull Horn (hold any button)
    • Distance at which he moves backwards during startup reduced
    • EX Bullhorn collision box adjusted
  • Heavy Hanging Change hitbox expanded
  • V-Trigger
    • Heavy Bullhead in VT1 damage increased from 144 to 168
  • Added V-Trigger 2: Birdie Time
Street Fighter V - Season 3.5 (April 2018)
  • Forward Throw stun decreased from 200 to 150
  • Crouch MP active frames reduced from 6f to 5f, recovery increased from 15f to 16f
  • Crouch HK disadvantage increased from -11 to -14, hurtbox after active frames end expanded, increased pushback on block, hurtbox after active frames stays longer
  • Pepper Pot (f+KKK) startup increased from 16f to 17f

Blanka

SFV-Blanka Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Added (Season 3 DLC, released February 2018)
Street Fighter V - Season 3.5 (April 2018)
  • Electric Thunder (mash P)
    • Regular version advantage on block increased from +2 to +3, recovery reduced from 18f to 17f
    • EX version damage increased from 100 to 120, stun increased from 180 to 200, now V-Trigger cancelable
  • Backstep Rolling (b,f+K)
    • Regular version landing recovery reduced from 14f to 11f, eased combo count, increased blowback on air-to-air hit
    • EX recovery reduced from 13f to 5f, advantage on hit/block changed because of this
  • Quick Rolling (f+PPP) pushback on block increased, blowback on hit increased, forward distance on whiff increased
  • VT1
    • Electric Thunder stun increased from 180 to 230
    • Backstep Rolling recovery reduced from 14f to 11f
    • GroundShave roll first two hits now hit successively, disadvantage on block changed from -14 to -8
      • Max Charged version damage reduced from 250 to 220, now causes guard break
  • VT1/2
    • Added 2f of recovery when canceled into

Cammy

SFV-Cammy Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Canon Spike
    • LK version has hurtbox 3-6f, throw invincible 1-6f, limited follow up attacks when hit at base
    • MK version has hurtbox 3-6f, invincible to airborne attacks 1-6f, limited follow up attacks after hit to base
    • HK version has attack and projectile invincibility on 3-6f
    • EX version downwards hitbox expanded
  • Added air throw - Neck Spiral
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw stun reduced from 200 to 150
  • Back throw damage increased from 130 to 140
  • Air throw damage increased from 130 to 150
  • Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted
  • Stand MK recovery increased from 13f to 15f
  • Stand HK advantage on hit increased from +2 to +4, hurtbox reduced, collision box adjusted, changed so it can hit behind Cammy
  • Crouch LP hitbox reduced, hurtbox expanded, increased pushback on hit/block with rapid canceled version being further, collision box adjusted
  • Crouch LK pushback on hit/block increased, collision box adjusted
  • Crouch HP hurtbox expanded
  • Crouch HK hurtbox reduced
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP hurtbox reduced
  • Jump HK hitbox lowered, hurtbox reduced
  • Lift Upper (b+MP > HK) hitbox reduced, hurtbox expanded
  • Quick Knuckle (MP+MK) advantage on hit increased from +6 to +7
  • Strike Back (f+KKK) disadvantage on block increased from -2 to -4
  • Delta Drive (HP+HK in VT1) timer increased, amount each move used increased as well
  • Added V-Trigger 2: Delta Step
Street Fighter V - Season 3.5 (April 2018)
  • Hurtbox expanded upwards while crouching
  • Stun increased from 900 to 950
  • Forward throw damage increased from 120 to 130, stun decreased from 150 to 120
  • Back throw damage increased from 140 to 150
  • Crouch LK pushback on hit increased
  • Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials
  • Light Cannon Spike invincible to airborne attacks on 1-6f
  • VT1
    • Can cancel Cannon Spike into Cannon Strike on hit
  • VT2
    • Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter
    • Delta Twist (HP+HK > P) hurtbox expanded downwards
    • Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased downward hurtbox

Chun-Li

SFV-Chun-Li Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Hyakuretsukyaku (qcf+K or mash K) inputs needed when rapidly pressing increased from 4 to 5
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP hitbox reduced
  • Stand MK hurtbox reduced, collision box adjusted
  • Stand HP hitbox expanded
  • Crouch LP hitbox expanded
  • Crouch LK collision box adjusted
  • Crouch MK hurtbox expanded
  • Jump HP hitbox expanded, hurtbox reduced
  • Diagonal Jump HK hitbox expanded, hurtbox reduced
  • Tsuitosuken (f/b+MP) damage increased from 60 to 65
  • Yousenkyaku (f+HK) is now a crush counter
  • Tenkukyaku (b+HK) damage increased from 70 to 80, reduced hurtbox can now hit behind Chun-Li
  • L/M Air Hyakuretsukyaku (u, qcf+K) advantage on hit increased from +3 to +4
  • Spinning Bird Kick (d,u+K) damage increased from 100/120/140 to 110/130/15o for L/M/H versions
  • V-Trigger
    • Timer for Renkiko extended
    • Tsuitosuken (f/b+MP) damage increased from 70 to 75
    • Spinning Bird Kick damage increased from 110/130/150 to 120/140/160 for L/M/H versions
  • Added V-Trigger 2: Kikosho
Street Fighter V - Season 3.5 (April 2018)
  • Stand LP upwards hitbox reduced
  • Stand MP upwards hitbox reduced
  • Forward throw distance after hit increased
  • Rankyaku (MP+MK) can now be canceled into
  • Yousenkyaku crush counter advantage decreased from +19 to +18, recovery increased from 13f to 18f
  • VT1
    • Yousenkyaku recovery increased from 13f to 18f
  • VT2
    • Kikosho had bug fixed that caused hitbox from second hit onwards to disappear if collided with opponent projectile

Cody

SFV-Cody Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • N/A
Street Fighter V - Season 3.5 (April 2018)
  • Added (Season 3 DLC, released June 2018)

Dhalsim

SFV-Dhalsim Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Changes Go Here
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw positioning after hit adjusted
  • Stand LP pushback on hit/block increased, collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK pushback on hit/block increased, collision box adjusted
  • Crouch LP hurtbox expanded
  • Crouch LK pushback on hit/block increased, collision box adjusted
  • Crouch MP hitbox increased, hurtbox reduced, adjusted so can hit opponent behind Dhalsim
  • Jump MP can be canceled into Yoga Float (MP+MK) on hit
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Divine Kick (b+MK) collision box adjusted
  • Yoga Upper (b+MP) hitbox expanded, hurtbox reduced
  • Yoga Anvil (b+HP) hurtbox reduced, adjusted so can hit opponent behind Dhalsim
  • Thrust Kick (db+MK) hurtbox expanded
  • Yoga Gale (hcb+P) hitbox expanded on all versions
  • Yoga Sunburst (qcf, qcf+P) combo count eased
  • V-Trigger
    • Yoga Burner (HP+HK) damage increased from 100 to 120, now builds EX meter
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 110 to 120
  • Stand MP combo count eased
  • Stand MK combo count eased
  • Drill Kick (d+K in air) input adjusted so df+K and db+K work
  • Yoga Mala (f+PPP) startup increased from 16f to 17f
  • Yoga Gale combo count applied (?)
  • VT1
    • Yoga Burner float increased on hit, horizontal blowback increased, and combo count eased

Ed

SFV-Ed Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • Added (Season 2 DLC, released June 2017)
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw damage increased from 120 to 130, changed position after throw to prevent throw loops
  • Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand MK cancels into V-Trigger on 3rd active frame, can now hit behind Ed
  • Stand HK damage reduced from 90 to 80, reduced pushback distance on hit, changed collision box
  • Crouch LP hurtbox expanded
  • Stand MP advantage on hit increased from +4 to +5, on block increased from +2 to +3
  • Crouch MK pushback on hit reduced allowing crMK xx Psycho Upper to hit more consistently, reduced hitbox
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Psycho Flicker (mash P) collision box adjusted
  • Psycho Spark (f+MP) disadvantage on block reduced from -3 to -2
  • Psycho Snatcher - Ground (MP+MK) recovery after hit adjusted, can no longer back rise after
  • Added V-Trigger 2: Enhanced Snatcher
Street Fighter V - Season 3.5 (April 2018)
  • Stand LP upwards hitbox reduced
  • Crouch LP upwards hitbox reduced
  • Crouch MP advantage on block decreased from +3 to +2
  • Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush counter float value is now same if hits against air or grounded opponent
  • Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f
  • Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f
  • Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (d+MP+MK) downward hitbox increased, V-Gague gain reduced, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100
  • VT1
    • Psycho Cannon damage increased from 100 to 120, startup decreased from 16f to 13f when canceled into, removed hurtbox during freeze frame
  • VT2
    • Enhanced Snatcher recovery reduced by 3f when canceled into, removed hurtbox during freeze frame
    • Ultra Snatcher - Ground (HP+HK) on block does real damage instead of white life, added projectile-nullifying hitbox, expanded horizontal hitbox for first active frame, reduced horizontal hurtbox, reduced V-Gauge consumption from 1500 to 1300
    • Ultra Snatcher - Air (d+HK+HP) expanded hitbox for first 3 active frames, adjusted hitbox on active frames 4-7, reduced V-Gauge consumption from 1500 to 1300

F.A.N.G.

SFV-Fang Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Stand LP advantage on hit decreased from +6 to +5, on block decreased from +3 to +2, increased hitbox on second active frame, increased hit hold from second and third active frames by 1f
  • Stand HP startup decreased from 8f to 7f, reduced hitbox, slightly increased hurtbox
  • Stand MK startup reduced from 6f to 5f
  • Stand HK startup reduced from 14f to 12f, advantage on hit decreased from +7 to +6
  • Nirenko (df+HP) pushback on first hit decreased
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP hurtbox expanded
  • Stand MP collision box adjsuted
  • Stand HP collision box adjusted
  • Stand MK hurtbox reduced, can hit behind F.A.N.G.
  • Crouch MP collision box adjusted
  • Crouch HP hurtbox reduced
  • Crouch MK hitbox expanded, can now hit behind F.A.N.G.
  • Crouch HK hitbox reduced
  • Jump HP hurtbox reduced
  • Jump MK hurtbox reduced
  • Regular HK (u/ub + HK) upper hitbox reduced, horizontal and lower hitbox exapnded, hurtbox reduced
  • Forward Jump HK hurtbox reduced
  • Nirenko (df+HP) collision box adjusted
  • Sotoja (b,f+P) damage adjusted from 60/70/80 to 70/80/100 for L/M/H versions
  • Heavy Ryobenda (b, f+K) recovery reduced by 3f
  • Nishodoku (MP+MK) V-Gauge gain increased
  • V-Trigger
    • Noshodouku (MP+MK) has hitbox
  • Added V-Trigger 2: Koryo Dokuda
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw recovery increased by 2f
  • Stand LP upwards hitbox reduced
  • Shishiruirui (qcf, qcf+P) combo count eased
  • Nikaiho (f+PPP) movement frames increased from 30f to 31f, addeed hurtbox on 26f-31f

Falke

SFV-Falke Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • N/A
Street Fighter V - Season 3.5 (April 2018)
  • Added (Season 3 DLC, added April 2018)

G

SFV-G Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • N/A
Street Fighter V - Season 3.5 (April 2018)
  • Added (Season 3 DLC, added August 2018)

Guile

SFV-Guile Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (part of Season 1 DLC, released April 2017)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Forward throw recovery increased by 3f after successful throw
  • Reverse Spin Kick (f+HK) advantage on hit reduced from +6 to +4
  • MK Somersault Kick (d,u+MK) hurtbox to attack and projectiles 3-8f, invincible to airborne attacks 1-8f
  • V-Trigger
    • Solid Puncher changed to 3 bars from 2
    • Sonic Break (b,f+P) V-Gauge consumption for first two hits adjusted to S1
    • EX Sonic Break (b,f+PP) V-Gauge consumption adjusted back to S1
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw position after hit adjusted
  • Stand LP hurtbox expanded
  • Stand MK hurtbox reduced
  • Crouch LP hurtbox exapnded
  • Crouch HP hurtbox reduced, collision box adjusted
  • Jump MK hitbox expanded, upper hurtbox expanded, lower and horizontal hurtbox around feet reduced
  • Jump HP hitbox expanded, horizontal and lower hurtbox reduced during startup, upper hurtbox expanded during startup, hurtbox expanded at arm from 7f onwards
  • Jump HK hitbox expanded, reduced hurtbox at feet for 9f, 10f onward lower hurtbox reduced and upper hurtbox expanded
  • Knee Bazooka (b/f+LK recovery increased from 16f to 20f
  • Spinning Back Knuckle (f+HP) startup increased from 10f to 11f
  • Rolling Sobat (b/f+MK) forward distance slightly increased
  • Guile High Kick (df+HK) hitbox expanded, hurtbox expanded, can hit opponents behind Guile
  • Added V-Trigger 2: Knife Edge
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 120 to 130, stun increased from 120 to 150
  • Sonic Boom pushback on block slightly decreased
  • Somersault Kick blowback distance on hit increased, adjusted so condition after active frames cause counter hit for regular and EX version are the same
  • Sonic Hurricane collision box expanded forward until startup, adjusted so until startup Guile's body is not pushed into movement
  • VT1
    • Sonic Tempest adjusted so Guile isn't pushed to a different position until attack startup
  • VT2
    • Somersault Kick invincibility reduced from 31f to 11f
    • Knife Edge cannot be activate from regular Sonic Boom, only EX

Ibuki

SFV-Ibuki Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Kunai Hoju (hcb+K) placed in lower input priority than Kazekiri (f,d,df+K)
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Health reduced from 950 to 925
  • Stand LP advantage on hit reduced from +3 to +2, on block from +2 to +1, cannot rapid cancel, collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK collision box adjusted
  • Stand HK advantage on hit increased from +1 to +3
  • Crouch LP hurtbox expanded
  • Crouch MP recovery increased from 12f to 16f, hurtbox expanded
  • Crouch HP hurtbox reduced
  • Crouch MK advantage on hit increased from 0 to +3, on block reduced from -3 to -2
  • Jump MP combo count eased
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Ageman (b+MP) hitbox expanded, hurtbox reduced, 2nd hit is no longer special cancelable
  • Tobikura (Jump LP > MK) knock back distance on hit increased
  • Shakunage (crMP > f+HK) advantage on hit increased from 0 to +2
  • EX Kunai recovery increased by 4f, knock back on explosion increased on hit
  • Tenrai (MP+MK) V-Gauge gain reduced
  • Kunai Ikkinage (hold P > release) can now be special canceled
  • V-Trigger
    • Rokushua Horokudama (HP+HK) stun deceased from 100 to 80, combo restrictions on hit adjusted, builds EX Meter on hit
      • When second bomb is used in combo, applies 2 hits of scaling instead of 1
  • Added V-Trigger 2: Fuma Shuriken
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 120 to 130
  • Back throw damage increased from 140 to 150
  • Jump HK hitbox, hurtbox expanded downwards
  • Kazekairi (f,d,df+K) only does 70 damage if only last hit connects
  • Hanagasumi (f+PPP) startup increased from 15f to 17f, active frames decreased from 13f to 4f, hitbox reduced, increased log movement speed, pushback on block decreased, universally -2 on block
  • VT2
    • Fuma Shuriken Haku (HP+HK) damage reduced from 100 to 80
    • Fuma Shuriken Kokufo (b+HP+HK) damage increased from 80 to 100

Juri

SFV-Juri Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Stand LP upward hitbox decreased
  • Tensenrin
    • LK version throw invincibility added 1-8f
    • MK version hurtbox added 3-6f, airborne invincibility added 1-7f
    • HK version throw invincibility on 1-8f removed, added attack and projectile invincibility 3-7f
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand MK cancel window extended
  • Crouch LP hurtbox extended
  • Crouch MP hurtbox extended
  • Crouch MK hurtbox at feet reduced, upper body hurtbox expanded
  • Crouch HP hitbox expanded vertically, reduced horizontally, hurtbox reduced
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup increased from 8f to 9f, reduced hurtbox
  • Jump HK hurtbox reduced hitbox expanded
  • Kyoretsushu (MP > b/f+HP) can hit crouching opponents, cannot be special canceled on block
  • Kasatushu (MP+MK) V-Gague gain on hit decreased
  • EX Tensenrin (f,d,df+PP) invincibility extended to 12th frame
  • Sakkai Fuhazan (qcf, qcf+K) now armor breaks
  • Fuharenkyaku
    • LK version active time increased
    • MK version damage increased from 60 to 70
    • HK version damage increased from 80 to 100
  • V-Trigger
    • Feng Shi Engine Alpha (HP+HK) changed from 3 blocks to 2 blocks, extended timer, each Fuharenkyaku now takes more gauge per use
    • Fuharenkyaku MK stun increased from 80 to 100
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 110 to 120, added 2f of recovery after throw connects
  • Stand LP vertical hitbox reduced
  • Stand HK downward hurtbox reduced
  • Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block
  • Fuharenkyaku damage decreased from 100 to 90
  • VT1
    • Increased EX Meter gain when done as part of chain combo in VT1 from 30 to 50
    • Stand MP forward hitbox increased

Karin

SFV-Karin Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw positioning after hit adjusted
  • Stand LP hitbox reduced, hurtbox expanded, collision box adjusted
  • Stand MK startup increased from 7f to 8, recovery increased from 15f to 16f, disadvantage on block increased from -2 to -4, decreased pushback on block
  • Stand HP hitbox during first active frame increased, hurtbox during first active frame reduced, can now Crush Counter, recovery increased from 19f to 22f, disadvantage on block increased from -2 to -5
  • Stand HK startup increased from 10f to 12f
  • Crouch LP collision box adjusted, increased pushback on hit and block, expanded hurtbox, adjusted float value for mid-air hit
  • Crouch MP hitbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, changed so can now hit opponents behind Karin
  • Jump HP hurtbox reduced
  • Jump HK upper hitbox reduced, lower and horizontal hitboxes expanded,
  • V-Trigger
    • Guren Ken (qcf+P) increased gauge consumption on activation, changed timing of gauge consumption
    • Guren Kyoto (qcf+P > K) timing of gauge consumption changed
  • Added V-Trigger 2: Tenha No Kata
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 12o to 130
  • Back throw damage increased from 140 to 150, recover after throw connects increased by 2f
  • Jump HP hurtbox reduced
  • Ressencho (f+KKK) horizontal blowback distance increased
  • Meioken (MP+MK) damage decreased from 60 to 50, combo counter eased
  • Meiken Charged (MP+MK hold) decreased from 80 to 70, V-Gauge gained decreased from 100 to 80, combo count eased
  • EX Tenko damage decreased from 120 to 100
  • EX Orochi damage increased from 120 to 140
  • VT1
    • Guren Kusabi (qcf+P > d+P) active frames changed from 8f to 11f, recovery reduced from 21f to 18f
  • VT2
    • Yasha Gaeshi can be performed from cancelable moves, reduced recovery by 5f where counter triggered but did not hit, reduced damage for grounded version from 120 to 100


Ken

SFV-Ken Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Crouching hurtbox adjusted
  • Neutral jump changed from 39f to 38f
  • Forward throw (Knee Bash) damage changed from 120 to 100, stun from 170 to 120, recovery increased by 2f after grab, less CA gain on hit
  • Stand LP changed from +4 to +5, hitstop on hit and block unifed to prevent OS
  • Stand MP On block changed from 0 to +1, adjusted hit/hurt/collision boxes when hit during the animation or canceled
  • Stand MK recovery changed from 17f to 19f, more pushback on hit
  • Stand HP advantage on Crush Counter increased by 1f, more push back on hit, hit/hurt/collision boxes adjusted when taking damage or canceling
  • Stand HK startup changed from 13f to 14f, recovery increased from 25f to 26f, damage decreased from 90 to 80, pushback on hit reduced, hurtbox added before startup
  • Crouch LP On hitadvantage changed from +3 to +4, active frames increased from 2f to 3f
  • Crouch LK On hit increased from +3 to +4
  • Crouch MP startup increased from 5f to 6f, On hit advantage increased from +4 to +5, On Block changed from +1 to +2, upper hitbox shrunk to make worse anti-air
  • Crouch HK startup changed from 7f to 8f, damage decreased from 100 to 90
  • Jump MP hitbox expanded forward
  • Jump MK hitbox shrunk
  • b+MP (Chin Buster) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block
    • b+MP > HP (Chin Buster 2nd hit) damage decreased from 60 to 50, can be performed on whiff, larger cancel window
  • MK > HK (Lion Breaker) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block
  • b+MK (Inazuma Kick) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6
  • f+HK (Thunder Kick) faint changed from 31f to 34f, On hit advantage changed from 0 to +2, On block changed from -4 to -2, less pushback on hit
  • V-Skill (Quick Step) collision box expanded during kick animation, opponent floats longer on hit
  • V-Reversal (Senpu Nataotoshi) startup changed from 10f to 12f, active frames reduced from 4f to 2f, less pushback on hit, hurt boxes invincibility adjusted
  • Hadoken On Hit advantage changed from -4 to -2, On block changed from -10 to -8, less CA meter on activation, larger delay when canceled into CA
    • EX Hadoken hit box expanded upwards during startup
  • Shoryuken
    • LP Shoryuken advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f
    • MP Shoryuken damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible
    • HP Shoryuken damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible
  • Tatsumaki Senpukyaku
    • LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2
    • MK Tatsu damage reduced from 100 to 80, hurtbox on 3f-5f increased forward, hitboxes shrunk and hurtboxes expanded
    • HK Tatsu startup changed from 16f to 14f, On block advantaged from from -2 to -4, reduced upward movement, reduced time between first and second hit, increased forward distance during startup, increased meter gain, adjusted damage distribution
    • EX Tatsu collision box on landing shrunk, during animation expanded downwards
    • Air Tatsu increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f
    • EX Air Tatsu damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk
    • EX Shoryuken On hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7
  • CA hitbox increased upwards
  • V-Trigger
    • Hadoken: Recovery reduced by 1f, damage reduced from 70 to 60, decreased CA Meter gain on activation but more on hit/block, larger delay when canceled into CA
      • EX Hadoken recovery reduced by 1f, damage reduced from 120 to 110, stun reduced from 200 to 150
    • Shoryuken
      • MP Shoryuken damage decreased from 150 to 140
      • HP Shoryuken damage decreased from 160 to 150
      • EX Shoryuken more consistent against airborne opponents, opponent cannot quick recovery if they are hit by the first 3 while airborne
    • Tatsumaki Senpukyaku
      • LK Tatsu hurbox expanded, hitboxes shrunk, more pushback on block, active frames on each hitbox after initial changed from 4f to 2f
      • MK Tatsu damage changed from 120 to 100, stun changed from 200 to 150, hurtboxes increased on 3-5f, active frames decreased from 5f to 2f, hitboxes shrunk, hurtboxes expanded
      • HK Tatsu On block changed from -2 to -4, stun adjusted from 250 to 200, reduced upward movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block
      • Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f
      • EX Air Tatsu damage adjusted from 55*55 to 40*40, block stun reduced by 6f, expanded hurtbox, shrunk hitbox
Street Fighter V - Season 2.5 (June 2017)
  • b+MK (Thunder Kick) On block changed from -2 to -4
  • MP Shoryuken hurtbox added for 3f-6f, invicibility against airborne added for 1f-6f, increased knockback for first hit
  • HP Shoryuken attack and projectile invincibility added for 3f-6f
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward walk speed increased
  • Forward throw (Knee Bash) damage increased from 100 to 110, distance after hit increased
  • Stand LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack
  • Stand MP changed from +1 to +2
  • Stand MK pushback on hit increased, hurtbox expanded
  • Stand HP collision box adjusted
  • Crouch LP hitbox reduced, hurtbox expanded
  • Crouch MP hurtbox expanded
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup changed from 8f to 9f, hitbox and hurtboxes expanded vertically but reduced horizontally
  • Jump HK hitbox reduced
  • b+MK (Inazuma Kick) collision box adjusted
  • f+HK (Thunder Kick) first active frame will not hit crouching opoonents, collision boxes adjusted
  • Shoryuken
    • Collision box adjusted on all versions
    • LP Shoryuken damage increased from 100 to 110
    • MP Shoryuken damage increased from 120 to 130
    • HP Shoryuken damage increased from 130 to 140
    • EX Shoryuken damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne
  • Tatsumaki Senpukyaku
    • MK Tatsu second and third hits damage increased from 20 to 40 if first does not connect, stun increased from 50 to 75 if first hit does not connect
    • HK Tatsu active frames reduced by 1f, first active frame of second hit will not hit crouching opponent
  • V-Trigger
    • Shoryuken
      • Collision box adjusted on all versions
      • LP Shoryuken damage increased from 120-130
      • MP Shoryuken damage adjusted from 140 to 150
      • HP Shoryuken damage adjusted from 150 to 160
      • EX Shoryuken damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne
    • Tatsumaki Senpukyaku
      • MK Tatsu damage increased from 30 to 50 if first hit does not connect, stun increased from 50 to 75 if first hit does not connect
      • HK Tatsu collision box adjusted
      • EX Air Tatsu On block advantage increased by 3f
  • Added V-Trigger 2: Shinryuken
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw (Knee Bash) damage increased from 110 to 120, recovery increased by 1f
  • Back throw (Hell Wheel) damage increased from 130 to 140
  • Stand LP upward hitbox reduced to make worse anti-air
  • Crouch LP pushback on hit/block slightly decreased, upwards hitbox reduced to make worse anti-air
  • Crouch LK pushback on hit increased
  • V-Skill (Quick Step) damage reduced from 70 to 50, stun reduced from 150 to 100, added float value on airborne hit and eased combo count, collision box expanded when performed from MP > HP xx VS
  • MP Shoryuken combo count increased
  • EX Shoryuken
  • V-Trigger
    • Shoryuken
      • EX Shoryuken adjusted to hit behind Ken, collision box adjusted for first hit
    • VT2 (Shinryuken) damage reduced from 200 to 180 for max version, eased combo count, reduced horizontal knockback distance on max version allowed follow-ups

Kolin

SFV-Kolin Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
Street Fighter V - Season 2.5 (June 2017)
  • No Changes
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP hitbox reduced
  • Stand MP hurtbox increased
  • Stand HP damage decreased from 90 to 80, expanded hurtbox, behavior on crush counter adjusted
  • Stand HK can now hit behind Kolin
  • Crouch LP hurtbox expanded
  • Crouch LK pushback on hit/block increased when performed from MK Vanity Step, and delayed rapid cancel timing during
  • Crouch MK collision box adjusted
  • Crouch HP hitbox expanded, hurtbox reduced
  • Jump HP hurtbox reduced
  • Jump HK had last active frame removed
  • Sniping Kick (b+HK) startup decreased from 15f to 14f, recovery reduced from 21f to 19f
  • Cold Low (qcb+MK, d+LK > d+HK) second hit can be V-Trigger canceled
  • Brinicle (qcb+MK, d+LK > d+HP) disadvantage on block decreased from -8 to -2, reduced pushback on block, changed effect on hit, now has inertia on startup
  • Snow Grain (qcb+MK, d+MP > HP) advantage on block increased from -2 to -8, reduced pushback on hit
  • Inside Slash (MP+MK) advantage on hit decreased from +3 to +2, disadvantage on block increased from -7 to -8, recovery increased by 3f, gain less V-Gauge on successful counter
  • Vanity Step
    • LK version total frames increased from 34f to 43f, increased movement distance, reduced hurtbox during move, extended input time for Silver Edge
    • HK version can be slightly adjusted while in the air
    • EX version LK+MK input for Silver Edge increased
    • Silver Edge (qcb+MK > P) amount of time on mid-air hit increased, adjusted CA input window
  • Frost Touch (qcb+P) will prevent opponent from recovering stun during animation
  • Frost Touch Low (qcb+LP)
    • Regular version damage increased from 180 to 200
    • EX Version damage increased from 240 to 260
  • Frost Tower (qcf, qcf+P) hitbox expanded in upwards direction, expanded collision box upwards
  • V-Trigger
    • Diamond Dust (HP+HK) adjusted to build EX meter
  • Added V-Trigger 2: Absolute Zero
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 120 to 130
  • Stand HP disadvantage on block increased from -2 to -4
  • Crouch LP upwards hurtbox decreased
  • Crouch MK upwards hitbox reduced, reduced backwards hitbox, reduced active frames from 3f to 2f
  • Brincile (qcb+MK, d+LK > d+HP) recovery increased by 5f
  • Frost Tower (qcf, qcf+P) EX gain increased from 20 to 100 on hit
  • VT1
    • Crouch HK cancel timing for first two hits unified with VT2
    • Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT2
    • Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT2
    • Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT2
    • Diamond Dust (HP+HK) damage increased from 90 to 120
  • VT2
    • Crouch LK cancel timing into Absolute Zero delayed by 3f
    • Crouch MK cancel timing into Absolute Zero delayed by 3f
    • Crouch HK cancel timing for first two hits unified with VT1
    • Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT1
    • Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT1
    • Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT1
    • Frost Spike (LP > MP) can cancel into Absolute Zero
    • Frost Edge (HP+HK) V-Gauge consumption increased from 500f to 1000f if not used from a dash, will not hit opponents behind Kolin
    • Forward Dash V-Gauge consumption increased from 500f to 700f
    • Inside Slash (MP+MK) advantage on hit decreased from +3 to +2, disadvantage increased from -7 to -8, recovery increased from 20f to 21f

Laura

SFV-Laura Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • LP Bolt Charge (qcf+LP) active frames reduced from 4f to 3
  • Crouch LK advantage on block reduced from +1 to 0
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand LP advantage on block decreased from +2 to +1, pushback on hit increased, reduced pushback on block, expanded hurtbox, collision box adjusted
  • Stand MP hurtbox reduced, collision box adjusted, adjusted so it can hit behind Laura
  • Stand HP collision box adjusted
  • Stand MK startup increased from 5f to 7f, collision box adjusted
  • Stand HK collision box adjusted
  • Crouch LP collision box adjusted, hurtbox expanded, increased pushback on hit, reduced pushback on block
  • Crouch MP collision box adjusted
  • Crouch MK hurtbox increased
  • Crouch HK collision box adjusted
  • Jump LP hitbox and hurtbox expanded
  • Jump LK hurtbox expanded
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Volty Line (MP+MK) damage decreased from 80 to 70, increased V-Gauge gain on hit
  • Sunset Wheel (regular and EX) (hcb+K) recovery on whiff increased by 8f
  • Thunder Clap (qcb+P) can be canceled into V-Trigger
  • V-Trigger
    • Spark Show adjusted to be 3 bar instead of 2 bar, timer increased
    • Volty Line damage decreased from 100 to 90, advantage on hit increased from +3 to +4, disadvantage on block decreased from -7 to -6, reduced recovery by 1f
    • Thunder Clap (qcb+P)
      • Regular version can be canceled into Volty Line
      • EX version can be canceled into Volty Line, number of active frames increased by 20f
  • Added V-Trigger 2: Shock Stance
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw recovery after throw increased by 2f, slightly increased separation distance after throw
  • Stand MP backwards hurtbox decreased
  • Stand MK advantage on hit increased from +3 to +4
  • Crouch HK recovery increased by 2f on whiff and block
  • Double Slap (f+PPP) startup increased from 16f to 17f
  • EX Sunset Wheel hitbox expanded on second active frame
  • VT1
    • Linear Movement (b/f+MP+MK) now subject to counter hit, upwards collision box increased when canceled from Thunder Clap
    • Linear Movement Esquiva startup increased from 32f to 34f
  • VT2
    • Matsuda Sway (HP+HK) no longer consumes V-Gauge
    • Shock Choke (HP+HK > HP+HK) V-Gauge consumption increased from 500f to 1000f, fixed bug where Laura had hurtbox during animation

M. Bison

SFV-MBison Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward walk speed increased
  • Forward throw damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted
  • Back throw damage decreased from 140 to 130, stun decreased from 170 to 150
  • Stand LP advantage on hit increased from +4 to +5
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK advantage on hit decreased from +2 to 0, advantage on block decreased from +2 to -2
  • Stand HK hitbox reduced, pushback on block increased
  • Crouch LP hitbox reduced, hurtbox expanded
  • Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK hitbox expanded, hurtbox reduced
  • Psycho Axe (df+HP) hitbox reduced, hurtbox expanded, collision box adjusted
  • Shadow Axe (MP > HP) collision box adjusted
  • Psycho Reflect (MP+MK) gains additional V-Gauge on countering a physical attack
  • Psycho Blast (b,f+P) collision box adjusted
    • LP Psycho Blast startup increased from 10f to 12f
  • EX Devil Reverse (d, u+KK > P) hitbox reduced, hurtbox expanded, increased recovery by 6f
  • Double Knee Press (b,f+K)
    • LK version startup decreased from 13f to 11f, adjusted pushback on block
    • MK version startup decreased from 15f to 14f
  • HP Psycho Inferno (qcb+HP) launches higher on hit
  • Added V-Trigger 2: Psycho Nightmare
Street Fighter V - Season 3.5 (April 2018)
  • Crouch LP upwards hitbox reduced
  • Crouch HP upwards hitbox increased
  • Forward throw damage increased from 130 to 140
  • Psycho Burst (f+PPP) startup increased from 16f to 17f
  • HP Psycho Inferno (qcb+HP) cancel window adjusted from 29-30f to 32-33f
  • EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out)
  • Ultimate Psycho Crusher (qcf, qcf+P) combo count eased
  • VT2
    • Psycho Judgement (hcb+K) combo count eased
    • Psycho Crusher (HP+HK) damage increased when lower body hits from 70 to 100

Menat

SFV-Menat Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • Added (Season 2 DLC, released August 2017)
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Stand HK (no orb) hurtbox reduced
  • Crouch HP (no orb) hurtbox reduced
  • Crouch HP (with orb) hurtbox reduced
  • Jump HP (no orb) hurtbox reduced
  • Jump HK (no orb) hurtbox reduced
  • Jump HK (with orb) hurtbox reduced
  • Added new move when orb is placed on screen: Soul Spark (was f,d,df+P)
  • Added V-Trigger 2: Prophecy of Thoth
Street Fighter V - Season 3.5 (April 2018)
  • Forward Throw gained 1f of recovery after throw
  • Stand LP (with orb) downwards hitbox expanded
  • Stand HK (with/without orb) backwards hitbox reduced, base of hitbox cannot hit behind Menat
  • Khamun Kick (d+K in air) can now be performed with db+K and df+K
  • Soul Reflect Kamal (no orb) (MP+MK) V-Gauge gain increased from 50/25 to 80/40, can be canceled into V-Trigger 1 or 2
  • Soul Reflect Kamal (with orb) (MP+MK) V-Gauge gain increased from 80/40 to 100/50, can be canceled into V-Trigger 1 or 2
  • Soul Reflect Stella (no orb) (d+MP+MK) V-Gauge gain increased from 50/25 to 80/40, can be canceled into V-Trigger 1 or 2, reduced hitbox, fixed bug where Menat would taking standing damage if hit before active frames
  • Soul Reflect Stella (with orb) (d+MP+MK) V-Gauge gain increased from 50/25 to 80/40, can be canceled into V-Trigger 1 or 2, reduced hitbox
  • Guardian of the Sun (was f,d,df+P) input changed to f,d,df+K
    • EX Guardian of the Sun (now f,d,df+KK) invincibility reduced from 6f to 5f
  • Soul Spark (was f,d,df+P) to qcf+K, damage reduced from 100 to 80, stun reduced from 200 to 150, chip increased from 7 to 13

Nash

SFV-Nash Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Forward dash decreased from 19f to 18f
  • Stand HP forward hitbox increased on first active frame
  • Crouch MK cancel into V-Trigger is now 1f faster, change advantage on hit from +4 to +5
  • Sonic Scythe
    • MK version pushback on block increased
    • EX version throw invincibility 1-6f, expanded upwards hitbox on first and second active frame
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw damage increased from 120 to 130
  • Back throw damage increased from 130 to 140
  • Air throw damage increased from 130 to 140
  • Stand LP hurtbox expanded
  • Stand MK active frames increased from 3f to 4f
  • Stand HK hitbox expanded hurtbox reduced, damage increased from 80 to 90
  • Crouch LP hurtbox reduced
  • Crouch MP hurtbox expanded, hitbox reduced
  • Crouch MK hurtbox expanded, recovery increased from 15f to 17f
  • Jump HP hitbox expanded, hurtbox reduced
  • Diagonal Jump HK hurtbox reduced
  • Spinning Back Knuckle (f+HP) hitbox reduced
  • Bullet Combination (MK > HK > MP+MK) status on hit adjusted, V-Gauge gain increased
  • EX Sonic Boom (qcf+PP) adjusted so speed of 2nd boom is adjusted based on strength of the button
  • MK Sonic Scythe (qcb+MK) combo counter eased
  • Judgement Saber (qcb,qcb+P) combo counter eased
  • Added V-Trigger 2: Stealth Dash
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 130 to 140, stun increased from 120 to 150
  • Back throw damage increased from 140 to 150
  • Stand MK will no longer hit opponents behind Nash on base on hitbox
  • Raptor/Bullet Combination (MK > HK) forward distance on second hit increased
  • Bullet Clear (MP+MK) advantage on hit increased from +2 to +5, increased V-Gauge gain from 80 to 100
  • Moonsault Slash (qcf+K)) recovery of first active frame on hit/block is now the same as 2nd
  • VT1
    • Sonic Move - Hide (HP+HK) is now throw and projectile invincible on 1-3f, recovery reduced by 2f
  • VT2
    • Justice Corridor (HP+HK > P) cannot be canceled into Stealth Dash (HP+HK) on whiff, adjusted behavior when Nash goes over opponent

Necalli

SFV-Necalli Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • V-Trigger
    • The Disc's Guidance (b,f+P) disadvantage on block increased from -4 to -6
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw damage increased from 100 to 110, adjusted status after hit
  • Back throw status after hit changed
  • Stand LP pushback on hit/block increased, hitbox reduced, collision during move adjusted
  • Stand MP collision box adjusted
  • Stand MK pushback on block increased
  • Crouch LP pushback on hit/block increased, hurtbox expanded, collision during move adjusted
  • Crouch HP hurtbox reduced
  • Jump HP hitbox expanded, hurtbox reduced
  • Jump HK hitbox expanded, horizontal and downward hurtbox reduced
  • Opening Dagger (df+HP) pushback on block reduced
  • Culminated Power (MP+MK) Can be canceled into V-Trigger, reduced V-Gauge gain
  • Sacrificial Alter (MK > HK > MP+MK) reduced V-Gauge gain for last hit
  • Mask of Tiali (hcb+K) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 130/140/150 to 140/150/160 for L/M/H versions
  • V-Trigger
    • Forward throw damage increased from 110 to 120, reduced throw distance, changed status after throw to recover 4 frames slower
    • Back throw status after hit adjusted, reduced throw distance
    • Mask of Tiali (b,f+P) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 150/160/170 to 160/170/180 for L/M/H versions
    • Added new move in VT1: Clouded Mirror (HP+HK)
  • Added new V-Trigger: Eruption of Power
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 110 to 120
  • Back throw damage increased from 100 to 110
  • Stand LP upwards hurtbox reduced
  • Crouch LP upwards hurtbox reduced
  • Valiant Rebellion (qcf+K) blowback on counter hit was adjusted to be same as non-counter hit version
    • EX Valiant Rebellion can be V-Trigger canceled on first hit
  • EX The Disc's Guidance (b,f+PP) (non-VT version) damage distributions adjusted from 35*35*80 to 40*40*70, stun adjusted form 25*25*150 to 50*50*100, increased pushback on second hit, second hit can be V-Trigger Canceled
  • Soul Offering (qcf, qcf+P) collision box added after move ends
  • Both V-Triggers
    • Valiant Rebellion (qcf+K) blowback on counter hit and regular hit was adjusted to be same as non-counter hit non-V-Trigger version
      • EX Valiant Rebellion pushback on second hit slightly decreased on hit
  • VT1
    • Clouded Mirror (HP+HK) cancel window increased when done from Culminated Power (MP+MK) or Sacrificial Alter (MK > HK > MP+MK), pushback on block slightly deceased for max charged version, increased active frames for second hit from 4f to 7f for max charged version

R. Mika

SFV-RMika Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw damage increased from 130 to 140
  • Forward throw (while opponent crouching) damage increased from 100 to 120, stun increased from 120 to 150, status after hit adjusted
  • Stand LP hurtbox expanded
  • Stand MP pushback on hit/block increased, collision box adjusted
  • Crouch LP hurtbox expanded
  • Crouch MP hurtbox reduced, can hit behind Mika, collision box adjusted
  • Crouch LK pushback on hit/block increased, collin box adjusted
  • Crouch MK hitbox expanded
  • Jump HP hurtbox reduced
  • Jump HK hitbox, hurtbox reduced
  • Dive Bomb (d+MP in air) recovery increased by 3f
  • Lady Mika (f+HP) can be special canceled
  • Passion Press (f+MP) collision box adjusted
  • Mic Performance (MP+MK) gains more V-Gauge if held to max charge
  • Brimstone (hcb+K or KK) increased recovery on whiff by 8f, no longer moves Mika backwards during startup
  • Rainbow Typhoon (hcb+P) recovery increased by 8f on whiff, no longer moves Mika character box backwards during startup, damage increased from 160/170/180/220 to 170/180/190/230
  • EX Shooting Peach (qcb+PP) hitbox expanded
  • Added V-Trigger 2: Fighting Dirty
Street Fighter V - Season 3.5 (April 2018)
  • Crouch MP horizontal blowback on hit increased
  • HP Shooting Peach (qcb+HP) performance adjusted when canceled from Lady Mika
  • Rainbow Typhoon (hcb+K) damage increased from 170/180/190/230 to 180/190/200/240
  • VT2
    • Fightin' Dirty adjusted to cause real damage increased of grey damage, reduced Nadeshiko's downwards collision box

Rashid

SFV-Rashid Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Hurtbox adjusted to fix issue where Rashid' collision box would shrink when Rashid turned while crouching, letting character's more easily cross up if hit in air
  • Stand LK upwards hitbox reduced, horizontal knockback increased when hits opponent in mid air
  • EX Eagle Spike - V-Skill (MP+MK > K) now causes EX Flashing Screen if KOs opponent
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward dash distance at start and end slightly reduced
  • Forward throw damage increased from 120 to 130, stun increased from 120 to 150, recovery after throw increased by 3f
  • Back throw damage increased from 130 to 140
  • Stand LP hitbox reduced
  • Stand LK pushback on hit/block increased, collision box adjusted
  • Crouch LP hurtbox expanded
  • Crouch MP hitbox expanded
  • Crouch MK hurtbox expanded
  • Crouch HP startup increased from 9f to 10f, hitbox reduced, hurtbox expanded, advantage on hit decreased from +7 to +6
  • Jump HP hitbox and hurtbox reduced
  • Jump HK hurtbox reduced, number of active frames increased from 3f to 5f
  • Nail Assault (MP+MK hold) V-Gaugue gain on hit increased
  • Spinning Mixer (qcf+P or P while running)
    • All versions no longer have increased combo while mashing buttons (damage distribution adjusted along with this)
    • M version can be canceled into CA on landing for second level of button mashed version
  • V-Trigger
    • Ysaar (HP+HK) will now build EX meter
  • Added V-Trigger 2: Easifa
Street Fighter V - Season 3.5 (April 2018)
  • Stun decreased from 1000 to 950
  • Forward throw has 2f more recovery after throw
  • Back throw stun decreased from 200 to 150
  • Stand LK advantage on hit decreased from 4f to 2f, on block decreased from +2 to +1, is now special cancelable
  • Stand HP advantage on block reduced from 0 to -3
  • Stand MK recovery increased from 15f to 17f, advantage on hit reduced from +2 to +1, disadvantage on block increased from -2 to -4, forward hurtbox expanded
  • Crouch HP first hit recovery on block reduced by 3f
  • Flap Spin (f+MP) startup of second hit decreased by 1f, first hit recovery on block reduced by 3f
  • Wall Jump downward hurtbox increased, increased interval between clinging to wall and jump by 2f
  • LP Spinning Mixer (qcf+P) pushback on block slightly decreased for mashed versions, landing recovery on whiff increased from 11f to 16f, block stop on 3rd hit increased by 4f (visual change only)
  • Spinning Mixer dash version's block stop increased by 4f between 3rd and 4th hits
  • Eagle Spike (qcb+K)
    • LK version startup increased when near opponent
    • EX version will now bounce off opponent instead of going through them
  • EX Wind Show (qcf+KK) recovery reduced from 38f to 35f, overall frames reduced from 58f to 61f, advantage on block increased from +6 to +9
  • Altair (qcf, qcf+P) invincibility adjusted to 1f-17f, increased pushback, recovery and hit properties for first hit
  • VT2
    • Crouch MK cancels into Easifa delayed by 3f
    • EX Eagle Spike damage decreased from 120 to 100, stun decreased from 150 to 100
    • Airborne Eagle Spike (qcb+K in air) damage decreased from 120 to 100, stun decreased from 200 to 150
    • EX Airborne Eagle Spike (qcb+KK in air) damage decreased from 150 to 120, stun decreased from 200 to 150, disadvantage on block increased from +1 to -2, increased pushback on block
    • Whirlwind Shot (qcf+K)
      • All versions damage reduced from 80 to 60
      • Stun reduced from 150 to 140 for M/H versions
      • EX version damage reduced from 120 to 100, stun reduced from 200 to 160

Ryu

SFV-Ryu Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Forward throw recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent throw loops
  • LP hitbox reduced to make worse anti air
  • MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced
  • HP startup changed from 7f to 8f
  • HK recovery changed from 18f to 20f on whiff
  • crouch LP active frames increased from 2f to 3f, has more pushback on both hit and block
  • crouch MP startup changed from 5f to 6f, hitbox and hurtboxes adjusted forward, hitbox reduced vertically to make worse anti-air
  • crouch MK startup changed from 6f to 7f, active frames increased from 2f to 3f
  • crouch HK startup changed from 7f to 8f, damage adjusted from 100 to 90, hitbox reduced
  • jump LK hit/hurtboxes adjusted to make easier to anti-air
  • jump MP damage adjusted from 80 (40+40) to 60 (30+30), second hit changed to hit
  • jump MK hitbox reduced
  • b+HK (Axe Kick) On block changed from 0f to -2f, is now special cancelable
  • f+MP (Collarbone Breaker) startup changed from 20f to 22f, advantage On hit/block changed from 0/-4f to +1/-6f
  • f+HP (Solar Plexus Strike) stun increased from 100 to 150, advantage changed from +6 to +8
  • MP > HP > HK target combo: second hit damage changed from 60 to 70, stun changed from 70 to 100, third hit stun changed from 80 to 100, second hit now V-Trigger Cancelable
  • Hadoken
    • Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs
    • EX Hadoken On block changed from -2 to +2
  • Shoryuken
    • LP Shoryuken hurtbox increased downwards
    • MP Shoryuken no longer invincible until 3f
    • HP Shoryuken no longer invincible, damage changed from 140 to 120, stun changed from 160 to 130
  • Tatsumaki Senpuyaku
    • LK Tatsu damage changed from 80 to 90, damage changed from 200 to 150
    • MK Tatsu recovery changed from 12f to 14f, chip damage changed from 25/25 to 17/17, stun changed from 200 to 150
    • HK Tatsu recovery changed from 11f to 15f, damage changed from 120 to 110, chip changed from 30/30/30 to 19/19/19, stun changed from 200 to 150
    • EX Tatsu stun changed from 200 to 150
    • Air Tatsu now juggles into CA
    • EX Tatsu damage changed from 160 to 180, stun changed from 200 to 250
  • V-Reversal startup changed from 15f to 17f, pushes further back on hit
  • V-Skill: On whiff total frames changed from 29f to 32f, V-Gauge gain changed from 25 to 50
  • V-Trigger
    • HP is now special cancelable
    • f+HP stun changed from 130 to 180
    • Shoryuken
      • LP Shoryuken damage changed from 120 to 110
      • MP Shoryuken damage changed from 140 to 130
      • HP Shoryuken damage changed from 160 to 130, stun changed from 250 to 200
Street Fighter V - Season 2.5 (June 2017)
  • LK hitbox expanded forward
  • MP hitbox expanded forward
  • MP Shoryuken hurtbox added for frames 3-6, added invincibility for airborne attacks frames 1-6
  • HP Shoryuken fully invincible frames 3-6
  • crouch HP animation changed
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw stun changed from 120 to 150
  • LP hit/hurtboxes changed to make a worse anti-air
  • crouch LP hurtbox changed to make worse anti-air
  • crouch MK hitbox expanded forward
  • jump HP hit and hurtboxes adjusted to trade less with jabs
  • jump HK hit and hurtboxes adjusted to trade less with jabs
  • b+HK (Axe Kick) startup changed from 8f to 9f, and larger advantage when 2nd hit canceled into V-Trigger allowing new combos
  • f+HP (Solar Plexus Strike) damage reduced from 90 to 80
  • Tatsumaki Senpuyaku collision box changed
  • EX Hadoken total frames changed from 44f to 42f, and is now V-Trigger cancelable
  • V-Skill collision box changed
  • V-Trigger:
    • Total frames for all Hadokens changed from 44f total to 42f
      • Level 1 damage changed from 70 to 80, On block changed from -6 to -2
      • Level 2 damage changed from 90 to 100, advantage On block changed from -4 to 0
      • Level 3 damage changed from 120 to 130
      • In V-Trigger 1, EX Hadoken total frames changed from 43 to 40
    • In V-Trigger 1, Shoryuken and EX Shoryuken have higher combo count allowing more juggles
    • In V-Trigger 1, EX Shoryuken stun changed from 250 to 200
  • Added new special move: Joudan Sokuto Geri (donkey kick)
  • Added V-Trigger 2: Isshin


Street Fighter V - Season 3.5 (April 2018)
  • Crouch MP (VT1): On block now +3 from +2
  • Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo counter settings
  • Forward throw damage increased from 120 to 130, and recovery increased by 2f after throw
  • LP hitbox reduced to make a worse anti-air
  • MK hurtbox that appeared before active frames removed
  • crouch LP upwards hitbox reduced to make a worse anti-air
  • Jodan Nirengeki/Sanrengekio (target combos) adjusted to float if final hit hits midair (after HP CC)
  • Shoryuken
    • HP Shoryuken does 10 more damage if connects on first active frame
    • EX Shoryuken forward hitbox increased, allowing juggle in VT1 after LK Tatsu
  • VT1:
    • Changed length from 800f to 1000f
    • Hadokens usage changed from 50f to 100f
    • Shoryuken now consumes 150f
  • VT2:
    • Can cancel into EX Donkey Kick on hit
    • Can cancel into VT2 from Axe Kick and Solar Plexus Strike

Sagat

SFV-Sagat Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • N/A
Street Fighter V - Season 3.5 (April 2018)
  • Added (Season 3 DLC, added August 2018)

Sakura

SFV-Sakura Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Added (Season 3 DLC, added January 2018)
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw has 1f more recovery after throw, increased separation after throw,
  • Back throw damage increased from 140 to 150
  • Air throw damage increased from 140 to 160, recovery on whiff increased from 4f to 6f
  • Stand LP upwards hitbox reduced
  • Stand LK active frames reduced from 4f to 3f, motion adjusted along with hitboxes (hurtbox stays out longer)
  • Crouch MP advantage on hit increased from +2 to +5, pushback on hit and block slightly decreased
  • Furiko Upper (b+HP) forward hitbox expanded on first frame, moved hitbox forward on 3rd active frame, 3rd active frame will not crush counter, reduced backwards hurtbox
  • Haru Kaze (MP+MK) can be canceled into from cancelable normals, Tengo Hadoken charged (qcf+K hold)
  • Sakura Otoshi (MP+MK > P) stun distribution changed from 80x3 to 40*80*120 (240 total still), V-Gauge gain changed from 25x3 to 30*40*50 (75 -> 120 total)
  • Oukakyaku (MP+MK > K) damage increased from 60 to 80
  • Sakura Floral (f+KKK) startup increased from 15f to 17f, pushback on block slightly increased
  • Heavy Shumpukyaku (qcb+HK) damage increased from 80 to 100, startup reduced from 25f to 24f, hurtbox of second hit expanded
  • Hadoken (qcf+P)
    • Regular version damage increased from 50 to 60
    • EX version damage increased from 80 to 100, startup decreased from 17f to 14f, changed overall movement frames from 48f to 45f, expanded forward hitbox, can now be V-Trigger canceled
  • Tengyo Hadoken (qcf+K)
    • Regular version damage decreased from 70 to 60, overall frames reduced form 57f to 45f, changed opponent blowback on hit, no longer hits crouching opponents, causes knockdown on hit, active frames increased from 24f to 27f
    • EX version active frames reduced from 17f to 15f, movement frames reduced from 51f to 35f, increased float on hit, cannot hit crouch opponent, can be canceled into V-Trigger
  • EX Shououken blowback on hit reduced
  • Sakura Rain (qcf, qcf+P) bug fixed that would prevent opponent from V-Reversalling when canceled into from certain specials
  • VT1
    • Haru Kaze (MP+MK can also be canceled into Hadoken (qcf+P), Tengo Hadoken (qcf+K), and Hogasho (HP+HK)
    • Hogasho hitbox reduced, added 5f of recovery on whiff
    • Hadoken
      • Regular version overall frames changed from 45f to 42f, forward hitbox expanded, adjusted combo count
      • Charged version overall frames changed from 75f to 60f, advantage on block increased from +3 to +10, expanded forward hitbox
    • Tengyo Haodken (qcf+K)
      • Regular version total movement adjusted from 51f to 45f, expanded forward hitbox, changed opponent float on hit, will no longer hit crouching opponents, adjusted combo count
      • Charged version damage increased from 100 to 110, adjusted movement frames from 67f to 55f, will no longer hit crouching opponents, changed opponent's float on hit, adjusted combo count

Urien

SFV-Urien Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Season 1 DLC, added September 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Health reduced from 1025 to 1000
  • Crouch MK advantage on block reduced from +2 to -2
  • Jump LK hitbox expanded downwards
  • EX Dangerous Headbutt (d, u+PP) recovery on whiff increased from 15f to 25f
  • EX Chariot Tackle (b, f+KK) disadvantage on block increased from 0 to -2, pushback distance on block decreased
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Adjusted positioning after forward throw
  • Stand LP advantage on hit changed from +5 to +4
  • Stand HP advantage on Crush Counter greatly reduced
  • Stand HK hitbox expanded, hurtbox reduced
  • Crouch LP advantage on hit decreased from +5 to +4
  • Crouch MP hitbox reduced
  • Crouch HP hurtbox reduced
  • Jump MP hitbox expanded, active frames increased from 4f to 5f
  • Jump LK hitbox expanded
  • Jump HP startup increased from 8f to 9f, hitbox expanded, hurtbox reduced while hitbox appears then expanded during recovery
  • Jump MK hurtbox reduced
  • Jump HK lower hurtbox reduced and forward hurtbox expanded on frame 8 and during recovery until 17f
  • Quarrel Punch (f+MP) recovery increased by 2f
  • V-Trigger
    • Aegis Reflector now builds EX gauge, 2nd mirror now adds 2 hits to combo scaling when used in combo
  • Added V-Trigger 2: Tyrant Pressure
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw stun increased from 120 to 150
  • Backthrow stun decreased from 200 to 150
  • Stand LP recovery increased from 9f to 10f
  • Stand LK advantage on hit increased from +3 to +4, on block increased from +2 to +3, increased pushback on hit and block
  • Stand HP distance on crush counter reduced
  • Crouch LP recovery increased from 8f to 9f, and upwards hitbox reduced
  • Quarrel Kick (df+HK) advantage on hit increased from +1 to +3
  • Terrible Smash (f+HP) disadvantage on block increased from -6 to -8, less pushback on block
  • Break Rush (f+MP > HP) disadvantage on block increased from -6 to -8, less pushback on block
  • Anger Snap (f+PPP) startup increased from 16f to 17f
  • VT2
    • Crouch MK xx Tyrant Blaze cancel timing increased by 2f
    • Tyrant Pressure length increased from 3000 to 3200
    • Tyrant Blaze (HP+HK)
      • Regular version blowback after 2nd hit increased, V-Gauge consumption increased from 800f to 1200f, slightly expanded forward hitbox
      • V-Skill Uncharged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, decreased recovery of first hit by 4f, now has armor until 8f after first hit
      • V-Skill Charged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, now has armor until 3f after first hit

Vega

SFV-Vega Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Stand HP (claw) advantage on hit increased from +6 to 7, pushback on hit and block slightly decreased
  • Crouch HP (claw) advantage on hit increased from -2 to +5, advantage on block increased from -5 to +3
  • Flying Barcelona Attack (claw) (f,d,df+K > P) damage increased from 90 to 120, advantage on block increased from 0 to +3, juggle increase changed from 2 to 0
  • Flying Barcelona Attack (no claw) (f,d,df+K > P) damage increased from 60 to 80
  • EX Crimson Terror (qcf+KK) movement distance increased, is now between S1 and S2 distance
  • V-Trigger
    • Bloody Kiss - Azul (HP+HK) adjusted so Vega is fully invincible on first frame when rose hits
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw positioning after throw adjusted
  • Backthrow damage increased from 130 to 140
  • Claw
    • Stand LP collision box adjusted
    • Stand HP collision box adjusted
    • Crouch MP hurtbox expanded, collision box adjusted
    • Crouch HP hurtbox reduced, active frames increased from 2f to 3f, can now hit behind Vega
    • Jump HP hurtbox before startup reduced
    • Matador Flash (HP > HP > MP+MK) second hit can be special canceled, third hit can be canceled into CA or V-Trigger, increased V-Gauge gain for 3rd hit
    • Buster Claw (f+HP) collision box adjusted
    • Heavy Aurora Spin Edge (qcb+HP) hitbox expanded
  • No Claw
    • Stand LP collision box adjusted, pushback on hit/block increased
    • Stand MP collision box adjusted
    • Stand HP collision box adjusted
    • Crouch MP hurtbox expanded
    • Crouch HP hitbox expanded, hurtbox reduced, can hit behind Vega
    • Jump HP hurtbox during active frames reduced, expanded during recovery
    • Matador Blitz (MP > HK > MP+MK) third hit can be canceled into CA and V-Trigger, increased V-Gauge gain on 3rd hit)
    • Grand Izuna Drop (qcb+P/PP) recovery on whiff increased by 10f
  • Stand Hk hurtbox reduced, collision box adjusted during move, can hit behind Vega
  • Jump HK hurtbox reduced, hitbox expanded
  • Matador Turn (MP+MK) can be canceled into CA
  • LK Crimson Terror (qcf+LK) pushback on second hit increased
  • EX Flying Barcelona Attack (f,d,df+K > P) startup timing adjusted, movement value during move adjusted, timing of final attack adjusted
  • V-Trigger
    • Bloody Kiss - Toreo (HP+HK) damage decreased from 170 to 100, blowback on hit adjusted, juggle potential when used in combos increased, will now build EX Meter
    • Bloody Kiss - Azul (HP+HK during forward jump) damage decreased from 170 to 100, blowback on hit adjusted, juggle potential when used in combos increased, will now build EX Meter
    • Bloody Kiss - Rojo damage increased from 170 to 180, stun increased from 150 to 200, will now build EX Meter
  • Added V-Trigger 2: Alegrias
Street Fighter V - Season 3.5 (April 2018)
  • Forward throw damage increased from 120 to 140
  • Back throw damage increased from 140 to 150
  • Stand LP (claw/no claw) upwards hitbox redcued
  • Crouch LP (no claw) upper hitbox reduced
  • Matador Turn (MP+MK) can cancel into CA on block (prevents Option Select), increased distance it triggers proximity guard, increased pushback on block
  • LK Crimson Terror (qcf+LK) forward hitbox during first hit expanded
  • EX Flying Barcelona Attack (f,d,df+K > P) input window adjusted
  • VT1
    • Bloody Kiss - Toreo (HP+HK) damage increased from 100 to 140
    • Bloody Kiss - Azul (HP+HK during forward jump) damage increased from 100 to 140
  • VT2
    • Flash Arch - Granate damage distribution changed from 40*80 to 60*60
    • Flash Arch - Rossa bugs fixed where Vega would not connect with follow-up attack after parry, and Vega would remain invincible after attack concluded

Zangief

SFV-Zangief Face.jpg
Street Fighter V Season 1 (February 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (June 2017)
  • Head butt (f+HP) CA meter gain when used to cancel a projectile reduced from 50 to 30
  • Double Lariat (PPP) downwards hitbox on first revolution reduced, hitbox on arms while spinning on 2nd and 3rd revolution cannot hit crouching opponents, expanded hurtbox to line up with hitbox
  • Flying Head Butt (u+HK during neutral jump) added
  • Tundra Storm (f,d,df+P) added
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Forward throw (stand/crouch) position after throw adjusted
  • Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit
  • Stand LK recovery increased from 12f to 15f
  • Crouch LP damage increased from 30 to 40, active frames reduced from 3f to 2f, total frames increased from 12f to 14f, advantage on hit reduced from +4 to +3 (no longer self-combos), expanded hurtbox
  • Crouch LK hitbox reduced, no longer special cancelable
  • Crouch HP hurtbox reduced
  • Jump HP hurtbox reduced
  • Knee Hammer (f+MK) recovery on whiff increased by 3f
  • Flying Body Press (d+HP in air) hurtbox reduced
  • Screw Pile Driver (360+P) recovery on whiff increased by 8f, adjusted movement distance on whiff
  • Double Lariat (PPP) recovery increased by 5f
  • Tundra Storm (was f,d,df+P) input changed to f,d,df+PP; startup decreased from 4f to 2f, stun increased from 250 to 300, recovery on whiff reduced by 10f, cannot be special canceled into, changed whiff motion
  • V-Trigger
    • Cyclone Lariat (HP+HK) will now build EX Meter
  • Added V-Trigger 2: Cossacck Muscle
Street Fighter V - Season 3.5 (April 2018)
  • Flying Head Butt (d+HP during neutral jump) stun reduced from 400 to 200, changed hit effect from blowback to mid-air unrecoverable damage
  • Muscle Explosion (f+PPP) pushback on hit/block increased
  • Tundra Stun (f,d,df+PP) will no longer allow opponent to recover stun during animation
  • EX Borscht Dynamite (360+P in air) has a new animation if canceled into
  • VT2
    • Stand HP xx VT2 cancel timing adjusted

Zeku

SFV-Zeku Face.jpg
Street Fighter V Season 1 (February 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (June 2017)
  • Added (Season 2 DLC, added October 2017)
Street Fighter V - Season 3 (Arcade Edition, January 2018)
  • Old Zeku
    • Stand LP hurtbox expanded, collision box adjusted during move
    • Crouch MP hurtbox expanded
  • Fixed bug where after CAs that plants Zeku into the ground, Old Zeku could use Young Zeku’s moves
Street Fighter V - Season 3.5 (April 2018)
  • Old Zeku
    • Forward throw damage increased from 120 to 130
    • Back throw damage increased from 140 to 150
    • Stand LP upwards hitbox reduced
    • Stand MP upwards hitbox reduced
    • Crouch LP upwards hitbox reduced
    • Jump HP hitbox expanded at base
    • Fukuro (MP+MK) will not build EX Gauge on hit/block
    • Toushi (f+PPP) startup reduced from 17f to 12f, changed opponent reaction from blowback to stagger on hit, increased pushback on block, adjusted projectile invulnerability from 1f-21f to 1f-16f
    • Bushin Gram Koku Regular/EX (qcf+K/KK) damage decreased at base and part that nullifies projectiles by 10
    • Bushin Gram - Ban (f,d,df+K)
      • L Version damage reduced from 120 to 100
      • EX version blowback on first hit adjusted
    • Bushin Gram - Teki (qcb+K)
      • Light version horizontal blowback on hit increased
      • Medium version damage decreased from 09 to 80 if base part hits, damage decreased from 80 to 70 if projectile nullifying part hits
      • EX version damage decreased from 120 to 110 if base hits, damage decreased from 100 to 90 if projectile nullifying part hits, hitbox expanded for part that physically hits from second hit onwards
    • EX Bushin Jakura (qcf+P) trajectory on startup adjusted, movement distance upon pressing left/right adjusted
    • Shumkumyo (d,d+PP) can be canceled from Bushin Gram - Koku/Ban/Teki on hit, Koku/Teki on block
  • Young Zeku
    • Forward throw damage increased from 120 to 140, EX Meter gain increased from 60 to 100
    • Back throw damage increased from 120 to 160, stun increased from 150 to 200, EX Meter gain increased from 80 to 100
    • Stand LP upwards hitbox reduced
    • Jump HP hitboxes/hurtboxes adjusted to closer match animation
    • Jump HK hitbox expanded forward, forward hurtbox removed, hurtbox adjusted
    • Tenpo Kairi (MP+MK) changed to not build EX gauge on hit/block, damage increased from 80 to 90, expanded upwards hitbox for second hit and its startup, active frames on second hit increased from 2f to 4f
    • Toushi (f+PPP) startup reduced from 17f to 12f, increased pushback on block, adjusted opponent reaction rom blowback on hit to now stagger on hit, changed projectile invulnerability from 1f-21f to 1f-16f
    • Bushin Sho (qcf+P)
      • All versions had combo count eased
      • Heavy version had bug fixed where projectile nullifying hitbox was not generated
      • EX Version recovery increased from 20f to 21f
    • Heavy Hozanto (qcb+HP) startup reduced from 27f to 26f
    • Ashikari (qcf+K > MK) damage increased from 80 to 100, eased combo count
    • Gekkou (qcf+K > HK)
      • Regular version combo count eased
      • EX version stun increased from 150 to 200, combo count eased
    • Shukumyo (d,d+PP) can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit
  • Both
    • Batsuzan Gaisei (qcf,qcf+K) EX gain for opponent on hit increased from 60 to 100
  • VT1
    • Idaten (HP+HK) can be special canceled, invincibility timing changed from 6f to 3f, if a crHP is performed after it will force standing
  • VT2
    • Karura Tenzan movement distance on startup adjusted, changed from 1 time move to timer, damage decreased from 180 to 140, stun decreased from 200 to 150, on hit is projectile invincible until active frames end, reduced blowback time by 3f on hit, fixed bug where some hits would not connect if canceled into from EX Bushin Gram - Koku/Teki
    • Batsuzan Gaisei EX gain for opponent on hit increased from 60 to 100