Street Fighter V/Changelist

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Official patch notes can be found at https://game.capcom.com/cfn/sfv/adjust/201701

Universal Changes

SFV-Header Face.jpg
Street Fighter V Season 1 (February 16, 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 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
  • S4 released
  • Characters will be KO'd if vitality is reduced to zero even if they have white gauge remaining (IE can be killed through armor)
  • Stun damage taken is reduced by 50% if armored through
  • Damage is increased by 1.2x against moves that are invincible by 1f and recover in a counter hit state such as EX Shoryuken
  • All V-Trigger activations can no longer go through moves during the invincible screen freeze
  • Fixed bug that caused recovery for characters hit during V-Trigger screen freeze to be reduced by 1f
  • Fixed bug where if certain attacks connected at same time as CA, VT, or KO animation the character would behave in an unnatural way
  • Fixed bug where if certain button was used to input EX move it would come out 1f slower
  • Fixed bug where if forward or backwards dash was inputed at same time as a reversal timing command, the command move would come out after the dash
Street Fighter V - Champion Edition (December 15, 2019)
  • HP and Stun values increased for many characters
  • Collision boxes during wake up and downed animation standardized across all characters
  • Fixed bug where opponent stunned in freeze state would not return to normal
  • Fixed bug where if a throw was inputed during 5f window for rapid canceling a light a throw would be performed instead of the rapid cancel move
  • Fixed a bug where if using a move with armor, and upon taking damage from an attack following a guard-break attack from the opponent, guard-break scaling would be applied to the second attack.
  • Fixed a bug where when using an attack that draws the opponent in closer (such as Zangief's VTI Cyclone Lariat), and a certain part of the attack hits, after the hit the character would be moved to an unnatural position.
  • V-Skill 2's introduced for entire roster

Abigail

SFV-Abigail Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (part of Season 2 DLC, released July 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Akuma

SFV-Akuma Face.jpg
Street Fighter V Season 1 (February 16, 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 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Alex

SFV-Alex Face.jpg
Street Fighter V Season 1 (February 16, 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 recovery increased from 12f to 14f (no change to advantage), 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 (May 30, 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 16, 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 3, 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)
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Balrog

SFV-Balrog Face.jpg
Street Fighter V Season 1 (February 16, 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 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Birdie

SFV-Birdie Face.jpg
Street Fighter V Season 1 (February 16, 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 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Blanka

SFV-Blanka Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Added (Season 3 DLC, released February 2018)
Street Fighter V - Season 3.5 (April 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Cammy

SFV-Cammy Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Adjusted hurt box when changing direction while crouching
  • Forward throw damage reduced from 130 to 120, reduced CA meter gain, adjusted collision box moving forward during animation, second hit adjusted when KO's
  • Back throw damage reduced from 140 to 130, adjusted collision box moving forward during animation
  • Stand MP advantage on block increased from +2 to +3, hurtbox added to feet 6-13f, hurtbox expanded forward, reduced pushback on hit and block.
  • Stand HP advantage on hit reduced from +11 to +9 when canceled into V-Trigger
  • Stand MK startup reduced from 9f to 8f, overall animation reduced by 1f
  • Crouch LP active frames increased from 2f to 3f
  • Crouch HP damage reduced from 90 to 80, advantage on hit increased from 0 to +1 on hit
  • Crouch HK damage reduced from 100 to 90
  • Jump MK hitbox expanded upwards
  • Knee Bullet (f+HK) stun increased from 100 to 150
  • Lift Upper (b+MP) advantage on hit increased from 0 to +4, advantage on block increased from -2 to +1,and forces standing on hit
  • Lift Combination (b+MP > HK) whiffs on crouching opponents
  • Axel Spin Knuckle (MP+MK) grounded throughout entire animation
  • Strike Back (f+KKK) recovery decreased from 29f to 24f, no longer knocks opponent down on hit, advantage changed to +2/-2 on hit/block
  • Cannon Spike (DP+K)
    • LK version has throw and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible
    • MK version has throw and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible
    • HK version has hurtbox 1-7f, is throw invincbile 1-7f
    • EX version juggle potential increased
  • Cannon Strike (QCB+K in air)
    • MK version bllock stun reduced by 1f
    • EX version damage increased from 60 to 80, position of hitbox slightly lowered and size greatly reduced, hurtbox expanded, landing recovery increased from 9f to 13f
  • Holligan Combination (HCF+P)
    • Cannon Strike follow-up block stun increased by 2f, meter gain on hit and block increased
    • EX Cannon Strike damage increased from 60 to 80, position of hitbox slightly lowered and size greatly reduced, hurtbox expanded, landing recovery increased from 9f to 13f
    • EX Version > Cannon Strike bug fixed to correctly counter hit if canceled into from Lift Combination
    • Razer Edge Slicer follow up meter gain increased on hit and block
    • Fatal Leg Twister (LP+LK against grounded opponent) stun increased from 200 to 250, increased CA gain, active frames reduced from 4f to 2fg
    • Cross Scissor Pressure (LP+LK against air opponent) recovery on hit reduced by 2f, stun increased from 200 to 250, increased meter gain, reduced active frames from 4f to 2f
  • Spiral Arrow (qcf+K)
    • LK version recovery on whiff increased by 3f, damage reduced from 80 to 70, juggle potential increased from 0 to 1, adjusted float on hit
    • MK version damage reduced from 90 to 80, increased juggle potential from 0 to 1, adjusted advantage to match HK version
    • HK version recovery on hit increased by 1f, increased juggle potential from 0 to 1
    • EX version damage increased from 120 to 140, increased juggle potential from 0 to 1, changed projectile invincibility from 3-15f to 1-15f

V-Trigger

    • Cannon Strike (DP+K)
      • Increased meter gain on hit and block
Street Fighter V - Season 2.5 (May 30, 2017)
  • Cannon 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 16, 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) 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 3, 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
  • L 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Chun-Li

SFV-Chun-Li Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Hurtbox adjusted when changing directions while standing/crouching, expanded while crouching
  • Stun reduced from 1000 to 950
  • Forward throw range expanded, stun reduced from 170 to 150, decreased meter gain
  • Back throw range expanded
  • Air throw range shrunk, hurtbox expanded downwards
  • Stand LP pushback on hit and block increased, hitbox shrunk, cancels into specials 5f later, moved position of animation after being counter hit or when canceled into a special
  • Stand MP active frames increased from 2f to 3f, moved position of animation after being counter hit or when canceled into a special
  • Stand HP recovery increased from 16f to 18f, disadvantage on block increased from -3 to -5
  • Stand LK startup increased from 4f to 5f, 1f added to overall animation, hitbox shrunk, hurtbox expanded, knockback on hit against aerial opponent increased
  • Crouch LP startup increased from 3f to 4f, animation increased by 1f, damage increased from 20 to 30, hitbox increased from 2f to 3f
  • Crouch HP pushback on first hit decreased
  • Crouch LK advantage on hit increased from +1 to +2, can only be canceled into Hyakuretsukyaku
  • Crouch HK startup increased from 7f to 8f, overall animation increased by 1f, damage decraesed from 100 to 90
  • Jump MK lower hitbox reduced
  • Neutral Jump HK startup increased from 5f to 7f
  • Hakkei (b+HP) upper hitbox shrunk, hurtbox around feet expanded upwards, activation when canceled into specials delayed 4f
  • Senenshu (df+MK) advantage on hit increased from 0 to +2
  • Yokusenkyaku (f+HK) advantage on hit increased from +3 to +4
  • Kakurakukyaku (df+HK) active frames increased from 6f to 7f, lower hitbox shrunk, hurtbox around hitbox expanded
  • Yosokyaku (d+MK in air) fixed to register correctly when counter hit during specific frame of animation
  • Rankyaku (MP+MK) adjusted to give V-Gauge instead of CA Gauge for follow up jumping attacks when not in V-Trigger
  • Sohakkei (f+PPP) startup increased from 10f to 12f, recovery increased from 20f to 24f, advantage on hit increased from +1 to +2, invincibility increased from 1-15f to 1-25f
  • Kikoken (b,f+P)
    • All versions meter on activation decreased on hit/block, meter increased when projectile hit increased, projectile invincible hurtbox added around hands
    • LP version startup increased from 45 to 46f
    • MP version startup increased from 43f to 45f
    • HP version startup increased from 41f to 44f
  • Hyakuretsukyaku (qcf+K)
    • All versions can be performed by pressing 3 kick buttons and ending on specific strength or 2 kicks for EX, knockback distance and duration on air counter adjusted to make easier to hit airborne opponents
    • LK version damage reduced from 80 to 60, advantage on hit increased from +3 to +4, expanded pushback on hit for the last hit, fixed bug where when hit during 1f of animation would not register as counter hit
    • MK version startup increased from 10f to 11f, damage decreased from 100 to 80, stun decreased from 100 to 120, advantage on hit increased from +2 to +3
    • HK version damage decreased from 120 to 100, advantage on hit increased from +1 to +2
    • EX version stun increased from 150 to 200, pushback decreased, distance Chun moves forward during animation increased
  • Airborne Hyakuretsukyaku (qcf+K in air)
    • All versions knockback distance and duration on air counter adjusted to make easier to hit airborne opponents
    • LK version startup increased from 7f to 8f, damage decreased from 80 to 70, advantage on hit decreased from +4 to +3, advantage on block decreased from +1 to -2, upper hitbox shruunk
    • MK version startup increased from 8f to 10, damage decreased from 100 to 90, advantage on hit reduced from +4 to +3, advantage on block reduced from +1 to -2, upper hitbox shrunk
    • HK version startup increased from 7f to 12f, damage decreased from 120 to 100, disadvantage on hit reduced from -3 to 0, upper hitbox shrunk
    • EX version damage reduced from 175 to 160
  • Spinning Bird Kick (d,u+K)
    • LK version damage decreased from 120 to 100
    • MK version damage decreased from 140 to 120
    • HK version startup decreased from 22f to 19f, recovery decreased from 26f to 24f, damage decreased from 160 to 140
    • EX version recovery increased from 27f to 31f, damage reduced from 170 to 150
  • Hoyokusen (qcf, qcf+K) damage decreased from 340 to 330, collision box expanded vertically

V-Trigger

    • Can be canceled into from Hyakuretsukyaku or Kikoken, total length reduced from 1000f to 700f
    • Stand HP recovery increased from 14f to 16f, advantage on block increased from -3 to -5
    • Stand HK juggle increase reduced from 1 to 0 for combos, increased how long opponent is frozen in air on Crush Counter
    • Crouch LP damage increased from 30 to 40
    • Crouch LK advantage on hit increased from +3 to +4
    • Crouch HK damage decreased from 110 to 100
    • Hakkei (b+HP) increased length opponent is frozen in air on Crush Counter by 4f
    • Senenshu (df+MK) advantage on hit increased from +3 to +4
    • Hyakuretsukyaku (qcf+K)
      • MK version damage decreased from 110 to 90
      • HK version damage decreased from 130 to 110
    • Airborne Hyakuretsukyaku (qcf+K in air)
      • LK version damage reduced from 90 to 80
      • MK version damage reduced from 120 to 100
      • HK version damage reduced from 130 to 110, disadvantage on block reduced from -6 to -3
    • Spinning Bird Kick (d,u+K)
      • LK version damage decreased from 130 to 110
      • MK version damage decreased from 150 to 130
      • HK version damage decreased from 170 to 150
      • EX version damage decreased from 180 to 160
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Cody

SFV-Cody Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, released June 2018)
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Dhalsim

SFV-Dhalsim Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Health increased from 900 to 925
  • Hurtbox fixed while crouching and changing direction
  • Forward throw recovery increased by 5f, damage reduced from 120 to 110, stun reduced from 170 to 120, decreased meter gain
  • Back throw separation distance increased
  • Stand LP hitbox on active frames 2-3f increased, hurtbox expanded up and forwards during first active frame, distiance airborne opponents knocked back increased when hit
  • Stand MP advantage on hit increased from 0 to +2, increased size of hitbox upwards, reduced size of hurtbox downware during active frames, can now cancel into CA
  • Stand HP startup reduced from 20f to 16, hurtbox added to arms before they fully extend, projectile invincibility frames changed from 17-33f to 15-35f, total frames reduced from 44f to 42f, can now cancel into CA
  • Stand LK startup reduced from 5f to 4f, total duration reduced by 1f
  • Stand MK advantage on hit increased from 0 to +2, increased size of hitbox forward, reduced size of hurtbox in upward direction during active frames, can now cancel into CA
  • Stand HK startup reduced from 16f to 15f, total duration reduced by 1f, advantage on hit increased from -3 to +4, can now cancel into CA
  • Crouch LP can now rapid cancel into crouch LP, increased pushback on hit and guard, increased active frames from 2f to 3f
  • Crouch MP damage increased from 60 to 70
  • Crouch HP startup increased from 8f to 9f, total duration increased by 1f
  • Crouch LK hurtbox size increased upwards during 5-16f, upper hurtbox has projectile invincibility
  • Crouch MK damage increased from 50 to 60, advantage on hit increased from -3 to -2, disadvantage on guard decreased from -8 to -7, increased size of hurtbox upwards during 4-20f
  • Jump HP startup increased from 7f to 9f, reduced size of hitbox
  • Yoga Upper (b+MP) advantage increased from +3 to +4, advantage on guard increased from 0 to +1, increased size of hitbox backwards, move character's center point forward during move
  • Yoga Anvil (b+HP) increased size of hitbox forward, adjusted so no longer moves Dhalsim backwards during startup
  • Yoga Float (MP+MK)
    • Yoga Float Neutral (MP+HK) increased and standardized V-Gauge meter gain on all follow-up moves, changed hurtbox on feet during 14-17f to be projectile invincible
    • Yoga Float Forward (f+MP+MK) increased and standardiezd V-Gauge meter gain on all follow-up moves
  • Yoga Mala (f+PPP) startup increased from 15f to 16f, hit and projectile invincibility increased from 1-23f to 1-30f, adjusted distance and recovery on hit
  • Yoga Teleport (f,d,df+PPP/KKK or b,d,db+PPP/KKK) increased hurtbox during motion from 1-3f to 1-4f
    • Yoga Teleport Air hurtbox during motion increased on frame 3
  • Yoga Fire (qcf+P)
    • All normal versions duration decreased from 51f to 48f, advantage on hit/guard changed to -3/-5, reduced meter gain on whiff, reduced projectile movement forward, reduced movement of center point by half during move
    • EX version advantage on block reduced from +5 to +3
  • Yoga Flame (hcb+P)
    • All normal versions reduced meter gain on hit and guard, delayed CA cancel timing making easier for opponent to V-Reversal
    • LP Version damage reduced from 70 to 60, stun increased from 100 to 150
    • MP Version damage reduced from 80 to 70
    • EX version damage increased from 120 to 140
  • Yoga Gale (hcb+P in air)
    • Increased damage from 140 to 150, reduced stun from 240 to 200, can cancel into air Yoga Teleport in recovery
  • Yoga Sunburst Ground (qcf,qcf+P) damage reduced from 320 to 300, slightly slowed travel speed, added throw box from 5f to before active frames
  • Yoga Sunburst Air (qcf,qcf+P in air) damage reduced from 320 to 300
  • V-Trigger
    • Fire carpet now does more damage to downed opponents
    • Startup of recoverable damage hitbox is faster
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added new normal: db+MK
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Ed

SFV-Ed Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, released June 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Edmond Honda

SFV-Honda Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

Added (August 4, 2019)

Street Fighter V - Champion Edition (December 15, 2019)

F.A.N.G.

SFV-Fang Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Hurtbox when turning around while crouching adjusted
  • Forward throw recovery after hit increased by 6f, damage reduced from 130 to 120, stun reduced from 200 to 150, meter gain decreased
  • Back throw damage decreased from 130 to 120, stun reduced from 170 to 150, meter gain reduced, separation distance after throw increased
  • Stand LP advantage on hit increased from +5 to +6, advantage on block increased from +2 to +3
  • Stand MP downwards hitbox on second hit decreased
  • Stand LK startup increased from 5f to 6f, entire animation increased by 1f, advantage on hit increased from +4 to +5, advantage on block increased from +4 to +5
  • Stand MK startup increased from 5f to 6f, entire animation increased by 1f
  • Stand HK startup increased from 12f to 14f, entire animation increased by 2f, advantage on hit increased from +6 to +7
  • Crouch LP hitbox expanded forward
  • Crouch MP startup increased from 6f to 7f, 1f added to entire animation, the motion start point has been moved forward when canceled into or counter hit
  • Crouch MK startup increased from 7f to 8f, 1f added to entire animation, advantage on hit increased from +4 to +5, advantage on block increased from +2 to +3
  • Crouch HK damage changed from 40*60 to 50*50 for the 2 hits, canceling into V-Trigger is 1f faster on hit
  • Nikaiho (f+PPP) recovery changed from 35f to 30f
  • Nirenko (df+HP) advantage on hit increased from -2 to 0
  • Senpukuga (d+PPP > K) advantage on hit increased from +5 to +6
  • Nikankyaku (DP+K)
    • Priority of input increased over Ryobenda
    • MK version recovery decreased by 1f
  • Nishikyu (d,u+P)
    • All versions meter gain on activation decreased, gain when projectiles hit or are blocked increased
    • EX version entire animation decreased from 52f to 49f, damage increased from 80 to 90, advantage on hit increased from +2 to +3, advantage on block increased from -2 to -1
  • Ryobenda (b,f+K)
    • MK version active frames on cloud increased from 60f to 80f
    • HK version animation increased from 52f to 55f, active frames on cloud increased from 100f to 120f
  • Shishiruirui (qcf, qcf+P) startup decreased from 12f to 10f

V-Trigger

    • Canceling into moves does not require charge while active
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Falke

SFV-Falke Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, added April 2018)
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

G

SFV-G Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, added August 2018)
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Gill

SFV-Gill Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

Added (August 4, 2019)

Street Fighter V - Champion Edition (December 15, 2019)

Guile

SFV-Guile Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released April 2017)
Street Fighter V Season 2 (December 20, 2016)
  • Forward throw damage decreased from 130 to 120, stun decreased from 200 to 120, CA meter gain decreased, advantage after throw increased by 6f, decreased separation distance after throw
  • Back throw CA meter gain decreased
  • Air throw range increased, hurtbox expanded downwards during motion
  • Stand MP startup increased from 5f to 6f, entire motion decreased by 1f, advantage on hit increased from +4 to +6, advantage on block decreased from +3 to +2, increased pushback on hit
  • Stand HP startup increased from +7 to +8, advantage on hit increased from +6 to +7, removed crush counter, increased pushback on hit, hit/hurt/collision boxes moved forward when taking damage
  • Stand LK startup decreased from 5f to 4f, entire motion decreased by 1f, activation for specials delayed by 2f, made special cancelable
  • Stand HK advantage on hit increased from +1 to +2
  • Crouch LP active frames increased from 2f to 3f
  • Crouch LK chain timing increased, active frames increased from 2f to 3f
  • Crouch MP knockback distance increased on hit
  • Crouch HP disadvantage on block increased from -3 to -4, added crush counter effect
  • Crouch HK startup decreased from 8f to 7f, entire motion decreased by 1f
  • Knee Bazooka (f or b+LK) advantage on hit increased from -2 to -1, advantage on block increased from -6 to -3
  • Rolling Sobat (f or b+MK) hurtbox on feet decreased during frames 7 - 10f
  • Full Bullet Magnum(f+MP) advantage on hit increased from 0 to +1, disadvantage on block increased from -4 to -6
  • Drake Fang (d+MK > MP) advantage on hit increased from 0 to +1, disadvantage on block increased from -4 to -6
  • Reverse Spin Kick (f+HK) advantage on hit increased from +3 to +6, disadvantage on block increased from -1 to -2
  • Reverse Back Knuckle (f+PPP) hitbox startup increased from 15f to 16f, advantage and distance on hit adjusted
  • Sonic Boom (b,f+P) damage increased from 50 to 60, CA meter gain on activation decreased, CA meter gain on hit/block increased, advantage on hit decreased from +8 to +7, advantage on block increased from +1 to +2, added collision box when the hitbox is active
  • Somersault Kick (d,u+K)
    • All regular versions: hitbox on active frames 1-2 expanded forward
    • 1F - 3F Upper body invincibility + Projectile Invincibility/ 4F - 6F complete invincibility changed to 1F - 2F Lower stance/3F - 8F hit/projective invincible
    • MK version 1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility changed to 1F - 2F Lower stance/3F - 8F hit and projective invincible
    • HK version 1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility changed to Throw and projectile invincibility between 1F - 9F
  • V-Trigger
    • Solid Puncher changed from 3 bars to 2 bars
    • Sonic Boom(b,f+P)
      • Damage increased from 50 to 60, stun damage decreased from 80 to 50, CA meter gain on activation decreased, CA meter gain on hit/block increased, advantage on hit decreased from +8 to +7, advantage on block increased from +1 to +2, added collision box when the hitbox is active
    • Sonic Break(HP+HK) decreases more timer on single activation, decreases less timer on follow up shots, decreases more timer for EX version, CA meter gain less on activation, CA meter gain increased when projectile connects with opponent, active frames for both single and follow up shots unified to 36f, damage on follow up shots increased by 10
    • Sonic Tempest (b,f,b,f+P) damage decreased from 360 to 350
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Ibuki

SFV-Ibuki Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Health increased from 900 to 950
  • Forward step motion decreased from 17f to 16f
  • Jump changed from 40f to 38f total
  • Forward throw stun decreased from 170 to 120, CA meter gain decreased
  • Back throw damage increased from 130 to 140, stun increased from 170 to 200, CA meter gain increased
  • Air throw range decreased, hurtbox during motion expanded downwards
  • Stand LK adjusted so cannot cancel into V-Trigger on whiff
  • Stand MK startup increased from 5f to 6f, recovery decreased from 15f to 14f, advantage on hit increased from 0 to +5, advantage on block increased from -1 to +2, knockback on hit and block decreased, forward hitbox decreased
  • Stand HK advantage on crush counter increased by 7f
  • Crouch LP advatange on block increased from +1 to +2, active frames increased from 2f to 3f
  • Crouch MP motion starting point moved forward when receiving damage or when canceled
  • Crouch LK adjusted to chain into crouch LP
  • Bonshogeri (f+HK) recovery increased from 16f to 19f on whiff, increased advantage on crush counter by 3f
  • Sasanaki (MP > f+MK) advantage o nhit increased from +5 to +6
  • Hanagasumi (f+PPP) recovery on hit added, hitbox expanded forward
  • Kunai / Air Kunai (qcf+P) CA meter gain on activation decreased, CA meter gain increased when kunai connects with opponent, delayed CA cancel timing so V-Reversals easier to perform for opponent
    • LP air version issue where bendback time was extended by 3f when hits as counter
  • Kunai Ikkinage / Air Ikkinage (Hold P > release) CA meter gain on activation decreased
  • Kunai Hoju (hcb+K) recovery reduced by 3f, sped up timing kunai is refilled
    • EX version added
  • Nobusuma (KK during jump) adjusted so a jump attack can be performed during recovery
  • Raida (hcb+P) increaesd meter gain on hit/block, pushback distance on guard decreased
    • EX version projectile invincible frames changed from 3-9f to 1-9f
  • Kachofugetsu (qcf,qcf+K) damage decreased from 350 to 340
Street Fighter V - Season 2.5 (May 30, 2017)
  • Kunai Hoju (hcb+K) placed in lower input priority than Kazekiri (f,d,df+K)
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Juri

SFV-Juri Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (part of Season 1 DLC, released July 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Hurtbox expanded when character changes direction while crouching
  • Forward throw recovery decreased by 5f after throw, damage reduced from 130 to 110, stun reduced from 200 to 120, CA meter gain reduced from 100 to 70, decreased separation distance after throw
  • Back throw recovery reduced by 2f, decreased separation distance after throw
  • Air throw range expanded, hurtbox expanded downward during motion
  • Stand MP advantage on hit increased from +4 to +5, decreased size of forward hurtbox
  • Stand HP advantage on hit increased from +2 to +4
  • Stand LK active frames increased from 2f to 4f
  • Stand HK recovery increased from 17f to 20f
  • Crouch LP active frames increased from 2f to 3f, motion when chained into another crLP increased from 9-10f to 10-11f
  • Crouch MP startup increased from 5f to 6f, active frames increased from 2f to 3f, overall frames increased from 23f to 24f
  • Crouch MK advantage on hit increased from +1 to +2, advantage on block increased from -3 to -2, extended cancel window
  • Senkaikyaku (f+MK) disadvantage on block increased from -4 to -6
  • Kyoretsushu (MP > b or f+HP) disadvantage on block increased from -6 to -12
  • Ryodansatsu (qcb+K)
    • LK version startup decreased from 20f to 19f, airborne frames changed from 5-18f to 4-17f, reduced overall frames from 46f to 45f
    • MK version startup decreased from 21f to 20f, airborne frames changed from 5-19f to 5-18f, reduced overall frames from 47f to 46f
    • EX version projectile invincibility changed from 5-27f to 1-27f
  • Tensenrin (f,d,df+K)
    • Input changed from f,d,df+K to f,d,df+P
    • L version advantage on hit increased from +1 to +2
    • M version damage increased from 110 to 120, decreased size of hurtbox between 1-2f, added throw invincibility on 1-7f, hit and projectile invincible between 3-7f
    • H version added throw invincibility for 1-8f
  • Fuharenkyaku (qcf+K)
    • MK version startup increased from 21f to 23f, disadvantage on block reduced from -6 to -4, changed airborne frames from 8-22f to 10-24f, increased overall frames from 41f to 43f
    • HK version recovery decreased from 31f to 21f, damage decreased from 90 to 50, stun increased from 120 to 170, disadvantage on block decreased from -11 to -6
  • Kasatsushu (MP+MK) startup for level 2 increased from 14f to 10f, increased juggle potential in combos, projectile invincibility changed to 14f for level 1, 6f for level 2, and completely for level 3, decreased downwards hurtbox and increased forward hurtbox during level 1, made possible to cancel into after any Fuharenkyaku, changed level 2 start from 40f to 33f
  • Sakkai Fuhazan (qcb,qcb+K) hitbox expanded backwards

V-Trigger

  • Fuharenkyau (qcf+K)
    • LK version projectile speed slowed down, slowed CA timing activation making easier for opponent to V-Reversal
    • MK version startup increased from 21f to 23f, disadvantage on block reduced from -6 to -4
    • HK version recovery decreased from 31f to 21f, damage decreased from 90 to 50, stun increased from 120 to 170, disadvantage on block decreased from -11 to -6
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Kage

SFV-Kage Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

Added (December 16, 2018)

Street Fighter V - Champion Edition (December 15, 2019)

Karin

SFV-Karin Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Hurtbox adjusted when changing directions while crouching
  • Forward throw stun reduced from 170 to 120, reduced CA meter gain, increased separation distance after throw, reduced recovery after throw by 1f
  • Stand HP damage reduced from 90 to 80
  • Stand LK advantage on block reduced from +3 to +2
  • Stand MK position adjusted after animation begins taking damage or canceled into, increased disadvantage on block from 0 to -2, delayed V-Trigger activation by 5f
  • Stand HK damage reduced from 90 to 80, reduced knockback on crush counter
  • Crouch LP hit/hurtbox adjusted to be same for both normal and chained version
  • Crouch MK upper hitbox reduced
  • Crouch HK damage reduced from 100 to 90, advantage on V-Trigger canceled increased from -7 to +4
  • Jump MP startup increased from 5f to 6f, damage reduced from 70 to 60, adjusted to cause knockdown instead of air recoverable hit
  • Jump LK hitbox expanded backwards
  • Jump MK lower hitbox shrunk
  • Airborne Range (MP > HP) added
  • Tsumujigari (f+MK) disadvantage on block increased from -4 to -6
  • EX Kanzuki-Ryu Hokojutsu Seppo (qcf+KK) projectile invincibility adjusted from 6-17f to 4-17f
  • Tenko (Fastest) (qcf+K, P) damage reduced from 80 to 70
  • Orochi (qcf+K, d+P)
    • Regular version damage reduced from 90 to 80, horizontal knockback on air hit reduced, pushback on block reduced
    • EX version damage increased from 100 to 120
  • Mujinkyaku (qcb+K)
    • All regular versions CA meter gain increased on hit/block/activation
    • LK version reduced knockback on air hit, increased disadvantage on block from -5 to -7
    • MK version adjusted to ground state for third hit, shortened blockstun for second hit by 2f
    • HK version increased reeling on successful second hit, reduced pushback on hit
  • Ressenha (qcb+P)
    • LP version damage reduced from 90 to 70
    • MP version damage reduced from 100 to 80
    • HP version damage reduced from 110 to 90
    • EX version invincibility increased from 1-5f to 1-7f, adjusted so Karin is in standing state during recovery, changed landing recovery hurtbox to be same as her standing hurtbox
  • Senha Kusabi (qcb+P, d+K) recovery reduced from 22f to 20f, increased damage from 60 to 80
  • Senha Resshu (qcb+P, u+K) damage increased from 120 to 150, stun increased from 150 to 200
  • Meioken (MP+MK) disadvantage on block increased from -1 to -2, shrank upper hitbox
  • Yashagaeshi (f+PPP) startup increased from 15f to 16f, adjusted distance from opponent and advantage on hit
  • V-Trigger
    • Guren Ken (qcf+P) damage reduced from 80 to 60, stun reduced from 80 to 60
    • Guren Hosho (qcf+P, P) damage increased from 90 to 110, stun increased from 100 to 120, fixed bug that granted Karin full invisibility 1f before animation finished if player did not perform any action during recovery
    • Guren Chochu (qcf+P, d+P) damage increased from 50 to 60, stun increased from 50 to 70
    • Guren Kusabi (qcf+P, d+P, d+K) damage increased from 60 to 70
    • Guren Hochu (qcf+P, d+P, d+P) damage increased from 60 to 70, stun increased from 50 to 100
    • Guren Resshu (qcf+P, d+P, u+K) damage increased from 120 to 150, stun increased from 150 to 200
    • Guren Senha (qcf+P, u+P) disadvantage on block reduced from -6 to -2
Street Fighter V - Season 2.5 (May 30, 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward throw positioning after hit adjusted
  • Stand LP hitbox reduced, hurtbox expanded, collision box adjusted
  • 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 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 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)


Ken

SFV-Ken Face.jpg
Street Fighter V Season 1 (February 16, 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
  • Chin Buster (b+MP) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block
    • Chin Buster 2nd hit (b+MP > HP) damage decreased from 60 to 50, can be performed on whiff, larger cancel window
  • Lion Breaker (MK > HK) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block
  • Inazuma Kick (b+MK) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6
  • Thunder Kick (f+HK) 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
  • Quick Step (MP+MK) collision box expanded during kick animation, opponent floats longer on hit
  • Senpu Nataotoshi (f+KKK) startup changed from 10f to 12f, active frames reduced from 4f to 2f, less pushback on hit, hurt boxes invincibility adjusted
  • Hadoken (qcf+P)
    • 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 (f,d,df+P)
    • LP version advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f
    • MP version damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible
    • HP version damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible
    • EX version on hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7
  • Tatsumaki Senpukyaku (qcb+K)
    • 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 Tatsumaki Senpukyaku (qcb+K in air)
    • All versions increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f
    • EX version damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk
  • Guren Enjinkyaku (qcf, qcf+K) 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 Tatsumaki Senpukyaku (qcb+K in air)
      • 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 (May 30, 2017)
  • Thunder Kick (b+MK) On block changed from -2 to -4
  • Shoryuken (f,d,df+P)
    • MP version hurtbox added for 3f-6f, invicibility against airborne added for 1f-6f, increased knockback for first hit
    • HP version attack and projectile invincibility added for 3f-6f
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward walk speed increased
  • Forward throw 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
  • Inazuma Kick (b+MK) collision box adjusted
  • Thunder Kick (f+HK) first active frame will not hit crouching opoonents, collision boxes adjusted
  • Shoryuken (f,d,df+P)
    • Collision box adjusted on all versions
    • LP version damage increased from 100 to 110
    • MP version damage increased from 120 to 130
    • HP version damage increased from 130 to 140
    • EX version damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne
  • Tatsumaki Senpukyaku (qcb+K)
    • MK version 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 version 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 version damage increased from 120-130
      • MP version damage adjusted from 140 to 150
      • HP version damage adjusted from 150 to 160
      • EX version damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne
    • Tatsumaki Senpukyaku (qcb+K)
      • MK version 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 version collision box adjusted
    • Air Tatsumaki Senpukyaku (qcb+K in air)
      • EX version on block advantage increased by 3f
  • Added V-Trigger 2: Shinryuken
Street Fighter V - Season 3.5 (April 3, 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
  • Quick Step (MP+MK) 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
  • Shoryuken (f,d,df+P)
    • MP Shoryuken combo count increased
    • EX Shoryuken
  • V-Trigger
    • Shoryuken (f,d,df+P)
      • EX version 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Kolin

SFV-Kolin Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • Added (Season 2 DLC, released February 2017)
Street Fighter V - Season 2.5 (May 30, 2017)
  • No Changes
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Laura

SFV-Laura Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Lucia

SFV-Lucia Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

Added (August 4, 2019)

Street Fighter V - Champion Edition (December 15, 2019)

M. Bison

SFV-MBison Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Menat

SFV-Menat Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, released August 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Nash

SFV-Nash Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Adjusted hurtbox when changing direction while croucuhing
  • Forward throw stun reduced from 170 to 120, meter gain reduced, increased separation distance after throw, increased recovery by 3f
  • Back throw damage reduced from 140 to 130
  • Forward dash changed from 17f to 19f, sped up when Nash begins moving forward by 1f, shrunk collision box while moving
  • Back dash distance moved reduced
  • Stand LP hurtbox added around feet during 4-8f
  • Stand MP recovery increased from 13f to 15f, added hurtbox around feet during 6-10f
  • Stand HP startup increased from 7f to 8f, 1f added to total animation, added hurtbox around feet during 8-14f, shrunk forward hitbox during first active frame, shrunk lower hitbox during active 2-3f and expanded upper hitbox
  • Stand MK startup reduced from 8f to 7f, overall animation reduced by 1f
  • Stand HK torso hitbox reduced, forward hitbox reduced, hurtbox during active 1-2f expanded forward and upwards, hurtbox expanded forward and downards during active frames 3-6
  • Crouch LP upper hitbox shrunk on first active frame, expanded hurtbox during active frames 1-3 upwards, increased pushback on hit
  • Crouch HP advantage on hit increased from +6 to +7, expanded hurtbox 1-6f forward, reduced pushback on hit, changed hit property to force standing on hit
  • Crouch MK upper and inner hitboxes shrunk, moved position that animation begins after canceling or taking damage, sped up activation when canceling into V-Trigger by 1f
  • Crouch HK damage reduced from 100 to 90, increased advantage on hit by 2f
  • Jump HP startup increased from 6f to 7f, shrunk lower hitbox, expanded hurtbox that appears onm first active frame upwards, active frames increased from 4f to 5f
  • Jump MK active frames reduced from 7f to 5f, lower hitbox shrunk
  • Jump HK startup increased from 8f to 9f, lower hitbox shrunk
  • Neutral Jump HK hurtbox during active 1-6 and recovery frames expanded downwards
  • Chopping Assault (f+MP) forward hitbox shrunk
  • Knee Bazooka (f+LK) forward and lower hitboxes shrunk, moved position animation begins after taking damage or canceling attack
  • Windshear (MP > LK > HP) increased damage on 3rd hit from 60 to 70, increased stun on third hit from 80 to 100
  • Raptor Combination (MK > HK > MK) recovery on second hit increased by 4f, reduced damage on second and third hits from 70 to 55, increased distance moved forward during second hit, can be used even if second hit whiffs, changed disadvantage on block from -6 to -10
  • Bullet Combination (MP > HK > MP+MK) added
  • Side Knee Attack (b+MK) recovery reduced from 15f to 14f, advantage on hit increased from +3 to +4, advantage on block increased from 0 to +2, reduced pushback on hit, reduced pushback on block to match reduced pushback on hit
  • Step Kick (f+HK) startup increased from 13f to 14f, total animation increased by 1f, advantage on hit increased from +2 to +3, disadvantage on block increased from -2 to -3
  • Bullet Clear (MP+MK) damage increased from 60 to 70, reduced V-Gauge gain on projectile absorbtion from 100 to 80, increased V-Gauge gain on hit from 60 to 80
  • Sonic Move - Avoid (f+PPP) reduced distance moved
  • Sonic Boom (qcf+P)
    • LP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from -3 to -2, advantage on block increased from -7 to -6, reduced pushback on block, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery
    • MP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from -1 to 0, advantage on block increased from -5 to -4, reduced pushback on block, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery
    • HP version reduced meter gain on activation, increased meter gain on hit and block, advantage on hit increased from _4 to +4, reduced pushback on block, added hurtbox around feet during active 1-15f, added hurtbox around arms during recovery
    • EX version reduced pushback on block, increased advantage on block for second hit from +1 to +2, extended input buffer between first and second hit by 4f, added hurtbox around feet during active 1-7f, added hurtbox around arms during recovery
  • Moonsault Slash (qcf+K)
    • All regular versions damage reduced from 70 to 60, expanded startup hurtbox downwards
    • HK version bug fixed that caused no counter box from when Nash leaps until he falls down
    • EX version damage reduced from 130 to 120, increased advantage on hit from +6 to +7
  • Sonic Scythe (qcb+K)
    • MK version upper hitbox shrunk, reduced pushback on block, increased disadvantage on block from -8 to -10, reduced knockback on hit
    • HK version damage reduced from 120 to 110, stun reduced from 200 to 150, extened length opponent is frozen in air on second hit for second hit
    • EX version thro invincibility during animation removed, shrunk upper hitbox during active 1-2f
  • Tragedy Assault (f,d,df+P)
    • LP version stun increased from 100 to 150
    • MP version stun increased from 100 to 150
    • HP version damage reduced from 150 to 140, stun increased from 100 to 150
    • EX version stun increased from 100 to 150
  • Judgement Saber (qcb,qcb+P) damage reduced from 340 to 330
  • V-Trigger
    • Sonic Move - Hide (HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f
    • Sonic Move - Blitz Air (b+HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f, extended hurtbox when Nash reappears in air
    • Sonic Move - Steel Air (f+HP+HK) invincibility begins on frame 4 instead of frame 2, extended black screen on activation by 5f, extended hurtbox when Nash reappears in air
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Necalli

SFV-Necalli Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Poison

SFV-Poison Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

Added (August 4, 2019)

Street Fighter V - Champion Edition (December 15, 2019)

R. Mika

SFV-RMika Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Forward throw against crouching opponents damage decreased from 130 to 100, stun reduced from 170 to 120, CA meter gain reduced
  • Stand LP startup increased from 3f to 4f, overall duration of move increased by 1f, hitbox reduced in forward direction, advantage on hit increased from +3 to +4
  • Stand MP hurtbox expanded forward during active frames, reduced active frames from 3f to 2f, increased advantage on hit from +7 to +8
  • Stand HP damage increased from 80 to 90
  • Crouch LP collsion box adjusted to not move forward
  • Crouch MP now grounded during entire animation
  • Crouch HP disadvantage on guard increased from -4 to -6
  • Crouch MK advantage on hit increased from +2 to +3
  • Crouch HK hurtbox expanded upwards, expanded hurtbox has projectile invincibility
  • Jump MP startup increased from 6f to 7f, damage reduced from 70 to 60, reduced hurtbox size to match visual, changed hit effect from air recovery to knockdown
  • Stomp Chop (LK > MP) pushback on block reduced
  • Shooting Star Combo (jMP > jHP) added
  • Lady Mika (f+HP) damage reduced from 90 to 80
  • Passion Press (f or b+MP) startup increased from 6f to 8f, recovery increased from 13f to 20f, active frames reduced from 4f to 2f, advantage on hit decreased from +2 to 0, disadvantage on block increased from -2 to -8, standardized hit and guard stop for ground/air damage, added hurtbox to feet, hitbox size reduced
  • Passion Press Throw (f or b+MP > f or b+MP) duration increased from 38f to 50f, opponent no longer hits wall mid screen
  • Wingless Airplane (qcf+K) proximity guard removed during move
  • Rainbow Typhoon (hcb+P) CA meter gain on whiff reduced, CA meter gain on success increased
  • Brimstone (hcb+K)
    • All regular versions CA meter gain on whiff reduced, CA meter gain on success increased
    • LK version damage increased from 130 to 120
    • MK version damage reduced from 140 to 130
    • HK version damage reduced from 150 to 140
  • Shooting Peach (qcf+P)
    • EX version recovery for third attack increased by 4f, increased active frames of second attack from 2f to 5f, expanded hitbox forward during third attack
  • Mic Performance (MP+MK) activation of super armor changed from 11f to 5f, adjusted to not lose power up effect if hit by oppponent, reduced increased damage of level 1 throw from 25% to 20%
  • Peach Gator (f+KKK) startup increased from 15f to 17f, changed recovery on hit
Street Fighter V - Season 2.5 (May 30, 2017)
  • No changes listed
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Rashid

SFV-Rashid Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Ryu

SFV-Ryu Face.jpg
Street Fighter V Season 1 (February 16, 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
  • Stand LP hitbox reduced to make worse anti air
  • Stand MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced
  • Stand HP startup changed from 7f to 8f
  • Stand 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
  • Axe Kick (b+HK) On block changed from 0f to -2f, is now special cancelable
  • Collarbone Breaker (f+MP) startup changed from 20f to 22f, advantage On hit/block changed from 0/-4f to +1/-6f
  • Solar Plexus Strike (f+HP) stun increased from 100 to 150, advantage changed from +6 to +8
  • Jodan Sarengeki (MP > HP > HK) 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 (qcf+P)
    • Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs
    • EX version on block changed from -2 to +2
  • Shoryuken (f,d,df+P)
    • LP version hurtbox increased downwards
    • MP version no longer invincible until 3f
    • HP version no longer invincible, damage changed from 140 to 120, stun changed from 160 to 130
  • Tatsumaki Senpuyaku (qcb+K)
    • LK version damage changed from 80 to 90, damage changed from 200 to 150
    • MK version recovery changed from 12f to 14f, chip damage changed from 25/25 to 17/17, stun changed from 200 to 150
    • HK version 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 version stun changed from 200 to 150
  • Air Tatsumaki Senpuyaku (qcb+K in air)
    • All normal versionsnow juggles into CA
    • EX version damage changed from 160 to 180, stun changed from 200 to 250
  • Hashogeki (f+PPP) startup changed from 15f to 17f, pushes further back on hit
  • Mind's Eye (MP+MK) on whiff total frames changed from 29f to 32f, V-Gauge gain changed from 25 to 50
  • V-Trigger
    • HP is now special cancelable
    • Solar Plexus Strike (f+HP) stun changed from 130 to 180
    • Shoryuken (f,d,df+P)
      • LP version damage changed from 120 to 110
      • MP version damage changed from 140 to 130
      • HP version damage changed from 160 to 130, stun changed from 250 to 200
Street Fighter V - Season 2.5 (May 30, 2017)
  • Stand LK hitbox expanded forward
  • Stand MP hitbox expanded forward
  • Crouch HP animation changed
  • Shoryuken (f,d,df+P)
    • MP version hurtbox added for frames 3-6, added invincibility for airborne attacks frames 1-6
    • HP version Shoryuken fully invincible frames 3-6
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Forward throw stun changed from 120 to 150
  • Stand 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
  • Axe Kick (b+HK) startup changed from 8f to 9f, and larger advantage when 2nd hit canceled into V-Trigger allowing new combos
  • Solar Plexus Strike (f+HP) damage reduced from 90 to 80
  • Tatsumaki Senpuyaku (qcb+K)
    • All versions collision box changed
  • Hadoken (qcf+P)
    • EX version total frames changed from 44f to 42f, and is now V-Trigger cancelable
  • Mind's Eye (MP+MK) collision box changed
  • V-Trigger:
    • Hadoken (qcf+P)
      • All versions total frames 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
    • Shoryuken (f,d,df+P)
      • All versions have higher combo count allowing more juggles
      • EX version 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 3, 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
  • Stand LP hitbox reduced to make a worse anti-air
  • Stand 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 (f,d,df+P)
    • HP version does 10 more damage if connects on first active frame
    • EX version 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Sagat

SFV-Sagat Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • N/A
Street Fighter V - Season 3.5 (April 3, 2018)
  • Added (Season 3 DLC, added August 2018)
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Sakura

SFV-Sakura Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • N/A
Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)
  • Added (Season 3 DLC, added January 2018)
Street Fighter V - Season 3.5 (April 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Seth

SFV-Seth Face.jpg
Street Fighter V Season 1 (February 16, 2016)

N/A

Street Fighter V Season 2 (December 20, 2016)

N/A

Street Fighter V - Season 2.5 (May 30, 2017)

N/A

Street Fighter V - Season 3 (Arcade Edition, January 16, 2018)

N/A

Street Fighter V - Season 3.5 (April 3, 2018)

N/A

Street Fighter V - Season 4 (December 16, 2018)

N/A

Street Fighter V - Champion Edition (December 15, 2019)

Added (February 14th, 2020. S5 was released, however Seth is listed as S4 on offical website)

Urien

SFV-Urien Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Season 1 DLC, added September 2016)
Street Fighter V Season 2 (December 20, 2016)
  • Health increased from 1000 to 1025
  • Forward throw stun decreased from 200 to 120, CA meter gain decreased
  • Hurtbox adjusted when character changes direction
  • Stand MP startup increased from 6f to 7f, added 1f to animation, advantage on hit increased from +4 to +6, expanded hitbox forward
  • Stand HP hurtbox after hitbox ends expanded forward
    • Charged version advantage on block incresed from +3 to +5
  • Stand MK startup increased from 8f to 9f, 1f added to entire animation
  • Stand HK hurtbox size on active frames 1-2 decreased
    • Charged version advantage on block increased from 0 to +2, decreased pushback on 2nd hit, hurtbox on active frames 1-2 decreased
  • Crouch LP advantage on hit increased from +4 to +5, active frames increased from 2f to 3f
  • Crouch MP pushback on hit increased
  • Crouch HP startup decreased from 8f to 7f, effect for first hit in air changed from airborne recover damage to knockback damage
  • Crouch MK advantage on hit increased from +1 to +4, advantage on block increased from -2 to +2
  • Jump LK hitbox expanded backwards, decreased downward hitbox size, added ability to crossup
  • Terrible Smash (f+HP) disadvantage on block increased from -4 to -6
  • Quarrel Kick (f+HK) input changed to df+HK
  • Metallic Aura (MP+MK) changed from 55f to 52f
  • Anger Snap Fist (f+PPP) startup changed from 15f to 16f, knockback and advantage on hit adjusted
  • Metallic Sphere (qcf+P)
    • L/MP Version decreased CA meter gain on activation, increased CA meter gain on hit/block, advantage on block changed from -9 to -7, decreased the CA cancel window for regular and charged versions to make easier to V-Reversal
    • HP Version damage increased from 60 to 70, charged version damage increasd from 90 to 100, decreased CA meter gain on activion, increased CA meter gain activation on hit or block
  • Chariot Tackle(b,f+K)
    • All regular versions juggle potential increased
    • MK version active frames increased from 10f to 11f
    • HK version damage increased from 90 to 100, Fix issue where sideways knockback when hitting on the ground is further using V-Skill version than regular version
    • EX version adjusted so hitstun on both hits are equal
  • HK Violence Kneed Drop (d,u+HK) issue fixed where recovery on block with V-Skill is longer than regular version
  • Dangerous Headbutt (d,u+P)
    • MP version issue fixed where sideways knockback is shorter for V-Skill version than regular version when connects as counter hit in air
    • EX version issue fixed where Urien was not in counter hit state between hitbox active frames until he lands
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Vega

SFV-Vega Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Zangief

SFV-Zangief Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • Added (Launch Character)
Street Fighter V Season 2 (December 20, 2016)
  • Changes Go here
Street Fighter V - Season 2.5 (May 30, 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 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)

Zeku

SFV-Zeku Face.jpg
Street Fighter V Season 1 (February 16, 2016)
  • N/A
Street Fighter V Season 2 (December 20, 2016)
  • N/A
Street Fighter V - Season 2.5 (May 30, 2017)
  • Added (Season 2 DLC, added October 2017)
Street Fighter V - Season 3 (Arcade Edition, January 16, 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 3, 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
Street Fighter V - Season 4 (December 16, 2018)
Street Fighter V - Champion Edition (December 15, 2019)