Are wakeup uppercuts back? How the DP balance changes in Street Fighter V’s patch will work

By on March 16, 2017 at 7:00 pm
sfv ken nash uppercut dp shoryuken

VesperArcade clarifies what the incoming changes to uppercuts in Street Fighter V will actually mean.

Capcom has given us a detailed list of upcoming changes to Street Fighter V, inbound as a balance patch due before the end of April. One of the most vocally-lamented losses from Season 1’s build of SFV were meterless reversals–specifically, invincible dragon punch-type moves that could be used on wakeup to counter meaty attacks without burning off meter with an EX special move. These were yanked out of SFV Season 2; removing that option from the fighters that possessed them.

In the new patch notes, Capcom details how these uppercut moves thus became too “risk intensive” and describes a new universal model for DPs: light Shoryuken attacks have throw invincibility, medium Shoryuken attacks have airborne invincibility, and heavy Shoryuken attacks have frames of attack and projectile invincibility. In the individual character notes, they also list what the active frames of invincibility will be for these moves, which–unsurprisingly, as DPs have already been messed with in the last major patch–is causing some players confusion as to how exactly these changes will influence gameplay when they’re introduced.

VesperArcade has taken to YouTube to help clarify what these changes actually mean. The characters in question here are Ryu, Ken, Cammy, Akuma, and Juri, because Necalli already follows this new DP model in Season 2. Light Shoryukens already have throw invincibility, meaning that on wakeup (or otherwise), a light DP will hit a throw attempt. While medium DPs will not regain their initial frames of complete invincibility, they will gain total invincibility against air attacks, cementing their use as reliable anti-airs, as well as counters for other moves that have the airborne property. Heavy DPs are getting strike/projectile invincibility starting on frame 3–meaning they still aren’t an invincible anti-meaty reversal (unless the meaty is poorly timed), but can break into a wide frame trap or “fake” blockstring, or punish a blockstring that ends in a projectile at too-close a range and has a large enough frame gap. EX DPs will be unchanged, with invincibility on frame 1–for the price of some meter.

Check out the full video for further details, and Necalli-based demonstrations of these situations!

Source: VesperArcade Editor-in-Chief. Street Fighterin' since there was only a "II" in the title.