VesperArcade explains the V-Reversal and charging changes in Street Fighter V’s upcoming balance patch

By on March 20, 2017 at 10:00 am
V-Reversal and Charge Changes SFV Vesper

After taking a look at Capcom’s modifications for Dragon Punches and the jump/back throw tech option select that will be implemented in Street Fighter V’s late April balance patch, VesperArcade next explains the alterations that will be made to V-Reversals and charge moves.

The V-Reversal change is fairly simple to explain: for some reason, when being activated from a crouching block instead of a standing block, all V-Reversals currently take an extra frame to come out. According to VesperArcade:

Though that isn’t really a big deal, it doesn’t make sense from a gameplay standpoint. So Capcom doesn’t want to encourage players to just stand and block, leaving yourself open to low attacks, just so your V-Reversal comes out faster. That’s just silly. I guess the worst-case scenario is that one extra frame could possibly give your opponent enough time to block your V-Reversal , or even worse, bait it, jump, and land with an attack, before you would recover and not be able to block it. So the easiest solution Capcom has done is simply make V-Reversals activate 1 frame faster while crouching. Now both are the same speed, so you don’t have to worry about if you’re standing or crouching.

The change to charge attacks, however, is much more complicated; the “hold frames” for charge moves have been increased from 6 to 10 frames.

What they did was increase the input buffer window for charge moves. So this has already been changed once, in case you guys forgot. When the game first launched, the input buffer window for charge moves was 12 frames. But then they recently lowered it to 6 frames, so that’s what we’re playing with now. Basically, they cut the total time in half. This is the amount of time you have after you charge to press a button and finish the input before you lose the charge.

Utilizing Guile, Alex and Urien as examples, VesperArcade goes over the pros and cons of this decision:

One of the pros–and the main reason why Capcom changed this–is to keep unintentional charge moves from coming out when you don’t want them to. So basically, they wanted to tighten the leniency. They didn’t want you to just accidentally do charge moves if the charge was for too long. So what about the cons of this change? For one, it’s harder to pre-charge buffer, since we have less time to keep our previous Charge in the first place. Another con is that it’s a lot harder to do down charge specials into standing attacks. So for example, Canceling Guile’s standing light kick into a Flash Kick, that was hard to begin with. Now that window’s cut in half, so you’ve got to do it a lot faster now. So as you guys can see, there are a lot more cons to this change than pros, and as such, Capcom has listened and extended the window to 10 frames now. So when the game launched, it was 12, then they changed it to 6 now, then coming in April, they’re bringing it to 10. So, it’s not quite as long as when the game first came out, but I think it’s a good middle ground, a good compromise. So when the April patch comes out, players that play charge characters should feel a bit more leniency now for doing their┬ácharge attacks.

You can catch the full video–with visual examples of these changes–below. Stay tuned, as VesperArcade intends to go over the character balance changes in detail for all 20 characters that will be impacted.

Source: VesperArcade

Oklahoma-based freelance journalist who enjoys fighting games of all sorts. When he's not grinding out setups, he enjoys watching anime and wrestling.