Capcom updates Street Fighter V: Arcade Edition patch notes for Season 3.5 and the version 3.030 update

By on April 25, 2018 at 7:15 pm
ryu

Some updates from Capcom Fighters Network detail additional balance tweaks to Street Fighter V.

Dataminers soon noticed that some new balance changes had crept into Street Fighter V: Arcade Edition, along with the version 3.030 update that brought us Falke on Tuesday. Thankfully, Capcom has not remained silent for long on these changes, and tonight revealed additional change lists that cover what balance adjustments followed in the Guardian Hawk’s wake — and a number of changes in the extensive Season 3.5 update that were apparently left off the initial patch notes, and corrections.

Here are the new notes/corrections from Capcom Fighters Network:


The following items were left off the original publication of the adjustment list. [Season 3.5]

RYU

・Crouching MP (V-Trigger)
Increased the advantage on block from +2F to +3F.

M. BISON

・H Psycho Inferno
Changed the cancel timing window from 29F – 30F to 32F – 33F.
・Ultimate Psycho Crusher
Eased the combo count.

CAMMY

・Reverse Edge
⑥Increased the downwards hurtbox.

VEGA

・Flash Arch – Granate
Changed the damage distribution from 40+80 to 60+60.

R. MIKA

・Fightin’ Dirty
①Reduced Nadeshiko’s downward collision box.
②Changed so that it will cause actual damage and not gray damage on block.

RASHID

・Spinning Mixer (Dash Version)
Increased the block stun between the 3rd and 4th hits by 4F.
・EX Whirlwind Shot (Normal)
①Reduced the recovery from 38F to 35F.
②Changed the overall frames from 61F to 58F.
③Increased the advantage on block from +6F to +9F.
・Altair
②Increased the hit properties, recovery, and pushback on hit for the first hit.
・Wall Jump (Jump-Off)
②Expanded the downward hurtbox.

DHALSIM

・Yoga Burner
③Eased the combo count.

JURI

・Standing MP (V-Trigger)
Increased the forward hitbox.

KOLIN

・Inside Slash (V-Trigger)
③Increased the recovery from 20F to 21F.

ABIGAIL

・Standing LK
③Increased the advantage from V-Trigger cancel on hit from +10F to +11F.
④Increased the advantage from V-Trigger cancel on block from +7F to +8F.
・Vroom Vroom
②Increased the pushback on block.

ZEKU

・[Old] Toushi
④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.
・[Old] Shukumyo
②Can be canceled into from EX Bushin Gram – Koku/Teki on block.
・[Young] Toushi
④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.

BLANKA

・Quick Rolling (V-Reversal)
③Changed so that he moves forward slightly on whiff.
・Electric Thunder
②Reduced the recovery from 18F to 17F.

The following are corrections for items that were mistakenly listed on the adjustment list.

AKUMA

・EX Goshoryuken
Mistaken: move versions not specified
Corrected: Added: (Normal/Shiretsu Hasshi Ver.)

ZEKU

・[Old] Shukumyo
Mistaken: Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only.
Corrected: ①Can cancel into Shukumyo from Bushin Gram – Koku/Ban/Teki (regular and EX versions) on hit.

SAKURA

・Sakura Otoshi
Mistaken: ①Changed the stun distribution, from 240 (80 × 3) to 220 (40 + 80 + 120).
Corrected: ①Changed the stun distribution, from 240 (80 × 3) to 240 (40 + 80 + 120).


<2018-04-26 Additional notes>
■Ryu
There was a mistake in the combo counter settings for Jodan Nirengeki and Jodan Sanrengeki on mid-air hit.
>> The combo counter values for Jodan Nirengeki and Jodan Sanrengeki have been fixed to their appropriate values.

■Abigail
There was an unintended change to the advantage/disadvantage for crouching LP on hit and block.
>> The advantage/disadvantage for crouching LP on hit and block was reset to the Ver. 3.001 values.

■Alex
The recovery for Power Bomb and EX Power Bomb on whiff was different from that of the command throw special moves for other characters.
>> The recovery for Power Bomb and EX Power Bomb on whiff was unified to 60F.

■Laura
The recovery for Shock Choke on whiff was different from that of the command throw special moves for other characters.
>> The recovery for Shock Choke on whiff was unified to 60F.

■Sakura
Sakura Rain: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Sakura.
>> The collision box during Sakura Rain was reduced.

■Akuma
Sekia Kuretsuha: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Akuma.
>> The collision box during Sekia Kuretsuha was reduced.

■Blanka
When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, the Rolling Cannon would come out in the opposite direction from the inputs.
>> When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, fixed so that the direction recognition confirms to the direction at the time of the command input.

■Zeku
Upon activation, his V-Trigger Karura Tenzan would not hit opponents who were behind Zeku in mid-air.
>> Fixed so that upon activation, the V-Trigger Karura Tenzan will hit opponents who are behind Zeku in mid-ar.

When performed while the V-Timer is active against an airborne opponent, all of the hits of Karura Tenzan would not connect.
>> Addressed the phenomenon where all of the hits of Karura Tenzan performed while the V-Timer is active would not connect upon hitting an airborne opponent.


With any luck, these lists bring us fully up-to-date with the actual playable state of SFVAE.

SFV AE Splash Art

Source: Capcom Fighters Network via Street Fighter (Twitter)

Shoryuken.com Editor-in-Chief. Street Fighterin' since there was only a "II" in the title.