Adjustments CE202102 Ver.

A comprehensive list of balance adjustments, from past iterations to the present version.

General Adjustments

Adjustment Description
New V-Shift System Added Added the new V-Shift mechanic (MK+HP with no directional input).

V-Shift is a defensive mechanic that consumes one stock of V-Gauge to parry an attack and distance yourself from the opponent.
By pressing MK+HP again (or continue to hold the input) during the action after a successful parry, you can perform a counterattack known as a V-Shift Break.
A V-Shift can be performed at any time as long as the character is on the ground and able to move freely.
This is one way in which the mechanics differs greatly from V-Reversals.

Additionally, V-Reversals always restore stun on activation, whether on hit or block.
However, V-Shifts do not guarantee a set effect.
Whether or not the parry is successful and the effect is triggered depends on the opponent's move
the timing of the V-Shift, etc., meaning player judgment is needed to maximize its utility.
Though it's a somewhat difficult system to master, it provides players with a defensive option against attacks/combos that are hard to counter.

For more on V-Shifts, please see the in-game demonstrations and the frame data at the Shadaloo Combat Research Institute.
Combo Count Display Henceforth "combo count" will be divided into three types: "combo-count start value", "combo count gain", and "combo count limit".
Air combos in Street Fighter V are organized into these three types of combo count; their details are as follows.

- Combo-Count Start Value:
The numerical value used to indicate when an air combo starts from a particular move. The smaller this value is, the easier it to begin an air combo from that move, and vice versa.

- Combo Count Gain:
The numerical value added when a move is incorporated into an air combo. The smaller the combo count gain is, the easier it is to continue the combo, vice versa.

- Combo Count Limit:
A numerical value used to determine up to when a move can land in an air combo. The larger the limit, the easier it is to incorporate into a combo.
Adjustments to Anti-Air Properties of Grounded Normal Attacks Many jumping attacks have hurtboxes positioned lower than their hitboxes. Grounded attacks have high hitboxes, meaning that they have anti-air properties against jumping attacks, even if they land from the front or the side.

Light attacks, with their quick motions, and some characters' Crouching medium punches proved to be effective anti-airs with their quick start-up and plus-on-block properties. This made dealing with certain characters a problem, affecting game balance in ways not originally intended.

To remedy this, we have made the following adjustments to light and medium attacks to make them less viable as anti-airs.

1) Made the hurtboxes of the lower half of all jumping attacks invincible to grounded light attacks while the character is descending after the jump.
2) Added an upper hurtbox to some characters' Crouching medium punch from 1F before active frames to the end of active frames.
3) The upper half of the hitbox for some characters' Crouching medium punch will no longer hit an airborne opponent.

To ensure the changes in 1) do not affect battle balance too much, these adjustments have not been applied to jumping attacks performed from Dhalsim's Yoga Teleport/Yoga Float/Airborne Yoga Deep Breath. For more information on characters with adjustments mentioned in 2) and 3) above, please see each character's adjustment list.

To ensure hurtboxes added to the upper part of Crouching medium punches mentioned in 2) and 3) do not cause too many other issues, projectile-invincible hurtboxes were also added to them.
Special Counterable States from Some Anti-Airs Characters who have moves or wall jumps that can change their mid-air trajectory will now enter a special counterable state between the start of the motion and when they land while performing certain moves.

Landing a mid-air attack that causes air recovery (except for normal light attacks) against an opponent in this state will cause a knockdown, from which follow-ups can be performed. Additionally, when the counterable state is active, increased hitstop and a heavy-attack-like hit effect will make it easy to know when a character is in this state.

The counterable state will last until you land, even if you perform another move from a move that causes you to enter the state. For example, if you perform a jumping attack after a wall jump, you will still be counterable until you land.

For more on which moves cause this state, please see each character's adjustment list.
In-Place/Back Recovery The following adjustments were made to make it easier to distinguish in-place recovery time from back recovery:

- Back recovery now produces a smoke effect immediately after the motion starts.
- In-place recovery and back recovery now each use different voice samples.
Initial Combo-Scaling of Throws Starting a combo with throws will now apply one move's worth of scaling to the combo. This will also apply to some characters' command throws and throws that cause stun.

Scaling for throws used in the middle of combos has not been changed.

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