Adjustments 201701 Ver.

KEN

Adjustment Description
Hurt box Changed hurt box when changing directions while crouching
Neutral Jump Changed duration of jump from 39F to 38F
Knee Bash 1. Decreased damage from 120 to 100

2. Decreased stun damage from 170 to 120

3. Decreased CA Gauge accrual

4. Increased recovery on hit by 2F
Standing LP 1. Changed advantage on hit from +4F to +5F

2. Unified values for hit stop on hit and block

3. Fixed bug that was when hit during 1F of animation, was not registered as a counter when cancelled into by mashing
Standing MP 1. Changed advantage on block from 0F to +1F

2. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)
Standing MK 1. Changed attack recovery from 17F to 19F
(Advantage on hit and block has not been changed)

2. Increased pushback on hit
Standing HP 1. Increased how long opponent reels from attack by 1F on Crush Counter

2. Expanded push back on hit on Crush Counter

3. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)
Standing HK 1. Changed attack startup from 13F to 14F
(Increased overall animation by 1F)

2. Changed attack recovery from 25F to 26F
(Advantage on hit and block has not been changed)

3. Decreased damage from 90 to 80

4. Reduced push back on hit

5. Adjusted knock back distance on Crush Counter

6. Added hurt box around feet before 1F of attack startup
Crouching LP 1. Changed advantage on hit from +3F to +4F

2. Increased how long hit box stays out from 2F to 3F
Crouching LK Changed advantage on hit from +3F to +4F
Crouching MP 1. Changed attack startup from 5F to 6F
(Increased overall animation by 1F)

2. Changed advantage on hit from +4F to +5F

3. Changed advantage on guard from +1F to +2F

4. Shrunk upper hit box
Crouching HK 1. Changed attack startup from 7F to 8F
(Increased overall animation by 1F)

2. Decreased damage from 100 to 90
Jumping MP Expanded hit box in forward direction
Jumping MK Shrunk vertical hit box
Chin Buster 1. Changed startup from 4F to 5F
(Increased overall animation by 1F)

2. Changed attack recovery from 15F to 17F
(Advantage on hit and block has not been changed)

3. Changed pushback on hit to be the same as that of light attack

4. Matched the values for pushback on both hit and block
Chin Buster 2nd 1. Decreased damage from 60 to 50

2. Changed so that can be performed even if Chin Buster is whiffed

3. Extended window that Chin Buster 2nd can be performed from Chin Buster
Lion Breaker 1. Decreased damage from 60 to 50

2. Can be cancelled with V-Skill on hit or block
Inazuma Kick 1. Changed attack startup from 21F to 22F
(Increased overall animation by 1F)

2. Increased animation on hit from 0F to +1F

3. Increased animation on block from -4F to -6F
Thunder Kick 1. Changed attack startup from 23F to 26F
(Increased overall animation by 3F)

2. Changed overall length of faint animation from 31F to 34F

3. Changed advantage on hit from 0F to +2F

4. Changed advantage on block from -4F to -2F

5. Reduced pushback on hit
V-Skill - Quick Step 1. Extended how long opponent is frozen in the air on hit

2. Expanded height of collision box during attack animation
V-Reversal - Senpu Nataotoshi 1. Changed attack startup from 10F to 12F

2. Reduced active frames of hit box from 4F to 2F

3. Made below changes to hurt box during animation:
- 1F-10F: Physical strike/projectile invincibility, 11F - 20F Full invincibility to 1F - 25F Physical strike/projectile invincibility

4. Reduced pushback on hit
Hadoken (Normal) 1. Reduced CA meter gain on activation

2. Increased CA meter gain on hit and block

3. Changed advantage on hit from -4F to -2F

4. Changed advantage on block from -10F to -8F

5. Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on block
Hadoken (V-Trigger) 1. Changed total animation from 49F to 48F
(As a result, advantages on hit and block have changed)

2. Decreased damage from 70 to 60

3. Decreased CA meter gain on activation

4. Increased CA meter gain on hit or block

5. Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on block
EX Hadoken (Normal/V-Trigger) 1. Changed total animation during V-Trigger from 45F to 44F
(As a result, advantages on hit and block have changed)

2. Reduced damage during V-Trigger from 120 to 110

3. Reduced stun damage during V-Trigger from 200 to 150

4. Expanded hit box during 1F - 2F of startup in upward direction
L Shoryuken(Normal/V-Trigger) 1. Expanded hurt box during 1F - 5F in downward direction

2. Changed advantage on block during V-Trigger cancel from -5F to -7F
M Shoryuken(Normal/V-Trigger) 1. Reduced normal damage from 130 to 120

2. Reduced damage during V-Trigger from 150 to 140

3. Added hurt box and throwable box during 1F - 2F

4. Changed 3F - 6F to physical strike/projectile invincibility

5. Changed advantage on block during V-Trigger cancel from -5F to -7F

6. Expanded hit box of first hit in upward direction
H Shoryuken (Normal/V-Trigger) 1. Reduced normal damage from 140 to 130

2. Reduced damage during V-Trigger from 160 to 150

3. Removed both full invincibility during 1F - 3F and throw invincibility during 4F - 7F

4. Changed advantage on block during V-Trigger cancel from -5F to -7F
EX Shoryuken (Normal) 1. For first and second hits only, changed advantage on hit during V-Trigger cancel from +3F to +7F

2. Changed advantage on block during V-Trigger cancel from -5F to -7F

3. When first three hits hit opponent in the air, opponent can no longer perform quick recovery
EX Shoryuken (V-Trigger) 1. Adjusted to make it easier for all hits to be successful when used as a part of an air combo

2. When first three hits hit opponent in the air, opponent can no longer perform quick recovery
L Tatsumaki Senpukyaku (Normal) 1. Expanded hurt box during 2F of animation in forward direction

2. Added hurt box around hit box of first hit

3. Shrunk hit box during second active frame

4. Reduced pushback on block

5. Changed advantage on block when cancelling first hit into V-Trigger from +9F to +2F
L Tatsumaki Senpukyaku (V-Trigger) 1. Expanded hurt box of second frame of animation in forward direction

2. Added hurt box around hit box of first hit

3. Shrunk hit box

4. Expanded hurt boxes that appear second hit onwards

5. Reduced pushback on block

6. Reduced how long hit boxes stay out from second hit onwards from 4F to 2F
M Tatsumaki Senpukyaku (Normal) 1. Reduced damage from 100 to 80

2. Expanded hurt box during 3F - 5F of animation in forward direction

3. Overall shrunk hit boxes during attack animation

4. Overall expanded hurt boxes during attack animation

5. Added hurt box around hit box of first hit
M Tatsumaki Senpukyaku (V-Trigger) 1. Reduced damage from 120 to 100

2. Reduced stun damage from 200 to 150

3. Expanded hurt box during 3F - 5F of animation in forward direction

4. Changed how long forward hitbox stays out from 5F to 2F

5. Overall shrunk hit boxes during attack animation

6. Overall expanded hurt boxes during attack animation

7. Added hurt box around hit box of first hit
H Tatsumaki Senpukyaku (Normal) 1. Changed attack startup from 16F to 14F

2. Adjusted damage distribution on hit
(No changes to total damage)

3. Increased CA meter gain on activation, hit, and block

4. Changed advantage on block from -2F to -4F

5. Increase distance Ken moves forward before attack startup

6. Reduced time between first and second hits

7. Reduced upward movement
H Tatsumaki Senpukyaku (V-Trigger) 1. Adjusted damage distribution on hit
(No changes to total damage)

2. Reduced stun damage from 250 to 200

3. Increased CA meter gain on activation, hit, and block

4. Increased air combo potential

5. Reduced time between first and second hits

6. Reduced upward movement
EX Tatsumaki Senpukyaku (Normal) 1. Expanded collision box during attack animation in downward direction

2. Shrunk collision box on landing
Airborne Tatsumaki Senpukyaku (Normal/V-Trigger) 1. Increased CA meter gain on activation, hit, and block

2. Expanded hurt box

3. Changed when Ken begins to move from 1F to 2F
EX Airborne Tatsumaki Senpukyaku (Normal) 1. Reduced damage from 90 to 70

2. Reduced block stun by 7F

3. Shrunk hit box in downward direction
EX Airborne Tatsumaki Senpukyaku (V-Trigger) 1. Reduced damage from 55 * 2 to 40 * 2

2. Shrunk hit box

3. Expanded hurt box

4. Reduced block stun by 6F
Guren Enjinkyaku Expanded base hit box in upward direction

Balance Change Overview

【 音量を調整してお楽しみください 】

※メッセージは1件のみ保存できます。

Use Twitter to communicate with other Dojo members, and challenge other fighters to a battle! A great way to sharpen your skills!

CLOSE

The Dojo is a place where like-minded SFV fans can join forces.
All you need to do is to log in to the C.R.I. to join!

  • With detailed search settings, you can find groups of all sorts of players, from casuals, to serious players, and more! Join forces with people who use the same character, or are in the same league, and work together to improve your skills!

  • Can be linked with your Fighters ID and Twitter account, giving you quick ways to communicate!

  • You can use the Dojo stage simply by joining a Dojo! Note: The Dojo stage in-game can contain aspects customized by the individual player. An individual's Dojo stage cannot be customized by anyone else, including the Dojo Master and other Dojo members.

  • The Dojo stage can be customized with items obtained in-game, and through Menat's Fighting Chance! Surprise your opponent with your own personalized stage, start the mind games before the round even begins!

  • You will accumulate Dojo Points as you regularly play SFV! * Dojo Points can be obtained from playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes.
    * In one day, DP can only be obtained a maximum of 10 times for the Battle Lounge, per each difficulty in Arcade and Survival Modes, and by the total calculation of draws/losses in Ranked and Casual Matches.

  • The Dojo Ranking is calculated from the total Dojo Points from all the Dojo members. Work together with your friends to increase your Dojo ranking!

  • Dojos that earn the top ranking spot will get special Dojo items! Display them in the Dojo and show off to your opponents! Dojo Rankings will begin from October, 2018!

You must log in in order to utilize this Dojo.

In the basic settings, set the Join Authorization to "Not Needed," Join Requests to "Accepting," and the Maximum No. of Members to "100," and you can get a wide range of members! The more members, the bigger the chance you have to get a lot of Dojo Points!

Be strict with your desired league and LP ranking settings to gather similar members, and work together to polish your skills! A direct path to realizing your dreams!

An excellent method to increase communication opportunities. Speaking with your fists isn't the only way get your point across!