Adjustments 201812 Ver.

CODY

Adjustment Description
Forward Walk Increased the movement speed.
Trash Out (Front Throw) Damage increased from 120 to 130.
Crime Throw (Back Throw) ①Damage increased from 120 to 150.
②Stun increased from 150 to 200.
Standing MP ①Changed the hurtboxes to be projectile invincible during the attack startup.
②Reduced the hurtbox during the attack startup.
③Reduced the hurtboxes at the arms in the downward direction.
④Reduced the disadvantage on block from -2F to 0F.
Standing LK ①Reduced the hitboxes in the horizontal direction.
②Delayed the timing at which the hurtbox disappears after the active frames end by 3F.
Standing HK Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
Crouching LP Expanded the hurtbox at the arms in the upward direction.
Crouching MP ①Reduced the pushback on block.
②Reduced the pushback on hit.
③Reduced the hurtbox at the legs.
④Added 2F of recovery on whiff.
Crouching HP Reduced the hurtbox that appears before the hitbox active frames.
Crouching MK ①Changed the recovery on block from -2F to +1F.
②Advantage on hit increased from +2F to +3F.
③Increased the pushback on block.
④Delayed the V-Trigger cancel timing by 2F.
Crouching HK ①Changed the animation after the attack startup, and changed the hurtbox to match the new animation.
②Increased the disadvantage on block from -12F to -14F.
③Changed the condition on hit.
④Expanded the hurtbox during the attack startup.
⑤V-Gauge meter gain from a Crush Counter increased from 100 to 120.
Jump HP ①Changed the hitbox to match the visuals.
②Reduced the hurtbox.
Jump HK Adjusted the hurtboxes, reinforced in the downward direction.
Slip Jab ①Changed the recovery from 15F to 17F.
②Changed the recovery on hit from 0F to -2F.
③Increased the disadvantage on block from -4F to -6F.
④Increased the block stop.
Crack Combination (V-Skill) Increased the V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.
Zonk Knuckle Advantage on hit increased from +2F to +3F.
EX Zonk Knuckle Decreased the hitbox in the downward direction for the first hit.
L Ruffian Kick Increased the hitbox in the upwards direction for the final active attack frame.
M Ruffian Kick ①Active frames increased from 3F to 4F.
②Expanded the forward hitbox.
H Ruffian Kick Reduced the hurtbox that appears before the hitbox active frames.
EX Ruffian Kick ①Expanded the forward hitbox.
②Increased the active frames from 4F to 5F.
③Increased the disadvantage on block from -7F to -12F.
Tornado Sweep Increased the hitbox in the backwards direction.
EX Tornado Sweep ①Increased the number of projectile-cancelling hits from 2 to 3.
Note: No changes to the number of physical hits.
②Decreased the projectile speed.
Double Kick (V-Skill) ①Extended the invincibility time to last until the active frames of the second attack.
②Expanded the hitbox of the second attack to match the visuals.
③Increased V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.
Side Arm (V-Trigger I) ①V-Timer consumption for M knife attacks reduced from 100F to 80F.
②V-Timer consumption for H knife attacks reduced from 200F to 150F.
③V-Timer consumption for Burst Shot

M

H

increased from 200F to 300F.
④Eased the combo count for M and H knife attacks.
Standing LP (V-Trigger I) Changed so that 1F will face towards the opponent.
Crouching LP (V-Trigger I) Changed so that 1F will face towards the opponent.
Crouching HP (V-Trigger I) Expanded the hitbox for the second active frame.
Reload (V-Trigger I) ①Can be canceled into from Snipe Shot and Anti-Air Snipe Shot on whiff.
②If canceled into from Snipe Shot/Anti-Air Snipe Shot at the fastest timing, the inputs will be properly registered.
Crouching HP (V-Trigger II) Decreased the startup from 10F to 9F.
Gentle Swing (V-Trigger II) ①Made the active frames for the attack, projectile reflection, and hitting the Bean Ball all 3F.
②Decreased the disadvantage on block from -3F to -2F.
Gentle Upper Swing (V-Trigger II) ①Reduced the startup from 15F to 12F.
②Expanded the forward hitbox.
③Quickened the timing at which the hurtbox that appears before the character disappears after the attack active frames.
④Can cancel into Gentle Swing on hit.

Note: The adjustments ① - ④ above do not apply for the version canceled from Bean Ball.
Criminal Punisher Expanded the collision boxes and the hitboxes on hit.

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!