Lançado patch notes final de Street Fighter V: Arcade Edition


Jogue suas mãos para o céu e solte o grito preso no peito: foi finamente divulgado o patch notes final e oficial de Street Fighter V: Arcade Edition. Cortesia da Capcom Unity, o texto lista as mudanças que podemos esperar no lançamento da atualização, como sempre dividido entre mudanças gerais, e de cada personagem. Vem comigo.

No geral, temos:

- No Attack Data você agora pode ver o frame data de cada ação. E conforme informamos, o Frame Advantage in Color permite ver, usando cores (duh), qual ação tem vantagem (azul) ou desvantagem (vermelho):

(Clique para ampliar)

- A partir de 16 de janeiro você poderá mudar seu Fighter ID (FID) e bandeira pagando 200 mil Fight Money, ou U$ 9.99 (R$ 32.44). A compra de um ticket Fighter ID & Home Change permitirá apenas uma alteração, e se durante esse acesso você só mudar um ou outro, o ticket será gasto do mesmo jeito. Então se você quiser mudar ambos... O melhor é fazer tudo numa tacada só, né?

• Todos os itens comprados na lojinha do jogo e/ou na PlayStation Store/Steam Store e os dados de jogo não serão afetados pela mudança de FID ou bandeira
• A mudança não afetará certas partes do jogo, como partidas anteriores (Log de Batalha, replays, etc)
• Trocar a bandeira (Home) não influi no matchmaking

- O rank Grand Master agora está disponível para jogadores com mais de 35 mil Pontos de Liga
- Frames ativos dos arremessos normais foi aumentado de 2F para 3F
- Aumento da escala de combos para combos que incluem uma ativação de V-Trigger
- Aumentado tempo de recuperação para Command Throws
- Revisões feitas nas hurtboxes dos ataques com salto, e dos ataques normais usados primariamente como anti-aéreos
- Alteradas as propriedades de ataques que mudam a posição do personagem, o que pode afetar certos combos

As mudanças de personagem não foram poucas, obviamente. Se você tinha esperança da Capcom não esquecer o Ryu no churrasco... Heh. Já a Chun-Li, waifu da Pessoa que Vos Fala™, ganhou buffs essenciais que tendem a torná-la mais ofensiva, sem (tecnicamente) a necessidade de dar 1 milhão de golpes para tirar 25% de vida, por exemplo. É algo que pode conquistar Chunlizeiros de volta, e vai reforçar o jogo do Chunlizeiro maior, deus MOV.

Ken ficou basicamente mais rápido, ganhou alguns buffs nos Shoryuken normal/V-Trigger. Cammy sofreu mudanças relativamente equilibradas, enquanto a Karin continuará meio chata de encarar. Por fim (aqui no texto), Balrog ganhou alguns nerfs! Mas você vai precisar ler o mini testamento dele para saber/entender ao certo quais foram.

Street Fighter V: Arcade Edition chega em 16 de janeiro com novos Trials, personagens DLC bem interessantes, boas somas de Fight Money esperando você nos Soldados Dourados da ShadalooV-Triggers secundários, e muito mais. Ah! A lista completa de mudanças você encontra nesse link, e em inglês eu deixo as dos personagens que citei na notícia:

Ryu
• Shoulder Throw:
- Increased stun from 120 to 150.
- Changed positioning after hit.

• Standing LP (Normal/V-Trigger):
- Changed hitbox and hurtbox
- Changed the collision boxes during the move
- Increased the pushback on hit and block

• Standing MP (Normal/V-Trigger), Mind’s Eye (V-Skill): Changed the collision boxes during the move
• Crouching LP (Normal/V-Trigger): Changed the hurtbox
• Jumping HP (Normal/V-Trigger), Jumping HK: Changed the hitbox and hurtbox

• Axe Kick:
- Increased startup from 8F to 9F
- Increased the advantage frames when canceling the 2nd hit into V-Trigger

• Solar Plexus Strike: Reduced the damage from 90 to 80
• Tatsumaki Senpukyaku: Changed the collision boxes

• EX Hadoken:
- Reduced the total frames from 44F to 42F (No changes in recovery) - Can be canceled into V-Trigger.

• V Hadoken:
- Total framed for the Hadoken is unified to 42F for all
- Level 1: Increased damage from 70 to 80
- Level 1: Decreased disadvantage on block from -6F to -2F
- Level 2: Decreased disadvantage on block from -4F to 0F
- Level 2: Increased the damage from 90 to 100
- Level 3: Increased damage from 120 to 130
- V EX Hadoken: Changed the total frames from 43F to 40F

• V Shoryuken: Eased the air combo count

• V EX Shoryuken:
- Decreased the stun from 250 to 200
- Eased the air combo count

• Joudan Sokuto Geri: Added his “Donkey Kick” as a new move

Ken
• Increased forward walk speed
• Knee Bash:
- Damage increased from 100 to 110
- Changed the positioning after hit

• Standing LP:
- Changed the collision boxes during the move
- Increased pushback on hit and block
- Changed the hurtbox

• Standing MP: Increased advantage on block from +1F to +2F

• Standing MK:
- Changed the pushback on hit
- Changed the hurtbox

• Standing HP, Inazuma Kick, H Tatsumaki Senpukyaku (V-Trigger): Changed the collision boxes during the move
• Crouching LP, Jumping MP: Changed the hitbox and hurtbox
• Crouching MP, Jumping HK: Changed the hurtbox

• Jumping HP:
- Increased the startup from 8F to 9F
- Changed the hitbox and hurtbox

• Thunder Kick:
- Changed so that the first active frame will not hit crouching opponents
- Changed the collision boxes during the move

• L Shoryuken (Normal/V-Trigger):
- Changed the collision boxes during the move
- Damage for the regular version increased from 100 to 110
- Damage for the V-Trigger version increased from 120 to 130

• M Shoryuken (Normal/V-Trigger):
- Changed the collision boxes during the move
- Damage for the regular version increased from 120 to 130
- Damage for the V-Trigger version increased from 140 to 150

• H Shoryuken (Normal/V-Trigger):
- Changed the collision boxes during the move
- Damage for the regular version increased from 130 to 140
- Damage for the V-Trigger version increased from 150 to 160

• EX Shoryuken (Normal/V-Trigger):
- Damage for the regular version increased from 150 to 160
- Damage for the V-Trigger version increased from 170 to 180
- Changed the hitboxes
- Changed so that the opponent can perform a recovery if the move hits mid-air

• M Tatsumaki Senpukyaku (Normal/V-Trigger):
- Normal: If the first hit does not connect, increased the damage for the second and third hits from 20 to 40
- Normal: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75
- V-Trigger: If the first hit does not connect, increased the damage for the second and third hits from 30 to 50.
- V-Trigger: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75.

• H Tatsumaki Senpukyaku:
- Reduced the active frames of the first hit by 1F
- Changed so that the first active frame of the second hit will not hit grounded opponents

• EX Airborne Tatsumaki Senpukyaku (V-Trigger): Increased the opponent's recovery on block by 3F.

Chun-Li
• Standing LP (Normal/V-Trigger): Changed the hitbox
• Standing MK (Normal/V-Trigger):
- Changed the hurtbox
- Changed the collision boxes during the move

• Standing HP (Normal/V-Trigger), Crouching LP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
• Crouching LK (Normal/V-Trigger): Changed the collision boxes during the move
• Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox

• Tsuitotsuken (Normal/V-Trigger):
- Normal: Damage increased from 60 to 65
- V-Trigger: Damage increased from 70 to 75

• Yokusenkyaku (Normal/V-Trigger): Can trigger a Crush Counter

• Tenkukyaku (Normal/V-Trigger):
- Changed the hurtbox
- Damage increased from 70 to 80
- Changed so that it can hit opponents who are behind Chun-Li

• V-Trigger: Extended the time
• L/M Airborne Hyakuretsukyaku (Normal/V-Trigger): Advantage on hit increased from +3F to +4F

• L Spinning Bird Kick (Normal/V-Trigger):
- Normal: Damage increased from 100 to 110
- V-Trigger: Damage increased from 110 to 120

• M Spinning Bird Kick (Normal/V-Trigger):
- Normal: Damage increased from 120 to 130
- V-Trigger: Damage increased from 130 to 140

• H Spinning Bird Kick (Normal/V-Trigger):
- Normal: Damage increased from 140 to 150
- V-Trigger Damage increased from 150 to 160


Cammy
• Gyro Clipper: Reduced stun from 200 to 150
• Delta Through: Damage increased from 130 to 140
• Neck Spiral: Damage increased from 130 to 150

• Standing LP:
- Changed the hitbox
- Changed the collision boxes during the move
- Increased the pushback on hit
- Increased the pushback on block
- Changed the startup from 4F to 3F for the rapid cancel version

• Standing MK: Recovery increased from 13F to 15F (No changes in advantage/disadvantage)

• Standing HK:
- Increased the advantage on hit from +2F to +4F
- Changed the collision boxes during the move
- Changed the hurtbox
- Changed so that it can hit opponents who are behind Cammy

• Crouching LP:
- Changed the hitbox and hurtbox
- Increased the pushback on hit and block (The rapid canceled version has a larger pushback distance than the regular)
- Changed the collision boxes during the move

• Crouching LK:
- Changed the collision boxes during the move
- Increase pushback on hit and block

• Crouching HP, Crouching HK: Changed the hurtbox
• Jumping MP, Jumping HP, Jumping HK, Lift Upper: Changed the hitbox and hurtbox
• Quick Spin Knuckle (V-Skill): Advantage on hit increased from +6F to +7F
• Strike Back (V-Reversal): Disadvantage on block changed from -2F to -4F

• Delta Drive (V-Trigger):
- Extended the V-Timer active duration
- Increased the amount of gauge each V-Trigger move uses

Karin
• Hajotsui: Changed the positioning after hit

• Standing LP:
- Changed the hitbox and hurtbox
- Changed the collision boxes during the move

• Standing MK:
- Increased startup from 7F to 8F
- Increased the recovery from 15F to 16F
- Disadvantage on block increased from -2F to -4F
- Decreased the pushback distance on block

• Standing HP:
- Changed the hitbox and hurtbox
- Can now trigger a Crush Counter
- Changed the collision boxes during the move

• Standing HK: Changed the startup from 10F to 12F

• Crouching LP:
- Changed the collision boxes during the move
- Changed the hurtbox
- Increased the pushback on hit and block
- Changed the float value for mid-air hit

• Crouching MP: Changed the hitbox

• Crouching HP:
- Changed the hitbox and hurtbox
- Changed so that it can hit opponents who are behind Karin

• Jumping HP, Jumping HK: Changed the hitbox and hurtbox

• Guren Ken (V-Trigger):
- Increased the amount of gauge consumption upon activation
- Changed the timing of gauge consumption upon activation

• Guren Kyoho (V-Trigger): Changed the timing of gauge consumption upon activation

Balrog
• Dirty Bomber:
- Damage increased from 110 to 130
- Stun increased from 120 to 150
- Changed the situation after hit

• Standing MP: Changed so that it can hit opponents who are behind Balrog
• Standing MK, Screw Smash: Changed the collision boxes during the move

• Standing HP:
- Increased the startup from 11F to 12F
- Changed the collision boxes during the move

• Standing HK:
- Increased the pushback distance on Crush Counter
- Changed the hitbox and hurtbox
- Increased recovery from 19F to 22F (No changes to advantage/disadvantage)

• Standing LP, Crouching LP, Jumping HP: Changed the hurtbox

• Crouching HP:
- Changed the hurtbox
- Changed the collision boxes during the move

• Jumping HK:
- Increased the startup from 8F to 9F
- Changed the hitbox and hurtbox

• Stomping Combo:
- Increased the disadvantage on block from -6F to -7F
- Changed the recovery when canceling into V-Trigger

• Turn Punch (Lv1):
- Removed the throw invincibility from frames 1F to 18F
- Changed the hurtbox from frames 3F to 18F
- Increased the advantage on hit from +1F to +2F
- Changed the collision boxes during the move

• Turn Punch (Lv2):
- Removed the throw invincibility from frames 1F to 18F
- Changed the hurtbox from frames 3F to 18F
- Increased the advantage on hit from -1F to -2F
- Changed the collision boxes during the move

• Turn Punch (Lv3):
- Removed the throw invincibility from frames 1F to 18F
- Changed the hurtbox from frames 3F to 18F
- Increased the advantage on hit from +3F to +2F
- Decreased the advantage on block from 0 to -2F
- Changed the collision boxes during the move

• Turn Punch (Lv4):
- Removed the throw invincibility from frames 1F to 18F
- Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
- Decreased the advantage on block from +1F to -2F
- Damage decreased from 160 to 140
- Changed the collision boxes during the move

• Turn Punch (Lv5):
- Removed the throw invincibility from frames 1F to 18F
- Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
- Decreased the advantage on block from +2F to -2F
- Damage decreased from 200 to 160
- Changed the collision boxes during the move

• Turn Punch (Lv6):
- Removed the throw invincibility from frames 1F to 18F - Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
- Decreased the advantage on block from +3F to -2F
- Damage decreased from 240 to 180
- Changed the collision boxes during the move

• Turn Punch (Lv7):
- Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
- Decreased the advantage on block from +4F to -2F
- Damage decreased from 300 to 210
- Changed the collision boxes during the move

• Turn Punch (Lv8):
- Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
- Decreased the advantage on block from +5F to -2F
- Damage decreased from 360 to 240
- Changed the collision boxes during the move

• Turn Punch (Lv9):
- Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
- Decreased the advantage on block from +6F to -2F
- Damage decreased from 420 to 270
- Changed the collision boxes during the move

• Turn Punch (Lv10):
- Damage decreased from 500 to 350
- Changed the collision boxes during the move
- Buffalo Swing/Buffalo Pressure: Decreased amount of V-Gauge meter gain
- Hard Smasher/Hard Pressure: Increased the amount of V-Gauge meter gain

Via EH

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