Akuma
joins Street Fighter V's roster tonight, officially kicking
off Season 2 which will bring new content and 5 brand new characters
throughout 2017. Additionally, a slew of system stages and character
balance updates are being added to the game today. Updates include an
improved Rage Quit System, Background Music Select for Training, Versus
& Online Matches, and Direct Input Controller Support for SFV
on Steam. Check out System Changes and Character Balance changes, below.
STREET FIGHTER V
- SEASON 2
Direct Input controller support
We are happy to
announce that Street Fighter V on Steam now officially
supports Direct Input controllers. You'll find this in the Other
Settings section of Options.
Background
Music Select
In Battle
Settings, you'll now be able to select your preferred music in
Training and Versus Modes as well as Casual and Ranked matches.
Fighter
Profile Radar Charts
Additional
updates and fixes have been implemented into Fighter Profiles.
Updated Rage
Quit System
The current Rage
Quit System has resulted in a significant decrease in rage
quitting. That said, we always planned to take this one step
further and are ready to further address the issue with this
update. In addition to losing League Points and being locked out
of online matchmaking for a set time, the following additions have
been made to the system:
- Matchmaking
Update - Players who frequently disconnect during matches will
now be more likely to be matched up with other players who
exhibit similar behavior. The same applies for honorable
players who rarely, if ever disconnect; they will be matched
up with similar players.
- Player Profile
Icons - The worst offenders and the most honorable players
will also have a special icon displayed on their Fighter
Profiles.
- League Points
Deduction - Anytime a player disconnects during a match,
their League Points will be deducted as if it was a loss.
For
character-specific changes, we've created a handy pdf for easy
access.
You
can download it here.
Overall
- Many
adjustments have been made to invincible moves that don't use
meter. Since there was a big difference between characters who
had invincible moves and those who didn't, such as a
Shoryuken, many changes have been made to moves that were
invincible with no cost.
- Parameters and
hit situations for all normal throws have been adjusted.
Changes have been made to characters who can loop throws at
the edge of the screen. Even after the adjustments, there will
be some characters who can loop throws, as those parameters
have been adjusted less compared to other characters.
- Due to changes
to the game, some general attacks have been adjusted for each
character. Along with changes 1 and 2, and the other changes
to the game, characters who were able to attack more often and
had a long reach became significantly stronger. Due to this,
regardless of the strength of the character, general attacks
for all characters have been adjusted.
Ryu
- Ryu's
Shoryuken properties have been revised, while his general
attacks have been changed to match the changes to the entire
game. In addition to those changes, Ryu can now V-Trigger
cancel the second hit of the Jodan Sanrengeki as well as
special cancel his standing HP during V-Trigger, ultimately
widening the moveset that can be used during footsies.
Ken
- Ken's airborne
Tatsumaki Senpukyaku parameters have been adjusted as the
attack was quite strong. Although that may have weakened him
in the air slightly, we made it so the Lion Breaker can be
cancelled into his V-Skill, allowing Ken the ability to land
high damage on the ground depending on the situation.
Chun-Li
- Chun-Li's
special moves such as Hyakuretsukyaku (both grounded and
airborne) and Kikoken have been revised, and adjustments to
advantageous parameters have been made. The duration of her
V-Trigger has been shortened, but V-gauge is easier to fill up
as she now has additional attacks from V-Skill and increased
combo potential. Additionally, her new special move cancels
have given her a wider range of attack variety.
M. Bison
- Adjustments
have been made to Psycho Reflect, where the player now gets to
choose when they want to shoot the projectile received from
absorbing an attack or projectile. Additionally, EX Psycho
Blast range has been increased, allowing it to reach the edge
of the screen, providing more options for attack. Hit
invincibility has been added to EX Head Press during
V-Trigger, giving him some defensive buffs as well.
Nash
- Moves that
were used frequently during footsies have been adjusted.
Advantages on Side Knee Attack and Sonic Boom have been
adjusted and a new target combo that includes Bullet Clear has
been added to give him the ability to go on the offensive
while in close range.
Karin
- Parameters for
most of Karin's general attack have been revised. As Karin's
primary weakness was her lack of anti-airs, an airborne target
combo has been added to strengthen her anti-air abilities.
Cammy
- With the
revision to Cammy's Cannon Spike, her defense has weakened a
little. However, offsetting this is the addition of new combo
possibilities and positive changes to her advantage after
certain attacks have landed.
Birdie
- Birdie's
attacks have been adjusted to match the general changes to the
game. The advantage after certain attacks have increased,
including the ability to follow Standing HK to Standing MP and
Crouching HP to H Hanging Chain.
Necalli
- Parameters for
all of Necalli's main moves have been revised. Opening Dagger
can only be charged while V-Trigger is active, giving him a
wider range of offensive options.
Vega
- Parameters for
some of Vega's normal attacks have been revised. As Vega's
damage output was generally questionable, Aurora Spin Edge and
Crimson Terror have been strengthened, increasing the return
when they land.
Rashid
- Rashid's
attack options have been increased by making it easier to do
combos that include V-trigger and CA. Additionally, his
jumping MP has been adjusted so that it can combo into
Airborne Eagle Spike, increasing his anti-air abilities.
R. Mika
- R. Mika's
properties for Passion Press and Passion Rope Throw have been
revised so that she can no longer mix up the opponent
anywhere, anytime. She also now has an airborne target combo,
increasing her anti-air abilities.
Zangief
- The advantage
and distance between Zangief and the opponent when his moves
land or are blocked has been adjusted, giving him more
opportunities to choose between hits and throws. All special
moves including Double Lariat have been adjusted.
Dhalsim
- Dhalsim's
special and normal moves used frequently during footsies have
been strengthened, resulting in an increase in his ability to
control range.
F.A.N.G
- F.A.N.G's
attacks frequently used at mid-range have been adjusted to be
slightly slower, however the advantage on hit has been
increased. As damage output with F.A.N.G was questionable,
special moves can now be performed without charge during
V-Trigger to allow for higher damage potential.
Laura
- Laura's
attacks have been adjusted to increase her overall combo
potential. Additionally, her advantage after combos has been
adjusted so that it's easier for her to continue offense.
Alex
- To match the
changes in the game, Alex's mid-range attacks have become a
little slower. However, Alex's close range damage output has
increased as new combo opportunities such as, Crouching LP
> L Flash Chop and Lariat > Standing MP have been added.
Additionally, the anti-air ability of crouching HP has been
improved, making it easier to do damage when he properly reads
the opponent.
Guile
- Adjustments
have been made to Guile's unique attacks, such as decreasing
the hurtbox around his feet during the Rolling Sobat and
increasing the advantage on his Knee Bazooka and Reverse Spin
Kick. By increasing the strength of these attacks, there
should be an increase in the amount of unique moves used
during footsies.
Ibuki
- Ibuki's dash
has been sped up as well as her jump to help her close the
distance against the opponent quicker. Her standing MK has
also been strengthened greatly to provide more attack/defense
options once she gets in.
Balrog
- Balrog now has
more ways to break through the opponent's guard. Changes, such
as minimizing the recovery on Buffalo Pressure, increases his
mix up potential and making crouching MK a low hit gives him
greater high/low options. Special moves such as Screw Smash
have been changed from charge moves to command moves to help
with offense, while adjustments have been made to each stage
of Turn Punch, to increase how much space Balrog can move in
an instant.
Juri
- Attack
properties of Juri's normal attacks have been adjusted while
combo potential has been increased through modifications to
her standing MP to standing MK. Additionally, her ability to
cancel all versions of Fuharenkyaku with her V-Skill allow her
greater movement options.
Urien
- Some of
Urien's normal attacks have been revised, resulting in an
increase in a greater advantage after those attacks hit or are
blocked. Another offensive improvement is that jumping LK can
now cross-up, resulting in more offensive variety. On the
defensive side, crouching HP startup has been quickened in an
effort to increase his anti-air abilities.
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As previously
reported, Akuma's new stage, the festive Holiday
DLC, and the Red Bull Ryu & Chun-Lil costumes will also be released
today. The Holiday content can be purchased for $19.99 USD.
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