Street Fighter 5 Season 2 Changes: Guile

Unfortunately, Guile will not be receiving a new costume in the update.

A general comment from Capcom about the Guile changes:

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.

Here are the specifics:

Dragon Suplex (Forward Throw):

 Damage has been decreased 130 to 120

 Stun damage has been decreased 200 to 120

 CA meter gain has been decreased

 Decreased the distance after hit

 Advantage on-hit increased 6F

Judo Throw (Reverse Throw):

 CA meter gain has been decreased.

Flying Mare/Flying Buster Chop (Air Throw):

 Increased throw range

 Hurtbox has been expanded downwards during motion

Standing LK:

 Hitbox startup has been changed 5F to 4F

 Made it possible to cancel special move

 Activation timing for special move cancel has been delayed 2F

Standing MP:

 Hitbox startup has been changed 5F to 6F

 Advantage on-hit has been changed +4F to +6F

 Advantage on-block has been changed +3F to +2F

 Increased pushback distance on-hit

Standing HP:

 Hitbox startup has been changed 7F to 8F

 Removed the crush counter effect, and applied a standard counter hit effect

 Advantage on-hit has been changed +6F to 7F

 Increased pushback distance on-hit

 The motion start point has been moved forward when receiving damage or motion is cancelled. o The position of hitbox, hurtbox, and collision box has been adjusted.

Standing HK:

 Advantage on-hit has been changed +1F to +2F

Crouching LP:  Active frames for hitbox have been extended 2F to 3F

Crouching LK:

 Button mash cancel timing has been extended

 Hitbox active frames have been extended 2F to 3F

Crouching MP:

 Knockback distance on-hit has been extended.

Crouching HP:

 Changed to be a crush counter move o Will only apply during the first frame hitbox is active

 Advantage on-block has been changed -3F to -4F

Crouching HK:

 Hitbox startup has been changed 8F to 7F

 Knee Bazooka:

 Advantage on-hit has been changed -2F to -1F

 Advantage on-block has been changed -6F to -3F

Rolling Sobat:

 Decreased the size of the hurtbox by the feet between 7F and 10F of the motion

Full Bullet Magnum:

 Advantage on-hit has been changed ±0F to +1F

 Advantage on-block has been changed -4F to -6F

Drake Fang:

 Advantage on-hit has been changed ±0F to +1F

 Advantage on-block has been changed -4F to -6F

Reverse Spin Kick:

 Advantage on-hit has been changed +3F to +6F

 Advantage on-block has been changed -1F to -2F

V-Trigger – Solid Puncher:

 V-gauge blocks have been changed from 3 to 2

V-reversal – Reverse Back Knuckle:

 Hitbox startup has been changed 15F to 16F

 Advantage and distance on-hit has been changed

Sonic Boom (Normal version/V-Trigger version):

 Normal version damage has been increased 50 to 60

 Stun damage for the V-Trigger version has been decreased 80 to 50

 CA meter gain on activation has been decreased

 CA meter gain on-hit or block has been increased

 Advantage on-hit has been changed +8F to +7F

 Advantage on-block has been changed +1F to +2F

 Added a collision box when the hitbox is active

Sonic Break:

 The rate the timer decreases when a single shot is active has increased

 The rate the timer decreased for follow up shots has decreased

 The rate the timer decreased for the EX version has increased

 CA meter gain on activation has decreased

 CA meter gain on-hit or block has increased

 Active frames for both single shot and follow up shot have been unified at 36F

 Damage for follow up shots have been increased by 10

L Somersault Kick:

 Hitbox between 1F – 2F of the active frames have been expanded forward

 1 – 3F Upper body invincibility + Projectile Invincibility/ 4-6F complete invincibility

 to 1-2F Lower stance/3-8F hit/projective invincible

M Somersault Kick:

 Hitbox between 1F – 2F of active frames have been expanded forward

 1 – 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility

 to 1-2F Lower stance/3-8F hit and projective invincible

H Somersault Kick:

 Hitbox between 1F – 2F of active frames have been expanded forward

 1 – 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility

 to Throw and projectile invincibility between 1-9F

Sonic Tempest (Critical Art):

 Damage has been decreased 360 to 350

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