Street Fighter 5 Season 2 Changes : Ken

Before getting into the character changes in gameplay, here is the costume he is receiving with the update found on Street Fighter’s Twitter page:

You may hate the character, but at least the hat covers up most of his banana hair

A general comment from Capcom about the Ken changes:

  • 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.

Here are the specifics:

Hurtbox:

 Changed hurtbox when changing directions while crouching

Neutral Jump:

 Changed duration of jump from 39F to 38F

Knee Bash:

 Decreased damage from 120 to 100

 Decreased stun damage from 170 to 120

 Decreased CA Gauge accrual

 Increased recovery on-hit by 2F

Standing LP:

 Changed advantage on-hit from +4F to +5F

 Unified values for hit stop on-hit and block

 Fixed bug that was when hit during 1F of animation, was not registered as a counter when cancelled into by mashing

Standing MP:

 Changed advantage on-block from ±0F to +1F

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing MK:

 Changed attack recovery from 17F to 19F o Advantage on-hit and block has not been changed

 Increased pushback on-hit

Standing HP:

 Increased how long opponent reels from attack by 1F on Crush Counter

 Expanded push back on-hit on Crush Counter

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HK:

 Changed attack startup from 13F to 14F

 Changed attack recovery from 25F to 26F o Advantage on-hit and block has not been changed

 Decreased damage from 90 to 80

 Reduced push back on-hit

 Adjusted knock back distance on Crush Counter

 Added hurtbox around feet before 1F of attack startup

Crouching LP:

 Changed advantage on-hit from +3F to +4F

 Increased how long hitbox stays out from 2F to 3F

Crouching LK:

 Changed advantage on-hit from +3F to +4F

Crouching MP:

 Changed attack startup from 5F to 6F

 *Increased overall animation by 1F

 Changed advantage on-hit from +4F to +5F

 Changed advantage on-block from +1F to +2F

 Shrunk upper hitbox

Crouching HK:

 Changed attack startup from 7F to 8F

 Decreased damage from 100 to 90

Jumping MP:

 Expanded hitbox in forward direction

Jumping MK:

 Shrunk vertical hitbox

Chin Buster:

 Changed startup from 4F to 5F

 Changed attack recovery from 15F to 17F o Advantage on-hit and block has not been changed

 Changed pushback on-hit to be the same as that of light attack

 Matched the values for pushback on both hit and block

Chin Buster 2nd:

 Decreased damage from 60 to 50

 Changed so that it can be performed even if Chin Buster is whiffed

 Extended window that Chin Buster 2nd can be performed from

Chin Buster Lion Breaker:

 Decreased damage from 60 to 50

 Can be cancelled with V-Skill on-hit or block

Inazuma Kick:

 Changed attack startup from 21F to 22F

 Increased animation on-hit from ±0F to +1F

 Increased animation on-block from -4F to -6F

Thunder Kick:

 Changed attack startup from 23F to 26F

 Changed overall length of faint animation from 31F to 34F

 Changed advantage on-hit from ±0F to +2F

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

 Reduced pushback on-hit

V-Skill – Quick Step:

 Extended how long opponent is frozen in the air on-hit

 Expanded height of collision box during attack animation

V-Reversal – Senpu Nataotoshi:

 Changed attack startup from 10F to 12F

 Reduced active frames of hitbox from 4F to 2F

 Made below changes to hurtbox during animation

o 1F-10F: Physical strike/projectile invincibility

o 11F-20F: Full invincibility

o 1F-25F: Physical strike/projectile invincibility

 Reduced pushback on-hit

Hadoken (Normal):

 Reduced CA meter gain on activation

 Increased CA meter gain on-hit and block

 Changed advantage on-hit from -4F to -2F

 Changed advantage on-block from -10F to -8F

 Delayed activation when cancelling into CA, making it easier for opponents to perform VReversal on-block

Hadoken (V-Trigger):

 Changed total animation from 49F to 48F o As a result, advantages on-hit and block have changed

 Decreased damage from 70 to 60

 Decreased CA meter gain on activation

 Increased CA meter gain on-hit or block

 Delayed activation when cancelling into CA, making it easier for opponents to perform VReversal on-block

EX Hadoken (Normal/V-Trigger):

 Changed total animation during V-Trigger from 45F to 44F o As a result, advantages on-hit and block have changed

 Reduced damage during V-Trigger from 120 to 110

 Reduced stun damage during V-Trigger from 200 to 150

 Expanded hitbox during 1F-2F of startup in upward direction

L Shoryuken(Normal/V-Trigger):

 Expanded hurtbox during 1F-5F in downward direction

 Removed throw invincibility

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

M Shoryuken(Normal/V-Trigger):

 Reduced normal damage from 130 to 120

 Reduced damage during V-Trigger from 150 to 140

 Added hurtbox and throwable box during 1F-2F

 Changed 3F-6F to physical strike/projectile invincibility

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

 Expanded hitbox of first hit in upward direction

H Shoryuken (Normal/V-Trigger):

 Reduced normal damage from 140 to 130

 Reduced damage during V-Trigger from 160 to 150

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

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

EX Shoryuken (Normal):

 For first and second hits only, changed advantage on-hit during V-Trigger cancel from +3F to +7F

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

 When first three hits hit opponent in the air, opponent can no longer perform quick recovery

EX Shoryuken (V-Trigger):

 Adjusted to make it easier for all hits to be successful when used as a part of an air combo

 When first three hits hit opponent in the air, opponent can no longer perform quick recovery

L Tatsumaki Senpukyaku (Normal):

 Expanded hurtbox during 2F of animation in forward direction

 Added hurtbox around hitbox of first hit

 Shrunk hitbox during second active frame

 Reduced pushback on-block

 Changed advantage on-block when cancelling first hit into V-Trigger from +9F to +2F

L Tatsumaki Senpukyaku (V-Trigger):

 Expanded hurtbox of second frame of animation in forward direction

 Added hurtbox around hitbox of first hit

 Shrunk hitbox

 Expanded hurtboxes that appear second hit onwards

 Reduced pushback on-block

 Reduced how long hitboxes stay out from second hit onwards from 4F to 2F

M Tatsumaki Senpukyaku (Normal):

 Reduced damage from 100 to 80

 Expanded hurtbox during 3F-5F of animation in forward direction

 Overall shrunk hitboxes during attack animation

 Overall expanded hurtboxes during attack animation

 Added hurtbox around hitbox of first hit

M Tatsumaki Senpukyaku (V-Trigger):

 Reduced damage from 120 to 100

 Reduced stun damage from 200 to 150

 Expanded hurtbox during 3F-5F of animation in forward direction

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

 Overall shrunk hitboxes during attack animation

 Overall expanded hurtboxes during attack animation

 Added hurtbox around hitbox of first hit

H Tatsumaki Senpukyaku (Normal):

 Changed attack startup from 16F to 14F

 Adjusted damage distribution on-hit o No changes to total damage

 Increased CA meter gain on activation, hit, and block

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

 Increase distance Ken moves forward before attack startup

 Reduced time between first and second hits

 Reduced upward movement

H Tatsumaki Senpukyaku (V-Trigger):

 Adjusted damage distribution on-hit o No changes to total damage

 Reduced stun damage from 250 to 200

 Increased CA meter gain on activation, hit, and block

 Increased air combo potential

 Reduced time between first and second hits

 Reduced upward movement

EX Tatsumaki Senpukyaku (Normal):

 Expanded collision box during attack animation in downward direction

 Shrunk collision box on landing

Airborne Tatsumaki Senpukyaku (Normal/V-Trigger):

 Increased CA meter gain on activation, hit, and block

 Expanded hurtbox

 Changed when Ken begins to move from 1F to 2F

EX Airborne Tatsumaki Senpukyaku (Normal):

 Reduced damage from 90 to 70

 Reduced block stun by 7F

 Shrunk hitbox in downward direction

EX Airborne Tatsumaki Senpukyaku (V-Trigger):

 Reduced damage from 55×2 to 40×2

 Shrunk hitbox

 Expanded hurtbox

 Reduced block stun by 6F

Guren Enjinkyaku (Critical Art):

 Expanded base hitbox in upward direction

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