Capcom has announced the details of their September update for Street Fighter V. The update will be released September 22nd. It consists of quite a bit of content and updates to Street Fighter V. A lot of the content is paid and a big chunk of the update seem to benefit those who paid for Street Fighter V’s Season Pass.
To begin, Urien will be released September 22nd with the update. He can be purchased through whatever store the user’s system uses and those with Season Pass will get him automatically with the update. We discussed the character details for Vice President of Illuminati, Urien, earlier this year and that article can be read here.
There will also be quite a number of updates to costume colors. Current and future premium costumes will include Colors 3 to 10, they will be added to already purchased costumes. Colors 3-10 will also be included on default and battle costumes for all confirmed DLC characters if the player has Season Pass. Colors in bundles will also be available for purchase in the following sets: All 16 Original Character Default Color Pack (3-10) – 85k FM/$4.99, All 16 Original Character Story Color Pack (3-10) – 85k FM/$4.99, All 6 DLC Character Default Color Pack (3-10) – 40k FM/$1.99, and All 6 DLC Character Story Color Pack (3-10) – 40k FM/$1.99.
Some non-paid improvements to the game include: the introduction of timed daily goals such as winning ranked matches or spending time in training in order to win “fight money “in amounts ranging from 500-1000, a versus CPU option where the player can fight against AI of various levels of difficulty, and fighter profiles that will be updated and track stats so players can examine their gameplay in detail in order to improve. Another big part of the update is the addition of new environmental stage KOs. The following stages will receive environmental KOs: Shadaloo Base, Hillside Plaza, Underground Arena, Forgotten Waterfall, Union Station, Kanzuki Estate, City in Chaos, Apprentice Alley, and Lair of the Four Kings
The following is a list of bug fixes that will be a part of the September update via Capcom:
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The issue which added an additional frame of lag to PlayStation 4 fight sticks on PlayStation 4 has been identified and patched. Now input time is unified across PlayStation 4, legacy controllers and PC.
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Juri’s V-Reversal was unintentionally able to hit downed opponents under specific circumstances. Juri’s V-Reversal was corrected so that it cannot hit downed opponents.
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Juri’s invincibility during her V-Reversal was unintentionally short. This was corrected by setting the invincibility on Juri’s V-Reversal to 14 frames after the hit box of the move disappears.
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When Ibuki was hit during a crouching fierce, she would unintentionally go into a standing state damage animation. This has been corrected so that when hit during a crouching fierce, Ibuki goes into a crouching state damage animation.
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The light version of Yoga Sunburst would fire regardless of whether the player was holding down punch or not. This has been corrected so that when the charge portion of L Yoga Sunburst is guarded, holding down LP will maintain the charge motion.
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When the tip of jumping LP hits an opponent or is guarded during Dhalsim’s V-Skill, the Critical Art gauge would increase rather than the V-Gauge. This has been corrected so when a jumping LP hits an opponent or is guarded during Dhalsim’s V-Skill, it now builds V-Gauge.
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When Dhalsim performs an airborne Yoga Teleport against an opponent on the edge of the screen and performs a jumping attack afterwards, the jumping attack would be performed in the opposite direction of the opponent. The directional determination after Dhalsim appears from an airborne Yoga Teleport has been corrected, making it more difficult for this to occur.
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Under certain circumstances, moves that only hit opponents in a standing state would unintentionally miss during certain standing states. This has been corrected. The hurtboxes on characters recovering from getting hit out of the air, allowing moves that are designed to hit standing characters to properly hit. Additionally, throw attacks that normally miss on crouching characters will no longer be able to connect on characters recovering from getting hit out the air as they transition to a crouching state.
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After the attack frames of Birdie’s jumping LK ended, Birdie’s hurtbox would unintentionally remain absent in his recovery frames until he landed. This has been corrected by setting a hurtbox to Birdie’s jumping LK recovery frames, until he lands.
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Currently, the game counts a disconnect between the “Another fight is Coming Your Way” screen until you pass-through the results screen by selecting “find another match” or “exit to main menu”. The range a disconnect penalty will be assessed will be changed to be between from when “Another Fight is Coming Your Way” to after League Points (LP) and Fight Money (FM) have been calculated on the “Results” screen.