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Street Fighter V General Discussion

there's zero point. matchups are especially subjective in this game. people's own level of play influence their opinions on these things. Coincidentally, mine mirror some of the best players in the world and I'll try to live with that as I don't bother to discuss this anymore lul

have all the opinions you want I'm just questioning riptorn's sketchy logic
Man you argue like an idiot. is math not your strong suit or something? If he's around 10th-14th in a game with 22 characters how can he not be mid tier? Are you using some non Euclidean/Escheresque tier list where the characters directly in the middle are actually on the top?
 

B. Shazzy

NRS shill #42069
If he's around 10th-14th in a game with 22 characters how can he not be mid tier?

Upper mid tier isn't mid tier?
upper mid which Rashid is here,
The point is I've never not said Rashid is mid tier character calling him "upper" was to counterbalance Riptorns "lower" downplay that's all.
Listen, jokes aside. Did you take special ed classes in high school? Am I just unknowingly bullying some guy with a condition over the internet? I mean it would explain everything from playing you to trying to get you to the read mono-syllable words in a line. Just take your hand and cup it over the "upper" part in my posts up there, is that better for you? I feel bad about this man. I'm gonna go now.
 

B. Shazzy

NRS shill #42069
OH MY GOD YES GUILE CAN COMBO OFF OF UPSIDE DOWN KICK WITHOUT COUNTERHIT!!

AND WITH CR.MP!! Praise the lord.


Source? I need to see the loops in s2 lol.
I didn't get to see this tag in all the alerts but in that video you linked a few posts above the guy shows what I'm talking about

Oh as for the loops forget I said that for now lul
 
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Listen, jokes aside. Did you take special ed classes in high school? Am I just unknowingly bullying some guy with a condition over the internet? I mean it would explain everything from playing you to trying to get you to the read mono-syllable words in a line. Just take your hand and cup it over the "upper" part in my posts up there, is that better for you? I feel bad about this man. I'm gonna go now.
So why are you giving this dude shit for calling rashid mid tier lol.

Also the word you're looking for is monosyllabic.
 
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if i start drawing all my replies in bright crayon would that help?
He actually said mid to lower mid tier though, and yeah you could pretty easily argue he's on the lower end of mid tier anyway.

Also I dunno why you're trying to insult my intelligence when you can't even properly form sentances when you try and sound smart. Even adding archaic hyphens to words that aren't hyphenated just because.
 

B. Shazzy

NRS shill #42069
He actually said mid to lower mid tier though, and yeah you could pretty easily argue he's on the lower end of mid tier anyway.

Also I dunno why you're trying to insult my intelligence when you can't even properly form sentances when you try and sound smart. Even adding archaic hyphens to words that aren't hyphenated just because.
I'm glad you stepped in to clear that up for me and Riptorn, not caring of either of us ever asking how you feel. It's really easy to tell you're a cool guy the way you handle being called illiterate and try to prove you're not dumb by getting hung up on non-issues like spelling and then type "sentances" in the very same post.
 
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Rip Torn

ALL I HAVE IS THE GREEN.
go to the lab set rashid to reversal 3framer. Push every guile button at point blank and range then throw immediately after tell the thread what happens.

And no cr. lk is not a hitconfirmable low because I wont ever have charge time doing walk forward > cr. lk or any button > cr.lk because the character doesn't get to combo if I have to start pressure by moving forward on the stick it's part it's one of the drawbacks of being a charge character except everyone just assumes you have charge stored in every possible situation

It doesn't matter if I'm at range where it's safe you can interrupt the cr.mk with a 3f up close

Also mobdody said rashid beats Guile 6-4 youre pulling a bumdown right now
I went to the lab and here are your tick throws: st.LP, st.LK, cr.LP, and st.MP. That doesn't include any of your jumping attacks or boom setups. So, you are completely wrong about your own character. I tested it against Rashid's st.LK (3 frames) with a 0.1 sec reversal. I don't want to ever hear anything about Guile not having tick throws. It's totally invalid as a complaint.

Because if I do the low and you block it... I'm at -4. that's -2 more than Rashid's -2 and I don't even get a cc follow up corner carry halfscreen combo into 50/50 town and I lose the game. Not only that but 3f buttons will stuff his low before it comes out in pressure strings which lead to counter hit confirms into corner carry. hmmm who has a 3f frame button?? rashid. Rashid 6-4s Guile man it's too risky see

And that's an example of how it feels discussing matchups with you lul... it's ridiculous. And Guile has no tick throws because there is no situation besides a jump in where he is plus enough after a button to guarantee an immediate throw to beat your next button
I guess you were just being sarcastic but when you mix sarcastic comments with misinformation and ridiculous downplay, it's hard to understand anything you write because it requires too much deciphering on my part to comprehend your statements.
 
I'm glad you stepped in to clear that up for me and Riptorn, not caring of either of us ever asking how you feel. It's really easy to tell you're a cool guy the way you handle being called illiterate and try to prove you're not dumb by getting hung up on non-issues like spelling and then type "sentances" in the very same post.
Hard to type on a phone dog. Also not sure how spell check missed that, or why it would correct to that.
 

Kroaken

Life is a block string with no gaps.
I guess you were just being sarcastic but when you mix sarcastic comments with misinformation and ridiculous downplay, it's hard to understand anything you write because it requires too much deciphering on my part to comprehend your statements.
This part is actually kinda true. Shit cracks me up. I'll be reading something u say Shazz and I gotta look for a "lul" sometimes to know if ur messing around.
 

B. Shazzy

NRS shill #42069
I went to the lab and here are your tick throws: st.LP, st.LK, cr.LP, and st.MP. That doesn't include any of your jumping attacks or boom setups. So, you are completely wrong about your own character. I tested it against Rashid's st.LK (3 frames) with a 0.1 sec reversal. I don't want to ever hear anything about Guile not having tick throws. It's totally invalid as a complaint.



I guess you were just being sarcastic but when you mix sarcastic comments with misinformation and ridiculous downplay, it's hard to understand anything you write because it requires too much deciphering on my part to comprehend your statements.
perfect yes. That's exactly what was supposed to happen. I hope everyone reads this ^^


I'll do the next step here for the thread. In the video below, you'll see Guile's "valid tick throws" in action Watch the whole 3 minutes I was too lazy to edit to the relevant parts and pay attention to the inputs:



Now look what happens when it's a character who doesn't use a situational 3f lk aka the whole cast besides Rashid in season 2



Guile doesn't have a real tick throw on 3f, 4f, or on 7fs apparently. A real tick throw is Rashid's St. LK, Karin's St. LK, Bison's cr. LK etc. You know throws that won't lose to mashing practically any button besides Rashid or Vega's St. LK or just not blocking at all. Thank you Riptorn you're so gdlk for showing everybody why you don't know what you're talking about. Please don't question my knowledge of my own character, thanks. I could name every character's in this game tick throw let alone my own.
 
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Scott The Scot

Where there is smoke, there is cancer.
@Scott The Scot can you just organize everything in to a big list and create a fake patch notes. I'm too lazy to keep up with all this leaked info.
Sure. Here's most of the info that's out currently. Definitely not all of it though :p

Ryu

Frame data:

  • Normal throw KND tech +6 (from +14)

  • b+HK -2 oB (from 0)

  • s.MP +7 oH (from +6)

  • f+MP -6 oB (from -4), +1 oH (from 0)

  • ex FB +2 oB (from -1) both normal and VT

  • s.HP 8f SU (from 7f)

  • c.HK 8f SU (from 7f) (thanks /u/StarlessMirage )

  • f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think (thanks /u/StarlessMirage )

  • V-Reversal KND tech +13 (from +26)

  • Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentioned
Damage/stun:

  • cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stun

  • j.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stun

  • c.lk, c.lp xx hp DP 147 dmg 120 stun

  • HP DP damage -20, stun -50

  • Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.
Hitboxes:

  • s.LP lower hitbox, a bit harder to aa with

  • jump lk hurtbox lowered

  • c.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practice

  • Added strike vulnerable to jump tatsu (normal and EX)
Pushback etc:

  • Throw loops no longer in corner

  • Normal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reaches

  • c.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,

  • V-Reversal pushback far. resets to neutral

  • back throw in corner pushes back seems further

  • f+MP oB pushback seems a little less

  • lk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)

  • s.LP s.MP s.LK 3 hit block string no longer works on standing (lk whiffs) because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)
Other:

  • MP DP invincible frame 3. harder to deep DP to anti air

  • b+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol.

  • b+HK CH VTX first hit f+HP combos lol

  • b+HK xx HP DP hits at all ranges on hit

  • anti air b+HK xx EX DP combos cancelled from 1st and 2nd hit. (cool combo) in corner AA b+hk xx EX FB xx EX
DP combos: * Parry gives twice the V-meter gain from before. 6 parries per V meter (thanks /u/ManofSteelII )

Still the same:

  • lk tatsu CA still works

  • c.MP, s.LK combos

  • s.MP, c.HP still combos

  • hp dp not invincible at all

  • activating VT still counts as a hit in combo (scales)

  • CA is still 4f

  • CA scaling minimum is still 50%

  • Meter gain doesnt seem different

  • cc s.HK still gives 0.5 V gauge

  • Parry recovers in counter hit state and is a long recovery

  • j.tatsu still can't hit behind opponent

  • VT CA seems the same oB/oH

  • CA 320 dmg / VT 350 dmg

  • back tech is still 5frames slower than normal tech

  • VT still 4f recovery
Source

Chun-Li

Nash

  • Backthrow damage nerfed was 140 now 130.

  • SWEEP damage nerfed was 100 now 90.

  • MOONSAULT damage nerfed 60 was 70 video

  • backdash distance slightly nerfed

  • back throw throws farther

  • mk scythe pushback reduced

  • mk scythe is now -10 on block instead of -8

  • f.hk is now -3 on block

  • b.MK confirmed +2 on block/+4 on hit

  • st.mk is now -1 on block/+2 hit

  • forward dash leaves you closer to tick throw after a light without walking foward, could infer throw range increase

  • ex boom +2 on block for second hit

  • cr.HP has less pushback, can link into cr.mp on block and hit

  • for st.mk > st.hk target combo, st.hk has 1 juggle point

  • st.hp is 8 frame startup now

  • st.mk > st. hk Target Combo can be completed on whiff. Great for anti airs.

  • L Sonic Boom -2 on hit/-4 on block, M Sonic Boom 0 on hit/-6 on block, H Sonic Boom +4 on hit/-2 on block

  • EX Boom has slightly more pushback now.

  • st.mp has 2f more hitstun. allows for combo into L TA. Allows for meter stealing

  • Forward Dash has 2f more recovery. 19 frames now instead of 17 frames. Meaties setups have changes. (e.g. L Sonic Scythe k/d, dash up cr.MP / b.MK is last frame meaty on quick rise) (e.g. L Sonic Scythe k/d, dash up st.mk > b.mk. St.mk hits on last frame, becomes +5 ch meaty)

  • EX Moonsault is now +7 on hit

  • can still kara EX Sonic Scythe

  • all Tragedy Assaults do 50 extra stun

  • EX Sonic Boom xx. Ground VT > cr.lk is now more reactable. Slower animation on VT Flash.

  • cr.mp xx Ground VT is +4. Allow for jab to combo after.
Source

M. Bison

  • S.LK startup 4f -> 3f

  • S.LP now combos into LK Scissors.

  • S.HP damage 80->90.

  • Shadow Axe now combo's from S.MP on regular hit as opposed to only on counterhit. No gaps.

  • Shadow Axe damage and stun 60/60 -> 50/120.

  • Shadow axe advantage +6/-5 -> +2/-8. VTC advantage on hit at least +11.

  • Shadow axe Damage reduced from 60 to 50.

  • Psycho Axe and probably Shadow axe knock down in place when an aiborne opponent is hit.

  • V-Skill Projectile can be stored to use later by inputting MP+MK.

  • V-Skill can be used from cancellable normals. VSkill fireball combos off c.MP and s.HP cancels. Does not combo off c.MK.

  • Forward Throw has more recovery. Can't throw loop in the corner now.

  • Psycho Blast EX now doesn't explode with time/distance.

  • LP/MP/HP/VT Inferno damage 90/100/110/130 -> 80/90/100/120 (all reduced by 10).

  • LP/MP/HP Inferno stun 100->150

  • Inferno HP now combos into LP Blast.

  • While you can HP inferno into LP blast, you can't do it with VT inferno into LP/MP/HP Blast, only EX.

  • All infernos seem to have less frame advantage. Weaker oki off them.

  • VT Scissors LK now combos off Lights.

  • VT Scissors has better invulnerability at least against projectiles.

  • Scissors LK/MK/HK hit advantage +3/+2/+1 -> +2

  • VT Scissors LK/MK/HK hit advantage +3 -> +2.

  • Both Scissors EX seem to have less frame advantage as well.

  • Head EX Press now consistently combos into Skull Diver on air to air hit.

  • Skull Diver sends downwards.

  • VT Headpress EX's invulnerability buffed. Lasts longer.

  • VT Headpress EX block advantage +2 -> -2.

  • Devil Reverse EX doesn't make Bison jump so high, therefore reducing his mobility on the way down (less time to move).

  • Devil Reverse EX is less advantageous on block. Can't Psycho Axe afterwards without being interrupted.

  • Devil Reverse EX combos into Psycho Axe?

  • VT Devil Reverse now usable from at heights.
Source: u/Daeyrat

Cammy

Birdie

  • birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp

  • Can juggle with bullhead after cr.hp (even non-ex)

  • Birdie st.hp crushcounter rumour was fake, just a regular counterhit

  • f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)

  • His damage output seems mostly untouched

  • Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)

  • St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore

  • cr.lk nerfed, has 5f startup

  • V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),

  • Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again

  • Can raw confirm lp/mp/hp bullhead into super

  • We can raw confirm st.mp into mp bullhead (it's difficult though)

  • bad news: st. mk feels slower on startup

  • slide (df+hp) is -7 on block now

  • hp bullhead still -5, but less pushback I think, almost the same though

  • st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk

  • overhead has slightly less range
Source

Ken

Necalli

Vega You can't combo EX FBA off f+HP CC though, but you can dash forward twice and do whatever you like on wakeup.

The no claw cr. HP CC is probably his funniest change thouh. You can:

  • cancel into L roll for damage (hits once in the corner and twice mid screen)

  • cancel into M roll, cross-up and get a meaty st. MP, st. MK, st. HP or cr. HP (yes it loops into itself)

  • cancel into H roll, which will knock them down and hit them meaty if they quickrise.

  • cancel into stance change and reset with st. HP

  • cancel into EX FBA (ofc)
Other changes in the frame data:

  • claw st. MP is +2 on block (was +1)

  • claw st. HP is +6 on hit (was +5)

  • claw cr. MP is +1 on block (was 0)

  • no claw st. LP is +6 on hit (was +5)

  • no claw st. MP is +4 on hit (was +3)

  • st. HK is +3 on block (was -1)

  • cr. MK is +7 on hit (was +6). it comboes into st. MK now

  • f+MK is -6 on block (was -4, seems universal)

  • L roll is +1 on hit (was 0)
Source

R. Mika

Rashid

  • st. HK is now -4 oB (was -2)

  • st. LK is still 3f

  • cr. HP is +7 oH (was +6). You can combo into sweep if you feel like it for whatever reason

  • cr. MK is +1 oH (was 0)

  • overhead is -6 oB (was -4, universal change)

  • L Mixer is 0 oH (was +1)

  • if they M Mixer whiffs or if blocked you end up right beside them. IIRC you could just fly away before

  • H Mixer seems to hit earlier and it looks like you can combo easier into it
Source

Karin

Zangief

  • The grey life nerf seems real. Be less frisky with V-skill.

  • Oki advantage seems the same across the board. Frame tweaks were done exclusively to the normals from what I can see, whereas the specials were hit with number tweaks.

  • stLP still good anti-air

  • crLP now +4 on hit (down from +5), loses combo into stLK

  • stMP now +4 on hit (opening combo possibilities such as stMP, crLP xx lariat) and +2 on block (mixups on entire cast)

  • crMP is now a 6f move (used to be 7f)

  • crHP now +2 on hit

  • uncharged stHP now +2 on hit (mixup on entire cast) and -4 on block (from -3, opening more punishes), dash SPD no longer possible on CC

  • charged stHP now deals 200 stun (up from 150), dash SPD still possible after a CC

  • stand roundhouse also +2 on hit (mixup on entire cast)

  • This means that crHP, stHP and stHK are confirmable into CA on hit. Buffer that churn.

  • stLK is unchanged, but to give an indication a cancel into lariat will hit at ALL ranges so long as the stLK connects

  • crLK now +2 on block (up from +1, mixups on entire cast) ((I have a feeling this will be our new light meaty)

  • Headbutting a projectile now grants meter. Absorb about five to get a full bar of meter.

  • Lariat: hits crouchers and way more range on it. Back tech is possible after it, do not believe the rumors.

  • Damage buffed to 120, up from 100.

  • SPD: damage changed to 180/200/220/220 (down from 180/220/240/240), stun values remain the same

  • RBG: All versions now do 250 stun instead of 200. EX RBG deals 230 damage now (up from 200).
  • His v-trigger takes 60s to deteriorate after activation when it used to take 30s
Source

Laura

  • st. MK is -2 on block, but still -1 after VSF on hit

  • st. HP is +4 on hit (was +3) and +1 after VSF (was -1). st HP xx VSF will help you keep the mixups going.

  • cr. LK is now +1 on block; you can tick throw with forward throw without even walking forward.

  • V-skill (Overhead) is now +3 on hit in v-trigger, +1 normal

  • you can safely meaty loop EX grabs into each other.

  • you're -2 if you dash in after an EX grab

  • EX fireball is +7 on block in VT now. EX fireball > cr. HP/MK is a true blockstring in VT!
Source

Dhalsim

F.A.N.G.

  • V-Reversal has Nash's properties now. Completely invincible to normal attacks during recovery.

  • Cancelling the command dash into Senpukuga looks like it'll be a useful thing. It's very fast and can be ambiguous.

  • A number of FANG's normals are slower (and in turn, a few of his normals have more hit advantage). This seems like something that they've done to most of the cast though.

  • cr.MP is 7 frames now, which may end up being a huge problem if a lot of moves are all of a sudden not punishable by it like they were before (I assume they will be, or it would kill FANG).

  • V-Trigger lets us cancel off normals into specials without any charge time required, just needs the input done (like Necalli in V-Trigger right now). Definitely a buff, how much of one remains to be seen.

  • Sadly it doesn't seem like Poison was buffed at all which was my #1 wish, but it is indirectly buffed because white life is more threatening now than before.

  • st.LP is +3 on block

  • st.MK is 6 frame start up now (st.LP is +6 on hit, so we can still combo into it.)
Source

Alex

Guile

Ibuki

Balrog

Juri

Normals:

  • st.mp +5 on hit (up from +4; still +2 on block)

  • st.hp +4 on hit (up from +2; still -3 on block)

  • st.mk 5f startup (down from 6f)

  • st.mk now links to mk fuha

  • cr.mp 6f startup (up from 5f)

  • cr.mp now links to mk ryodansatsu

  • cr.hp easier to AA with it seems

  • cr.mk -2 on block, +2 on hit (up from -3, +1)

  • f.mk -6 on block (down from -4; still neutral on block; still CC'ed by sweeps)
V-Skill:

  • about ~30f of charge (down from a ton more)

  • charged version gains projectile invincibility a lot earlier

  • uncharged seems about the same (can still be thrown out of it)
Specials:

  • all tensenrins now uses punches instead of kicks

  • lp tensenrin still -8 on crouchblock

  • mp tensenrin does 120 damage (up from 110)

  • mk fuha release now -4 on block (up from -6)

  • hk fuha release now -6 on block (up from -11)

  • hk fuha release does 80 damage (down from 90)
Throw:

  • forward throw looks like it's +13 on quickrise (up from +8 I think?), so st.mk whiffs now

  • +9 on back throw (was +7 I believe)
Urien

  • b.HK is df.HK now. Now when we want to step back for anti-crossup st.HK there will be no more random b.HK.

  • st.MP startup is 7f. +6 on hit. 1 frame slower but now there is st.MP cr.MP combo on regular hit!

  • cr.MP is +5 on hit now. So Urien still have cr.LP->st.MP CH combo.

  • cr.HP startup is 7f. 2nd hit out on 9f(10?). Right now there is punishes of something like MAX RANGE slides which is usally -7 for a decent damage. Also can combo

  • cr.LP/st.MP on CH without meaty! And 2nd hit which is anti air comes out faster.

  • cr.MP is +1 on block. Used to be 0.

  • st.HK HOLD is now +2 on block and almost no pushback. There is a reason to do meaty st.HK HOLD instead of st.HP HOLD for no recovery people. If opponent blocks there is a mixup!

  • cr.MK is +2 on block and +4 on hit. Urien get a new good pressure/meaty(?) tool. Can combo into cr.LP and CH combo into cr.MP!

  • j.LK now can crossup and +12 on hit. So now it`s easy to confirm into cr.HP for a decent damage!

  • Active VSkill gives you more V-Gauge for using armor.

  • HK Shoulder gives about 90% of V-bar if you armored about 100 damage. HP Headbutt about same.

  • EX Shoulder gives you about 1 bar and 20% of second. So gain from recieved damage is same but gain for using armor is way more.

  • Aegis Reflector exist on screen about 2 secs longer.

  • MP Headbutt is still +4 on max range/meaty but loops are gone because spacing for +4 is different. At least old loops.

  • Oki from forward throw is way worse on midscreen.
 
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Rip Torn

ALL I HAVE IS THE GREEN.
Sure. Here's most of the info that's out currently. Definitely not all of it though :p


Zangief

  • The grey life nerf seems real. Be less frisky with V-skill.

  • Oki advantage seems the same across the board. Frame tweaks were done exclusively to the normals from what I can see, whereas the specials were hit with number tweaks.

  • stLP still good anti-air

  • crLP now +4 on hit (down from +5), loses combo into stLK

  • stMP now +4 on hit (opening combo possibilities such as stMP, crLP xx lariat) and +2 on block (mixups on entire cast)

  • crMP is now a 6f move (used to be 7f)

  • crHP now +2 on hit

  • uncharged stHP now +2 on hit (mixup on entire cast) and -4 on block (from -3, opening more punishes), dash SPD no longer possible on CC

  • charged stHP now deals 200 stun (up from 150), dash SPD still possible after a CC

  • stand roundhouse also +2 on hit (mixup on entire cast)

  • This means that crHP, stHP and stHK are confirmable into CA on hit. Buffer that churn.

  • stLK is unchanged, but to give an indication a cancel into lariat will hit at ALL ranges so long as the stLK connects

  • crLK now +2 on block (up from +1, mixups on entire cast) ((I have a feeling this will be our new light meaty)

  • Headbutting a projectile now grants meter. Absorb about five to get a full bar of meter.

  • Lariat: hits crouchers and way more range on it. Back tech is possible after it, do not believe the rumors.

  • Damage buffed to 120, up from 100.

  • SPD: damage changed to 180/200/220/220 (down from 180/220/240/240), stun values remain the same

  • RBG: All versions now do 250 stun instead of 200. EX RBG deals 230 damage now (up from 200).
Source
Update for Gief. His v-trigger takes 60s to deteriorate after activation when it used to take 30s. Same source as the one you posted.

Video showing off some of these changes: