Street Fighter 5 Update 3.09 Patch Notes [SFV 3.09]

Street Fighter V update 3.09 is now available for player on PC and consoles. According to the official Street Fighter 5 update 3.09 patch notes, a free trial demo of Street Fighter V is now available for a limited time. In addition, Street Fighter V 3.09 also includes fixes for input speed, game crashing, stuttering/lag, server performance, and more.

Recently, a big update was released with input speed improvements and more. Unfortunately, since the last patch, many players were experiencing a number of issues when trying to play the game.

Today’s Street Fighter 5 3.09 is expected to fix all these issues.

Street Fighter 5 update 3.09 Patch Notes (Season 5)

Akira Kazama added in Street Fighter V: Champion Edition

Akira’s Special Moves

Akira brings her old moveset from Rival Schools alongside with some new tricks! “Kiko Kai” is a short ranged energy blast that can quickly and easily combo from normal attacks. The EX version has a longer range that can be utilized to control space.

“Kiko Kai” throws a blast of energy from Akira’s hand
The EX version extends further.

“Urarimon” is a fast elbow strike that allows Akira to close the gap and deal a good amount of damage. She also can follow up with more attacks after landing the hit, but its best used as a combo ender.

Her “Senshubu” kick has three variations: low, medium, and high. Once you land a successful hit, you can maximize your damage utilizing the proper combo ender!

Her “Senshubu” kick has three variations: low, medium, and high. Once you land a successful hit, you can maximize your damage utilizing the proper combo ender!

Akira’s V-System                                

Akira’s V-Skill I “Kiko Rensei,” enhances her “Kiko Kai” by adding more hits and damage to the attack. The enhanced EX version will also get a wall bounce, nullify opponent projectiles and the mid-air version gets an enhanced falling trajectory.

Her V-Skill II, “Tsutenda,” is an adaptation of a move that originates from Rival Schools,where Akira launches her opponents into the air for combo opportunities called “Air Bursts.”

This move can also be utilized at the end of her Target Combo for a “Short Air Burst,” which launches opponents at a shorter height than a regular “Air Burst.”

If you’ve watched our SFV Spring Update this past April, then you’ve already seen Akira’s V Trigger I. It’s called “Otoko No Senaka” and features her brother Daigo dropping down from the sky and slamming the opponent in an energy burst explosion!

Attack your opponent alongside Daigo!

Once Daigo is on the scene, he will continue to attack even if Akira gets hit! He can even interrupt opponents if they have Akira in a combo.

Her V-Trigger II, “Haten no Kamae,” puts Akira in a special fighting stance where she can execute three different follow-up attacks. Once activated, the V-Gauge becomes a timer allowing her to execute “Haten no Kamae” up to two times.

“Haten no Kamae,” puts Akira in a special stance!

Each follow up attack has unique attributes depending on the button press. You can add damage and hits to your combos or execute an attack that is safe on block. You can also cancel the stance at any time and go for a throw instead! This V-Trigger is great for combo extensions or setting up frame traps and mixups.

Akira has studied up and is ready to educate anyone who gets in her way!We hope you are ready to experience the perfect merging of Rival Schools gameplay within Street Fighter V when Akira arrives on August 16!

New Stage: Rival Riverside

Rival Riverside, a Rival Schools stage near a river and near Akira’s school, Gedo High School is a new stage that will be arriving alongside Akira, on August 16. The sunset means it’s after school hours, so you might see some other Rival Schools characters hanging around too.

Akira’s teammates (Edge and Gan) from the Rival Schools games also make an appearance!

Added Daigo to the game.

Added the Online Tournament Mode

you’ll be able to create and participate in your own online tournaments with friends, Dojo members, and anyone from SFV community! You’ll be able to tinker with a wider variety of rule sets to make your tournaments as wild or restrictive as you want.

Balancing

Adjustment

Combo Counts

The specifics of the adjustments made to combo counts are detailed
below.
– Combo Count Start Value:
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move’s combo start value is, the easier it is for that move to begin an air combo, and vice-versa.
– Combo Count Gain:
A numerical value that increases when a move is incorporated into an air combo.
The smaller the combo count gain is, the easier it is to enter an air
combo, and vice-versa.
– Combo Count Limit:
A numerical value used to determine up to which point a move can land in an air combo.
The larger the combo count limit a move has, the easier that move can be incorporated into a combo.

Changes to V-Shift Commands

Altered V-Shift to also activate after forward/backward + MK + HP.
V-Shift is a powerful defensive mechanic that was first introduced in
Street Fighter V.

We initially had concerns that its introduction would significantly impact regular tactics when used in conjunction with blocking and retreating, which resulted in the decision to limit V-Shift to neutral commands. However, in certain cases just before an attack hit it, the specific timing only allowed for the use of block.

This made it impossible to activate VShift—even if seemingly input correctly, causing both V-Shift and block to fail.

This fact the issue stemmed from incompatibility with the specifications mentioned above―rather than inaccurate input―made V-Shift more difficult to utilize than intended.

After some deliberation, we’ve decided to remedy this by allowing V-Shift to be used during forward and backward movement to improve its use in battle.

We’ve additionally determined that defense would be too powerful if VShift could be activated from crouching guard, so V-Shift still can not be activated during a downward input.

Made various other minor fixes and improvements.

Balance Change Overview

[Chun-Li]

Fixed bugs that occurred during Chun-Li’s battles.

Fixed a phenomenon where Crouching LP was unable to cancel into VTriggers when hit or blocked on the 3rd frame.

Fixed bugs that occurred during Nash’s battles.

Crouching LP (Rapid cancel version) – Fixed a phenomenon where Crouching LP was unable to cancel into Special Moves or V-Triggers when hit or blocked on the 3rd frame.

Fixed bugs that occurred during Cammy’s battles.

Standing LP/Crouching LP/Crouching LK – Fixed a bug where Delta Ambush and Delta Step couldn’t be canceled into when rapid canceling.

[Ken]

Fixed bugs that occurred during Ken’s battles.

Standing LP/Crouching LP – Fixed a phenomenon where Standing/Crouching LP were unable to cancel into Special Moves or V-Triggers when hit or blocked from the 2nd frame onward.

Crouching HP Fixed a phenomenon where Crouching HP did not cause longer hit stun when landed as a counter hit from the 2nd frame onward.

[VEGA]

Sky High Claw is prone to being activated by accident when attempting to hit a mid-air opponent with an upward jump attack.
This move is mainly used in very specific situations: to combat projectiles and surprise attacks. Its command has been changed to PP for the normal version, and PPP for the EX version.

Changes to the V-Reversal, Backslash, were made in accordance to the changes made to Sky High Claw.

Due to the new changes, EX Sky High Claw’s command now overlaps with Backslash’s command, making it extremely difficult to perform forward EX Sky High Claw immediately after guarding.

To solve this problem, we’ve taken measures to prevent Backslash from triggering by requiring upward diagonal input for it to activate.
As a follow-up to V-Trigger II’s Flash Arch – Rossa and Flash Arch – Granate, M Aurora Spin Edge wouldn’t hit certain characters.
To rectify this issue, we’ve reduced the sideways knockback distance of said V-Triggers.

Adjustment Description

Sky High Claw

Changed the input commands to ↓ (charge) ↑ +PP for the normal
version and ↓ (charge) ↑ +PPP for the EX version.

Backslash (V-Reversal) Can no longer be performed with upward inputs.

[V-Trigger II] Flash Arch – Rossa/Flash Arch – Granate – Reduced knockback distance on hit.

[R. Mika]

Fixed bugs that occurred during R. Mika’s battles.

Adjustment Description

[V-Trigger I] Nadeshiko (Above/Front/Behind)/[VTrigger II] Steel Chair/Fightin’ Dirty

Fixed a problem where Nadeshiko’s overhead and crouching attacks could be blocked by standing and crouching guards.

[Laura]

Fixed bugs that occurred during Laura’s battles.

Adjustment Description

[Normal/V-Trigger I] Inazuma Spin Hold (CA)

Fixed an issue where the activating kick button did not respond to being released.

[Guile]

Fixed bugs that occurred during Guile’s battles.

Adjustment Description

Standing Guard – Fixed an issue where standing guard’s hurtbox was the same size as crouching guard’s hurtbox when used against certain attacks.

[Urien]

Fixed bugs that occurred during Urien’s battles.

Adjustment Description

Aegis Reflector (V-Trigger I) – Fixed an issue where the hitbox would disappear entirely after first moving off screen and then reappearing.

[Abigail]

Abigail’s knockback hurtbox was located below his character model, so attempts to land a hit on his character model would fail. His character model have been moved downward accordingly to reduce the distance between his hurtbox and his positioning.

Only the graphics have been altered; no changes have been made to its hurtbox location or size.

Adjustment Description
Mid-Air Knockbacks – Lowered the positioning of the character model during mid-air knockbacks.
(Hurtboxes remain the same; only visuals have been changed.)

[Young Zeku]

t occurred during Young Zeku’s battles.

Adjustment Description

[Young] Standing LP  – Fixed a bug where various V-Trigger I and V-Trigger II attacks couldn’t be canceled into during rapid cancels.

[Kage]

When incorporating Sekieiken into a combo at the edge of the screen while V-Trigger I is activated, Sekieiken would go over the opponent and miss, depending on the opponent’s altitude or which move they had just been hit by.

To make it easier to land a hit in this situation, we have changed the weighted collision detection before the
attack.

Adjustment Description

[V-Trigger I] Sekieiken (VSII)

Expanded the weighted collision detection downward before the hitbox is generated, reducing the occurrence of attacks failing when incorporated into combos at the edge of the screen.

[Lucia]

Fixed bugs that occurred during Lucia’s battles.

Adjustment Description

Crouching Guard – Fixed an issue where crouching guard’s weighted collision detection was expanded forward when used against certain attacks.

[DAN]

The enhanced version of Gadoken has had its combo count on hit adjusted, allowing for easier follow-ups. When Hisshou Buraiken hit at a certain point on screen, the animation would start from an unnatural position. To remedy this, we have fixed the position where the animation begins when the move hits.

Adjustment Description

Gadoken (Enhanced version)

1) Lowered combo-count start value.
2) Lowered combo count gain.

Hisshou Buraiken (CA) – On hit, its animation now starts around the center of the stage.

[Rose]

We noted that Rose’s techniques had become difficult to handle, and have taken steps to rectify this. Standing MP is a standard offensive starting point, but due to the short reach of any subsequent moves, it
was quite tricky to find a moment to use it effectively.

We’ve increased its frame advantage, and Crouching MK’s long reach can now be worked into combos, making it easier to continue attacking when blocked. Although we’ve slightly increased hitback to prevent excessive combos, pushback has not been changed, which allows for the same feel as before.

A delayed Soul Punish has the characteristic of maintaining its hitbox after canceling out opponent projectiles. However. the advantage it grants in this situation is fleeting, offering little reward in comparison to its difficulty. The hitbox effect generated when canceling out a projectile is now clearly able to form the start of an
offensive. Additionally, in certain situations, you can gain enough of a time advantage time to go for an aerial combo. V-Skill I had random effects and tough activation timing, making it difficult to make the most of. To remedy this, we’ve increased where it can be activated and how it can be utilized.

The concept of V-Skill II is to grant power if you’re able to unleash it, but its frame advantages could deviate, making it difficult to decide when to take advantage of something.

As such, we’ve increased its hitstop to grant more time and reduce the difficulty of connecting combos.

Adjustment Description

Standing MP
1) Increased hitback.
2) Changed frame advantage on hit from +6F to +7F.
3) Changed frame advantage on block from +2F to +3F.

Soul Bind (All strengths, including EX version)
1). Anti-air invincibility from the start of the movement to 1F before startup has been changed from head only to down to the waist.
2) Extended the hitbox upward.
3) Changed the attack and full-body invincibility duration from 6F to 9F.

L. Soul Bind Added the ability to hit opponents behind Rose.

EX Soul Bind Can now be canceled with Soul Fortune on hit.

[Normal/V-Trigger II] Soul
Punish
1) Increased damage by 20 when nullifying an active projectile.
2) Hit effect when nullifying an active projectile has been changed from grounded hit stun to a knockdown.

Soul Fortune (V-Skill I) Can now be canceled into from a special cancel.

Adjustment Description

Soul Fortune (Purple and Green) (V-Skill I)
1) Can now hit mid-air opponents.
2) Extended the hitbox forward.
3) Changed hitstop and blockstop from 4F to 6F.
4) Changed frame advantage on hit from -4F to -2F.
5) Changed frame advantage on block from -8F to -6F.
6) Increased combo count limit.
Soul Satellite (V-Skill II)
1) Can now be canceled into from a special cancel.
2) Changed V-Gauge gain from 30 to 60.
3) Changed hitstop and blockstop from 6F to 10F

Bug Fixes

  • Fixed a bug related to the Nash’s Halloween costume.
  • Added bug various bug fixes.
  • Street Fighter V 3.09 fixed crashing issues.
  • Fixed some glitches.
  • Fixed framerate drop issues with Street Fighter V 3.09.
  • SFV 2.08 has added performance and stability improvements.

Street Fighter 5 update 3.09 for PS4 is now available to download.

Pramod Singh
Pramod Singhhttps://updatecrazy.com
I am passionate about Web development and networking. When i am not hacking away on my computer, i enjoys exploring new places, watching movies and biking.

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