SFV update 3.11 (7.001) is now available to download on PC, PS4, and Xbox One. According to the official Street Fighter V update 3.11 patch notes, the latest update added various bug fixes, changes and balance to the game. Apart from this, SFV version 3.11 (07.001) also includes general stability fixes.
Recently, a big update 3.10 added balances to character move sets, cel-shaded and pixel visual filters, and groovy battle theme remixes. Unfortunately, since the last patch, players are experiencing a number of issues.
Today’s Street Fighter 5 version 3.11 will address a few of these problems.
Capcom Pro Tour: 2022 Premier Pass
Additional Costume “Capcom Pro Tour 2022”: M. Bison
Additional Costume “Capcom Pro Tour 2022”: Seth
Additional Costume “Capcom Pro Tour 2022”: Akira
– Additional Stage
Ring of Arcade
All 45 characters: Track Suit Colors 3-10
* These can be acquired using Fight Money, but are planned to eventually be released for free.
Additional details will be shared at a later date.
– BGM (free)
Dan’s Theme: CAP-JAMS Remix
Rose’s Theme: CAP-JAMS Remix
Oro’s Theme: CAP-JAMS Remix
Akira’s Theme: CAP-JAMS Remix
Luke’s Theme: CAP-JAMS Remix
■ New Features & Improvements
– The alternate costumes and colors available from Fighting Chance can now be purchased in the Shop.
– Added Cel Shading and Pixel screen filters to some offline modes.
They can be set using Filter Settings in the Options menu.
– The Attack Data displayed in Training Mode now includes any continuous damage
from sources such as poison or flames when displaying a combo’s total damage value.
■ New Features & Improvements (Steam Version only)
– Added support for Steam Cloud.
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 a move’s combo start gain is, the easier it is for that move to begin 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.
Normal Backward/Forward Throw Priority
Currently fixing an issue that occurs during normal throws where inputting a direction opposite to the direction you wish to throw an opponent
1F before the button input causes you to not throw the opponent in the intended direction.
Adjustment of Mid-Air Combo Difficulty in the Corner
When using forward-moving follow-up attacks against opponents knocked back in mid-air at the edge of the screen, there were some cases where attacks would pass through the opponent and miss.
Since this made the difficulty of air combos performed at the edge of the screen unintentionally high, some moves were adjusted so that they don’t pass through opponents when performed as part of air combos at the edge of the screen.
For more on relevant moves, please refer to each character’s command list.
Game Behavior When Absorbing an Opponent’s Guard-Break Technique with a Move
Fixed an issue where the guard break scaling value was added to the damage incurred when attacked while absorbing an opponent’s guard break technique with a move.
Download free Street Fighter 5 update 3.11 on PS4, PC, and Xbox One.