Asura 739 Posted December 20, 2016 Report Share Posted December 20, 2016 http://forum.counterhit.com.br/uploads/images/1482212725.pngAs mudanças da aguardada Season 2 (2ª Temporada)!Mudanças dos personagens estão em inglês, mas se tiverem qualquer dúvida podem postar aqui mesmo! Suporte para controles Direct InputA opção pode ser encontrada em "Other Settings" em Options.Seleção de músicasEm Battle Settings agora será possível escolher as músicas preferidas nos modos Training e Versus, assim como em matches Casual e Ranked.Fighter Profile Radar ChartsMais updates e consertos foram implementados nos perfis de jogadores.Sistema Rage Quit AtualizadoAtualização no Matchmaking - Jogadores que se desconectam muito terão mais probabilidade de encontrarem outros com o mesmo comportamentoÍcones nos perfis - Os piores quiters e os jogadores mais "honrados" terão ícones especiais nos perfisRetirada dos pontos de Liga - Qualquer hora que um jogador de desconectar da partida seus pontos de Liga serão subtraídos como se estivessem sido derrotados SistemaDano recuperável - Mudou a velocidade de 10 pontos a cada 4F para 10 pontos a cada 8FGolpes com botão de segurar - Mudado para que certos golpes especiais sejam ativados se o botão for solto como bufferLatência nos comandos - Diminuído os frames inativos na confirmação de um comando de 12F para 6F após o último botão de um ataque de charge ser registrado PersonagensRYU Hurtbox: Adjusted hurtbox when changing direction while crouchingForward throw:Increased recovery on-hit by 8FReduced stun damage from 170 to 120Reduced CA gauge accrualIncreased distance from opponent after hitStanding LP (Normal/V-Trigger): Shrunk hitbox in upwards directionIncreased horizontal knockback on-hit in the airExpanded hitbox in forward directionStanding LK:Shrunk hitbox in forward directionStanding MP (Normal/V-Trigger):Changed advantage on-hit from +6F to +7FExpanded hurtbox that appears during 3-12F of action in forward directionShrunk hitbox in forward directionStanding HP (Normal/V-Trigger): Changed startup from 7F to 8FIncreased overall animation by 1FOnly V-Trigger HP is cancellableStanding HK:Changed action recovery from 18F to 20FRecovery on-hit or block have not changedCrouching LP (Normal/V-Trigger):Increased duration of hitbox from 2F to 3FExpanded distance of pushback on-hit and blockFixed bug that when mash canceling into a normal Crouching LP, was not recognized as not countered even when taking a hit before the first frame of attack startupCrouching MP (Normal/V-Trigger): Changed startup from 5F to 6FIncreased overall animation by 1FSomewhat expanded hitbox in forward directionExpanded hurtbox around hitbox in forward directionShrunk upper hitboxCrouching MK:Changed startup from 6F to 7FIncreased overall animation by 1FChanged duration of hitbox from 2F to 3FCrouching HK:Changed startup from 7F to 8FIncreased overall animation by 1FLowered damage from 100 to 90Shrunk hitbox in forward directionJumping LK:Expanded active hurtbox in downward directionShrunk hitbox in downward directionJumping MP (Normal/V-Trigger):Changed damaged caused by normal version from 80(40+40) to 60(30+30)Decreased damage caused by V-Trigger version from 80(40+40) to 60(30+30)Block properties for 2nd hit changed from mid to highJumping MK:Shrunk lower hitboxAxe Kick: Changed recovery on-block from ±0F to -2FFirst and 2nd hits can be cancelled into specials, CA, and V-TriggerCollarbone Breaker (Normal/V-Trigger):Changed startup from 20F to 22FIncreased overall animation by 2FChanged recovery on-hit from ±0F to +1FChanged recovery on-block from -4F to -6FSolar Plexus Strike (Normal/V-Trigger):Increased stun damage (for normal: 100 to 150, for V-Trigger: 130 to 180)Changed advantage on-hit from +6F to +8FJodan Sanrengeki:Increased damage of second hit from 60 to 70Increased stun damage of second hit (for normal: 70 to 100, for V-Trigger: 100 to 130)Increased stun damage of third hit from 80 to 100Second hit can be cancelled by V-TriggerShrunk hit back on second hitIncreased duration that damaged side is suspended in when third hit hitsV-Reversal Hashogeki:Changed startup 15F to 17FChanged distance and advantage on-hitV-Skill Mind's Eye:Changed animation recovery on whiff from 29F to 32FIncrease V-Gauge accrual from 25 to 50 when successfulHadoken:Changed overall animation (L: 46F to 47F, H: 48F to 47F)Decreased amount of CA gauge accrued on activationIncreased amount of CA gauge accrued on-hit or blockChanged advantage on-block from -7F to -6FHadoken (V-Trigger):Decreased amount of CA gauge accrued on activationIncreased amount of CA gauge accrued on-hit or blockFixed bug that even when hit during 1-7F of animation, was not registered as a counterEX Hadoken (Normal/V-Trigger):Changed advantage on-block from -2F to +2FFixed bug that even when hit during 1-6F of animation during V-Trigger, was not registered as a counterL Shoryuken (Normal/V-Trigger):Reduced damage from 120 to 110 during V-TriggerExpanded hurtbox that appears during 1-3F in downward directionExpanded hitbox on startup during V-Trigger in forward directionM Shoryuken (Normal/V-Trigger):Decreased damage during V-Trigger from 140 to 130Added hurtbox and throwable box during 1-2FChanged physical strike/projectile invincibility to 3-6FAdded collision box to lower body during 6FExpanded hitbox on startup in upward directionH Shoryuken (Normal/V-Trigger):Decreased damage of normal version from 140 to 120Decreased damage during V-Trigger from 160 to 130Decreased stun damage of normal version from 200 to 150Decreased stun damage during V-Trigger from 250 to 200During 1-3F, removed invincibility and added hurtbox and throwable boxEX Shoryuken (Normal/V-Trigger):Expanded hitbox on startup both in forward and downward directionsL Tatsumaki Senpukyaku:Increased damage from 80 to 90Decreased stun damage from 200 to 150M Tatsumaki Senpukyaku:Changed recovery when landing from 12F to 14FDecreased chip damage on-block from 25×2 to 17×2Decreased stun damage from 200 to 150H Tatsumaki Senpukyaku:Changed recovery when landing from 11F to 15FDecreased damage from 120 to 110Decreased chip damage on-block from 30×3 to 19×3Decreased stun damage from 200 to 150EX Tatsumaki Senpukyaku:Decreased stun damage from 200 to 150Airborne Tatsumaki Senpukyaku:On-hit, can juggle with Shinku Hadoken or Denjin HadokenEX Airborne Tatsumaki Senpukyaku:Increased damage from 160 to 170Increased stun damage from 200 to 250Shinku Hadoken:Reduced pushback on-block CHUN-LI Hurtbox:Changed hurtbox when changing directions while standing and crouchingExpanded hurtbox when crouchingStun meter:Reduced from 1000 to 950Koshuto (Forward throw)/Tenshin Shushu (Reverse throw): Expanded throw rangeKoshuto (Forward throw):Reduced stun damage from170 to 150Decreased CA meter gainRyuseiraku (Airborne throw):Expanded hurtbox during throw in downward directionShrunk throw rangeStanding LP (Normal/V-Trigger):Moved position that animation begins after taking damage or cancelling attack forwardAccordingly adjusted position of hitbox, hurtbox, and collision boxIncrease pushback on-hit and blockDelayed attack activation by 5F when cancelling into from a special moveShrunk hitboxStanding LK (Normal/V-Trigger):Changed startup from 4F to 5FIncreased overall animation by 1FShrunk hitboxExpanded hurtbox around hitboxIncreased horizontal knockback on-hit in the airStanding MP (Normal/V-Trigger):Moved position that animation begins after taking damage or cancelling attack forwardAccordingly adjusted position of hitbox, hurtbox, and collision boxIncreased duration of hitbox from 2F to 3FStanding HP (Normal/V-Trigger):Changed normal recovery from 16F to 18FChanged recovery during V-Trigger from 14F to 16FNo changes to advantage on-hit and block, but total animation has increased by 2FChanged advantage on-block from -3F to -5FStanding MK (V-Trigger):Increased how long opponent is frozen in the air on Crush CounterIncreased air combo potential on Crush CounterCrouching LP(Normal/V-Trigger):Changed startup from 3F to 4FIncreased overall animation by 1FIncreased normal damage from 20 to 30Increased damage during V-Trigger from 30 to 40For normal version, increased duration of hitbox from 2F to 3FCrouching LK(Normal/V-Trigger):Changed normal advantage on-hit from +1F to +2FChanged advantage on-hit during V-Trigger from +3F to +4FChanged so the only special it can be cancelled into is HyakuretsukyakuCrouching HP (Normal/V-Trigger): Reduced pushback on-hit for first hitCrouching HK(Normal/V-Trigger):Changed startup from 7F to 8FIncreased overall animation by 1FDecreased normal damage from 100 to 90Decreased damage during V-Trigger from 110 to 100Jumping MK (Normal/V-Trigger):Shrunk lower hitboxNeutral Jumping HK (Normal/V-Trigger):Changed startup from 5F to 7FHakkei (Normal/V-Trigger):Increased how long opponent is frozen in the air by 4F on Crush Counter during V-TriggerExpanded hurtbox around feet in upward directionShrunk upper hitboxDelayed attack activation by 4F when being cancelled into from a special moveSenenshu (Normal/V-Trigger):Changed normal advantage on-hit from ±0F to +2FChanged advantage on-hit during V-Trigger from 3F to +4FYokusenkyaku (V-Trigger):Changed advantage on-hit from +3F to +4FKakurakukyaku (Normal/V-Trigger):Shrunk lower hitboxExpanded hurtbox around hitboxIncreased duration of hitbox from 6F to 7FYosokyaku (Normal):Fixed bug that when hit during 1F of animation, was not registered as a counterV-Skill - Rankyaku (Normal):When transitioning from V-Skill to a jumping attack, changed so that the jumping attack adds V-Gauge meter gain instead of CA Gauge on-hit or blockDuring V-Trigger, will gain CA GaugeV-Reversal – Sohakkei:Changed startup from 10F to 12FChanged attack recovery from 20F to 24FNo change to advantage on-blockChanged advantage on-hit from +1F to +2FChanged physical strike/projectile invincibility during animation from 1-15F to 1-25FV-Trigger – Renkiko:Can be cancelled into from Hyakuretsukyaku or KikokenShortened duration of effectHyakuretsukyaku/Airborne Hyakuretsukyaku/Spinning Bird Kick (Normal/V-Trigger):Adjusted knockback distance and duration on air counter so that it is easier to hit opponents in the airKikoken (Normal/V-Trigger):Changed total animation (L: 45F to 46F, M: 43F to 45F, H: 41F to 44F)No changes to advantage on-hit or blockDecreased CA meter gain on activationIncreased CA meter gain on-hit or blockAdded hurtbox with projectile invincibility around handsL Hyakuretsukyaku (Normal/V-Trigger):Decreased normal damage from 80 to 60Decreased damage during V-Trigger from 90 to 70Changed advantage on-hit from +3F to +4FCan be performed by mashing LK in addition to current command (↓↘→+LK)Expanded pushback on-hit for last hitFixed bug that when hit during 1F of animation, was not registered as a counterM Hyakuretsukyaku (Normal/V-Trigger):Changed startup from 10F to 11FDecreased normal damage from 100 to 80Decreased damage during V-Trigger from 110 to 90Increased stun damage from 100 to 120Changed advantage on-hit from +2F to +3FCan be performed by mashing MK in addition to current command (↓↘→+MK)H Hyakuretsukyaku (Normal/V-Trigger):Decreased normal damage from 120 to 100Decreased damage during V-Trigger from 130 to 110Changed advantage on-hit from +1F to +2FCan be performed by mashing HK in addition to current command (↓↘→+HK)EX Hyakuretsukyaku:Increased stun damage from 150 to 200Shrunk pushbackIncreased distance Chun-Li moves forward during animationCan be performed by mashing KK in addition to current command (↓↘→+KK)L Airborne Hyakuretsukyaku (Normal/V-Trigger):Changed startup from 7F to 8FDecreased normal damage from 80 to 70Decreased damage during V-Trigger from 90 to 80Changed advantage on-hit from +4F to +3FChanged advantage on-block from +1F to -2FShrunk upper hitboxM Airborne Hyakuretsukyaku (Normal/V-Trigger):Changed startup from 8F to 10FDecreased normal damage from 100 to 90Decreased damage during V-Trigger from 120 to 100Changed advantage on-hit from +4F to +3FChanged advantage on-block from +1F to -2FShrunk upper hitboxH Airborne Hyakuretsukyaku (Normal/V-Trigger) :Changed startup from 7F to 12FDecreased normal damage from 120 to 100Decreased damage during V-Trigger from 130 to 110Changed normal advantage on-hit from -3F to ±0FChanged advantage on-block during V-Trigger from -6F to -3FShrunk upper hitboxEX Airborne Hyakuretsukyaku (Normal/V-Trigger):Decreased normal damage from 175 to 160Decreased damage during V-Trigger from 185 to 170L Spinning Bird Kick (Normal/V-Trigger):Decreased normal damage from 120 to 100Decreased damage during V-Trigger from 130 to 110M Spinning Bird Kick (Normal/V-Trigger):Decreased normal damage from 140 to 120Decreased damage during V-Trigger from 150 to 130H Spinning Bird Kick (Normal/V-Trigger):Changed startup from 22F to 19FChanged attack recovery from 26F to 24FDecreased normal damage from 160 to 140Decreased damage during V-Trigger from 170 to 150EX Spinning Bird Kick (Normal/V-Trigger):Changed attack recovery from 27F to 31FDecreased normal damage from 170 to 150Decreased damage during V-Trigger from 180 to 160Hoyokusen:Decreased damage from 340 to 330Vertically expanded collision box KEN Hurtbox:Changed hurtbox when changing directions while crouchingNeutral Jump:Changed duration of jump from 39F to 38FKnee Bash:Decreased damage from 120 to 100Decreased stun damage from 170 to 120Decreased CA Gauge accrualIncreased recovery on-hit by 2FStanding LP:Changed advantage on-hit from +4F to +5FUnified values for hit stop on-hit and blockFixed bug that was when hit during 1F of animation, was not registered as a counter when cancelled into by mashingStanding MP:Changed advantage on-block from ±0F to +1FMoved position that animation begins after taking damage or cancelling attack forwardAccordingly adjusted position of hitbox, hurtbox, and collision boxStanding MK:Changed attack recovery from 17F to 19FAdvantage on-hit and block has not been changedIncreased pushback on-hitStanding HP:Increased how long opponent reels from attack by 1F on Crush CounterExpanded push back on-hit on Crush CounterMoved position that animation begins after taking damage or cancelling attack forwardAccordingly adjusted position of hitbox, hurtbox, and collision boxStanding HK:Changed attack startup from 13F to 14FIncreased overall animation by 1FChanged attack recovery from 25F to 26FAdvantage on-hit and block has not been changedDecreased damage from 90 to 80Reduced push back on-hitAdjusted knock back distance on Crush CounterAdded hurtbox around feet before 1F of attack startupCrouching LP:Changed advantage on-hit from +3F to +4FIncreased how long hitbox stays out from 2F to 3FCrouching LK:Changed advantage on-hit from +3F to +4FCrouching MP:Changed attack startup from 5F to 6F*Increased overall animation by 1FChanged advantage on-hit from +4F to +5FChanged advantage on-block from +1F to +2FShrunk upper hitboxCrouching HK:Changed attack startup from 7F to 8FIncreased overall animation by 1FDecreased damage from 100 to 90Jumping MP:Expanded hitbox in forward directionJumping MK:Shrunk vertical hitboxChin Buster:Changed startup from 4F to 5FIncreased overall animation by 1FChanged attack recovery from 15F to 17FAdvantage on-hit and block has not been changedChanged pushback on-hit to be the same as that of light attackMatched the values for pushback on both hit and blockChin Buster 2nd :Decreased damage from 60 to 50Changed so that can be performed even if Chin Buster is whiffedExtended window that Chin Buster 2nd can be performed from Chin BusterLion Breaker:Decreased damage from 60 to 50Can be cancelled with V-Skill on-hit or blockInazuma Kick:Changed attack startup from 21F to 22FIncreased overall animation by 1FIncreased animation on-hit from ±0F to +1FIncreased animation on-block from -4F to -6FThunder Kick:Changed attack startup from 23F to 26FIncreased overall animation by 3FChanged overall length of faint animation from 31F to 34FChanged advantage on-hit from ±0F to +2FChanged advantage on-block from -4F to -2FReduced pushback on-hitV-Skill - Quick Step:Extended how long opponent is frozen in the air on-hitExpanded height of collision box during attack animationV-Reversal - Senpu Nataotoshi:Changed attack startup from 10F to 12FReduced active frames of hitbox from 4F to 2FMade below changes to hurtbox during animationo 1F-10F: Physical strike/projectile invincibilityo 11F-20F: Full invincibilityo 1F-25F: Physical strike/projectile invincibilityReduced pushback on-hitHadoken (Normal):Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockChanged advantage on-hit from -4F to -2FChanged advantage on-block from -10F to -8FDelayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-blockHadoken (V-Trigger):Changed total animation from 49F to 48Fo As a result, advantages on-hit and block have changedDecreased damage from 70 to 60Decreased CA meter gain on activationIncreased CA meter gain on-hit or blockDelayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-blockEX Hadoken (Normal/V-Trigger):Changed total animation during V-Trigger from 45F to 44Fo As a result, advantages on-hit and block have changedReduced damage during V-Trigger from 120 to 110Reduced stun damage during V-Trigger from 200 to 150Expanded hitbox during 1F-2F of startup in upward directionL Shoryuken(Normal/V-Trigger):Expanded hurtbox during 1F-5F in downward directionRemoved throw invincibilityChanged advantage on-block during V-Trigger cancel from -5F to -7FM Shoryuken(Normal/V-Trigger):Reduced normal damage from 130 to 120Reduced damage during V-Trigger from 150 to 140Added hurtbox and throwable box during 1F-2FChanged 3F-6F to physical strike/projectile invincibilityChanged advantage on-block during V-Trigger cancel from -5F to -7FExpanded hitbox of first hit in upward directionH Shoryuken (Normal/V-Trigger):Reduced normal damage from 140 to 130Reduced damage during V-Trigger from 160 to 150Removed both full invincibility during 1F-3F and throw invincibility during 4F-7FChanged advantage on-block during V-Trigger cancel from -5F to -7FEX Shoryuken (Normal):For first and second hits only, changed advantage on-hit during V-Trigger cancel from +3F to +7FChanged advantage on-block during V-Trigger cancel from -5F to -7FWhen first three hits hit opponent in the air, opponent can no longer perform quick recoveryEX Shoryuken (V-Trigger):Adjusted to make it easier for all hits to be successful when used as a part of an air comboWhen first three hits hit opponent in the air, opponent can no longer perform quick recoveryL Tatsumaki Senpukyaku (Normal):Expanded hurtbox during 2F of animation in forward directionAdded hurtbox around hitbox of first hitShrunk hitbox during second active frameReduced pushback on-blockChanged advantage on-block when cancelling first hit into V-Trigger from +9F to +2FL Tatsumaki Senpukyaku (V-Trigger):Expanded hurtbox of second frame of animation in forward directionAdded hurtbox around hitbox of first hitShrunk hitboxExpanded hurtboxes that appear second hit onwardsReduced pushback on-blockReduced how long hitboxes stay out from second hit onwards from 4F to 2FM Tatsumaki Senpukyaku (Normal):Reduced damage from 100 to 80Expanded hurtbox during 3F-5F of animation in forward directionOverall shrunk hitboxes during attack animationOverall expanded hurtboxes during attack animationAdded hurtbox around hitbox of first hitM Tatsumaki Senpukyaku (V-Trigger):Reduced damage from 120 to 100Reduced stun damage from 200 to 150Expanded hurtbox during 3F-5F of animation in forward directionChanged how long forward hitbox stays out from 5F to 2FOverall shrunk hitboxes during attack animationOverall expanded hurtboxes during attack animationAdded hurtbox around hitbox of first hitH Tatsumaki Senpukyaku (Normal):Changed attack startup from 16F to 14FAdjusted damage distribution on-hito No changes to total damageIncreased CA meter gain on activation, hit, and blockChanged advantage on-block from -2F to -4FIncrease distance Ken moves forward before attack startupReduced time between first and second hitsReduced upward movement H Tatsumaki Senpukyaku (V- Trigger): Adjusted damage distribution on-hito No changes to total damageReduced stun damage from 250 to 200Increased CA meter gain on activation, hit, and blockIncreased air combo potentialReduced time between first and second hitsReduced upward movementEX Tatsumaki Senpukyaku (Normal):Expanded collision box during attack animation in downward directionShrunk collision box on landingAirborne Tatsumaki Senpukyaku (Normal/V-Trigger):Increased CA meter gain on activation, hit, and blockExpanded hurtboxChanged when Ken begins to move from 1F to 2FEX Airborne Tatsumaki Senpukyaku (Normal):Reduced damage from 90 to 70Reduced block stun by 7FShrunk hitbox in downward directionEX Airborne Tatsumaki Senpukyaku (V-Trigger):Reduced damage from 55×2 to 40×2Shrunk hitboxExpanded hurtboxReduced block stun by 6FGuren Enjinkyaku:Expanded base hitbox in upward direction M.BISON Stun meter:Changed from 950 to 1000Psycho Impact:Reduced damage from 130 to 110Reduced stun damage from 170 to 120Reduced CA meter gainIncreased advantage on-hit by 4FPsycho Fall:Reduced stun damage from 200 to 170Reduced CA meter gainDecreased advantage on-hit by 2FStanding LP:Changed attack recovery from 6F to 7Fo Advantage on-hit and block has not been changedIncreased how long opponent reels on-hit by 1Fo Advantage on-hit has not changed Standing LK:Changed attack startup from 4F to 3Fo Increased overall animation by 1FChanged attack recovery from 8F to 10Fo Advantage on-block has not been changedChanged advantage on-hit from +4F to +2FShrunk forward hitboxMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Standing MP:Changed attack recovery from 12F to 14Fo Advantage on-hit and block has not been changedReduced pushback on-blockExpanded hurtbox around hitbox in forward directionAdded hurtbox around feet during attack recoveryMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision boxFixed bug that when hit before 1F of animation, was not registered as a counterStanding HP:Increased damage from 80 to 90Expanded hitbox in forward directionExpanded hurtbox in forward directionAdded hurtbox around feet during attack recoveryMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Crouching LP:Expanded hitbox in forward directionExpanded hurtbox in forward directionAdded hurtbox around feetIncreased pushback on-hit and blockExtended how long hitbox stays out from 2F to 3FCrouching LK:Sped up when can be cancelled into mash cancel attacks by 1FCrouching MP:Removed hurtbox before attack startupChanged advantage on-block from ±0F to +1FExtended how long hitbox stays out from 2F to 3FShrunk upper hitboxMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Crouching HP:Reduced damage during 12F-14F from 70 to 80Added hitbox during 12F-14F that will hit opponents behind M. BisonCrouching HK:Added hurtbox before attack startupShrunk forward hitboxExpanded hurtbox around hitbox in forward directionJumping MK:Shrunk lower hitboxReduced how long hitbox stays out from 8F to 6FPsycho Axe:Changed attack startup from 16F to 18Fo Increased overall animation by 2FIncreased stun damage from 100 to 150Can juggle opponents who have been knocked backChanged property on-hit in the air to knockdownShadow Axe:Changed startup of second hit from 16F to 14FReduced damage of second hit from 60 to 50Increased stun damage from 60 to 120Sped up transition from Standing MPChanged advantage on-hit from +6F to +2FChanged advantage on-block from -5F to -8F V-Skill - Psycho Reflect: Changed so that can only fire projectile when performing V-Skill a second time after successfully countering an opponent's attack without following up with another attackExpanded counter box in upward directionIncreased juggle potential on-hit with secondary attack V-Trigger - Psycho Power: Extended duration of effectIncreased the amount of timer consumed for special movesV-Reversal - Psycho Burst:Changed attack startup from 15F to 16FChanged physical strike/projectile invincibility during animation from 1F-16F to 1F-30FChanged pushback and advantage on-hitL Psycho Blast:Increased CA meter gain on activationIncreased CA meter gain on-hit and blockReduced pushback on-blockM Psycho Blast:Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockReduced knockback on-hitReduced pushback on-block H Psycho Blast : Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockReduced knockback on-hitReduced pushback on-block Psycho Blast (V-Trigger):Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockReduced knockback on-hitReduced pushback on-block EX Psycho Blast:Changed total animation from 42F to 40FExtended how long projectile remains on the screen EX Psycho Blast (V-Trigger):Changed total animation from 43F to 38FReduced damage from 130 to 120Somewhat reduced projectile speedChanged so that can only have one of the same type of projectile on the screen at a timeHead Press:Increased damage on-hit in the air from 80 to 100EX Head Press:Reduced recovery on-hit on the ground by 9FReduced damage on-hit in the air from 130 to 100Can quick recover on-hit in the airAdjusted how long both M. Bison and opponent are frozen on-hit in the air to make it easier to perform successful hit with Somersault Skull DiverChanged timing of physical strike invincibility at attack startup from 1F-4F to 3F-7FEX Head Press (V-Trigger):Changed to full invincibility to 1F-25F of animationChanged advantage on-block from +2F to -2FIncreased pushback on-blockL Psycho Inferno:Reduced damage from 90 to 80Increased stun damage from 100 to 150M Psycho Inferno:Reduced damage from 100 to 90Increased stun damage from 100 to 150H Psycho Inferno:Reduced damage from 110 to 100Increased stun damage from 100 to 150Adjusted so that can juggle opponents with L Psycho Blast on-hitPsycho Inferno (V-Trigger):Reduced damage from 130 to 100Increased stun damage from 100 to 150Reduced CA meter gain on activation, hit, and blockFixed bug that when hit during active frames, was not registered as a counterEX Psycho Inferno (V-Trigger):Changed attack startup from 18F to 15FChanged total animation from 64F to 61FL Double Knee Press (Normal/V-Trigger):Changed attack startup during V-Trigger from 16F to 13Fo Reduced total animation by 3FIncreased normal damage from 70 to 80Increased normal stun damage from 100 to 150Increased CA meter gain on-hit and blockChanged advantage on-hit from +3F to +2FDuring V-Trigger, changed invincibility during animation from 6F-10F to 6F-9FDuring V-Trigger, sped up window to transition into other attacks by 1FM Double Knee Press (Normal/V-Trigger):Changed attack startup during V-Trigger from 19F to 15Fo Reduced total animation by 4FIncreased normal damage from 80 to 90Increased normal stun damage from 100 to 150Increased CA meter gain on-hit and blockChanged advantage on-hit from +3F to +2FDuring V-Trigger, hanged invincibility during animation from 6F-12F to 6F-11FDuring V-Trigger, sped up window to transition into other attacks by 1FH Double Knee Press (Normal/V-Trigger):Changed attack startup during V-Trigger from 22F to 19Fo Reduced total animation by 3FIncreased normal damage from 90 to 100Increased normal stun damage from 100 to 150Increased CA meter gain on-hit and blockChanged advantage on-hit from +3F to +2FReduced normal pushback on-hitDuring V-Trigger, changed invincibility during animation from 6F-15F to 6F-13FDuring V-Trigger, sped up window to transition into other attacks by 1FEX Double Knee Press (Normal/V-Trigger):Reduced recovery on-hit by 6FReduced damage during V-Trigger from 170 to 160Removed throw invincibility during 1F-3F of V-TriggerDevil Reverse (Normal/V-Trigger):Increased CA meter gain at activationIncreased CA meter gain at hit and blockEX Devil Reverse:Changed so that during animation, do not move backwards even if player inputs backAdjusted to move somewhat forward before fallingSomersault Skull Diver:Reduced damage from 80 to 70Increased CA meter gain on activation, hit, and blockShrunk upper hitbox, and expanded lower hitboxExpanded hurtbox around hitbox in forward directionRemoved throwable box around hitboxIncreased how long opponent is reeling by 5F on ground hitChanged hit property to knockdown on-hit in the air NASH Hurtbox:Adjusted hurtbox when changing direction while crouching Dragon Suplex (Forward Throw): Reduced stun damage from 170 to 120Reduced CA meter gainIncreased distance from opponent on-hitChanged advantage on-hit Target Down (Revers e Throw): Reduced damage from 140 to 130 Air Jack ( Air Throw): Expanded hurtbox during animation in downward directionFront Step:Changed total animation from 17F to 19FSped up when Nash begins to move forward by 1FShrunk collision box while movingBack Step:Reduced distance movedStanding LP:Added hurtbox around feet during 4F-8F of animationStanding MP:Changed attack recovery from 13F to 15Fo Advantage on-hit and block have not changedAdded hurtbox around feet during 6F-10F of animationStanding MK:Changed attack startup from 8F to 7Fo Reduced overall animation by 1F Standing HP:Changed attack startup from 7F to 8Fo Increased total animation by 1FAdded hurtbox around feet during 8F~14F of animationShrunk forward hitbox during first active frame of attackShrunk lower hitbox during active 2F-3F, and expanded upper hitboxStanding HK:Shrunk torso hitboxShrunk forward hitbox during active framesExpanded hurtbox in forward and upward directions during active 1F-2FExpanded hurtbox in forward and downward directions during active 3F-6FCrouching LP:Shrunk upper hitbox during first active frameExpanded hurtbox during active 1F-3F in upward directionIncreased pushback on-hitCrouching MK:Shrunk upper and inner hitboxesMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision boxSped up activation when cancelling into V-Trigger by 1Fo Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F Crouching HP:Changed advantage on-hit to +6F to 7FExpanded hurtbox during 1F-6F of animation in forward directionReduced pushback on-hitChanged hit property to forced standing hitstunCrouching HK:Reduced damage from 100 to 90Increased advantage on normal hit by 2FJumping MK:Reduced active frames from 7F to 5FShrunk lower hitboxJumping HP:Changed attack startup from 6F to 7FShrunk lower hitboxExpanded hurtbox that appears first active frame in upward directionExtended active frames from 4F to 5FJumping HK:Changed attack startup from 8F to 9FShrunk lower hitboxNeutral Jumping HK:Expanded hurtbox during active 1F-6F and attack recovery in downward directionChopping Assault:Shrunk forward hitboxKnee Bazooka:Shrunk forward and lower hitboxesMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Windshear:Increased damage of third hit from 60 to 70Increased stun damage of third hit from 80 to 100Raptor Combination:Increased recovery of second hit by 4Fo Advantage on-hit has not changedReduced damage of second and third hits from 70 to 55Increased distance moved forward during second hitCan be activated even when second hit is whiffedChanged advantage on-block from -6F to -10FBullet Combination:Added new target combo, which can be activated by inputting MK to HK to MP+MKSide Knee Attack:Changed attack recovery from 15F to 14FChanged advantage on-hit from +3F to +4FChanged advantage on-block from ±0F to +2FReduced pushback on-hitReduced pushback on-block to match reduced pushback on-hitStep Kick:Changed attack startup from 13F to 14Fo Increased total animation by 1FChanged advantage on-hit from +2F to +3FChanged advantage on-block from -2F to -3FV-Skill - Bullet Clear:Increased damage from 60 to 70Reduced V-Gauge meter gain on projectile absorption from 100 to 80Increased V-Gauge meter gain on physical attack hit from 60 to 80V-Trigger - Sonic Move – Hide:Changed start of invincibility during animation from 2F to 4FExtended black screen on activation by 5FV-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:Changed start of invincibility during animation from 2F to 4FExpanded hurtbox after Nash reappears in the airExtended black screen on activation by 5FV-Reversal:Reduced distance movedL Sonic Boom:Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockChanged advantage on-hit from -3F to -2FChanged advantage on-block from -7F to -6FReduced pushback on-blockAdded hurtbox around feet during active 1F-7F as well as around arms during attack recoveryM Sonic Boom:Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockChanged advantage on-hit from -1F to ±0FChanged advantage on-block from -5F to -4FReduced pushback on-blockAdded hurtbox around feet during active 1F-7F as well as around arms during attack recoveryH Sonic Boom:Reduced CA meter gain on activationIncreased CA meter gain on-hit and blockChanged advantage on-hit from +3F to +4FReduced pushback on-blockAdded hurtbox around feet during active 1F-15F as well as around arms during attack recoveryEX Sonic Boom:Reduced pushback on-blockAdded hurtbox around feet during active 1F-7F as well as around arms during attack recoveryExtended input buffer between first and second hit by 4FChanged advantage on-block for second hit from +1F to +2FMoonsault Slash:Reduced damage from 70 to 60Expanded attack startup hurtbox in downward directionEX Moonsault Slash:Reduced damage from 130 to 120Changed advantage on-hit from +6F to 7FM Sonic Scythe:Shrunk upper hitboxReduced pushback on-blockChanged advantage on-block from -8F to -10FReduced knockback on-hitH Sonic Scythe:Reduced damage from 120 to 110Reduced stun damage from 200 to 150Extended how long opponent is frozen in the air on second hit in the airEX Sonic Scythe:Removed throw invincibility during animationShrunk upper hitbox during active 1F-2FL Tragedy Assault:Increased stun damage from 100 to 150M Tragedy Assault:Increased stun damage from 100 to 150H Tragedy Assault:Reduced damage from 150 to 140Increased stun damage from 100 to 150EX Tragedy Assault:Increased stun damage from 100 to 150H Moonsault Slash:Fixed bug that there was no counter box from when Nash leaps up until he falls downJudgement Saber:Reduced damage from 340 to 330 KARIN Hurtbox:Adjusted hurtbox when changing direction while crouchingHajotsui (Forward Throw):Reduced stun damage from 170 to 120Reduced CA meter gainIncreased distance from opponent on-hitReduced recovery on-hit by 1FStanding LK:Changed advantage on-block from +3F to +2FStanding MK:Moved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision boxChanged advantage on-block from ±0 to -2FDelayed activation by 3F on V-Trigger cancelStanding HP:Reduced damage from 90 to 80Standing HK:Reduced damage from 90 to 80Somewhat shrank knockback on Crush CounterCrouching LP:Adjusted so that hitbox and hurtbox is the same for both normal and mashed versionsCrouching MK:Shrunk upper hitboxCrouching HK:Reduced damage from 100 to 90Changed advantage on V-Trigger cancel from -7F to +4FJumping LK:Expanded hitbox backwardJumping MP:Changed attack startup from 5F to 6FReduced damage from 70 to 60Change air hit property from air recoverable damage to flying knockdownJumping MK:Shrunk lower hitboxAirborne Renge:Added new target combo, which can be activated by inputting Jumping MP to Jumping HPTsumujigari:Changed advantage on-block from -4F to -6FTenko (Fastest):Reduced damage from 80 to 70Orochi:Reduced damage from 90 to 80Reduced horizontal knockback on air hitReduced pushback on-blockEX Orochi:Increased damage from 100 to 120L Mujinkyaku:Increased CA meter gain on activation, hit, and blockReduced knockback on air hitChanged advantage on-block from -5F to -7FM Mujinkyaku:Increased CA meter gain on activation, hit, and blockChanged to grounded state for entirety for third attackShortened block stun for second hit by 2FH Mujinkyaku:Increased CA meter gain on activation, hit, and blockIncreased reeling on successful second hit, and reduced pushback on-hitL Ressenha:Reduced damage from 90 to 70M Ressenha:Reduced damage from 100 to 80H Ressenha:Reduced damage from 110 to 90Senha Kusabi:Changed attack recovery from 22F to 20FIncreased damage from 60 to 80EX Ressenha:Changed invincibility from active 1F-5F to 1F-7FAdjusted so that if Karin takes damage during landing recovery, she is in standing state instead of crouching stateChanged landing recovery hurtbox to be the same as her standing hurtboxSenha Resshu:Increased damage from 120 to 150Increased stun damage from 150 to 200EX Kanzuki-Ryu Hokojutsu Seppo:Changed projectile invincibility from active 6F-17F to 4F-17FV-Skill - Meioken (Charged Version):Changed advantage on-block from -1F to -2FShrunk upper hitboxV-Reversal – Yashagaeshi:Changed attack startup from 15F to 16FAdjusted distance from opponent and advantage on-hitGuren Ken:Reduced damage from 80 to 60Reduced stun damage from 80 to 60Guren Hosho:Increased damage from 90 to 110Increased stun damage from 100 to 120Fixed bug that granted Karin full invisibility 1F before animation is complete if the player does not perform any actions during attack recoveryGuren Kusabi:Increased damage from 60 to 70Guren Chochu:Increased damage from 50 to 60Increased stun damage from 50 to 70Guren Hochu:Increased damage from 60 to 70Increased stun damage from 50 to 100Guren Senha:Changed advantage on-block from -6F to -2FGuren Resshu:Increased damage from 120 to 150Increased stun damage from 150 to 200 CAMMY Hurtbox:Adjusted hurtbox when changing direction while crouchingGyro Clipper:Reduced damage from 130 to 120Reduced CA meter gainAdjusted so that collision box does not stick out during attack animationChanged second hit only when it is possible to KODelta Through:Reduced damage from 140 to 130Adjusted so that collision box does not stick out during attack animationStanding MP:Added hurtbox around feet during active 6F~13FExpanded hurtbox around hitbox in forward directionSomewhat reduced pushback on-hitSomewhat reduced pushback on-blockChanged advantage on-block from +2F to +3FStanding MK:Changed attack startup from 9F to 8Fo Reduced overall animation by 1F Standing HP:Changed advantage on-hit when cancelling into V-Trigger from +11F to +9FCrouching LP:Extended how active frames from 2F to 3FCrouching HP:Reduced damage from 90 to 80Changed advantage on-hit from ±0F to +1FCrouching HK:Reduced damage from 100 to 90Jumping MK:Somewhat expanded hitbox in upward directionKnee Bullet:Increased stun damage from 100 to 150Lift Upper:Made below changes to advantage on-hit and block:o [on-hit] ±0F to +4Fo [on-block] -2F to +1FChanged hit property to forced standing hitstunLift Combination:Adjusted so that second hit does not affect crouching opponentsV Skill - Axel Spin Knuckle:Changed all boxes during animation to be on the groundV-Reversal - Strike Back:Changed attack recovery from 29F to 24FChanged hit effect from flying knockdown to ground reelo Advantage is +2F on-hit/-2F on-block L Cannon Spike:Added hurt and throwable boxes to 1F-2FChanged 3-6F to physical attack/projectile invincibilityM Cannon Spike:Added hurt and throwable boxes to 1F-2FChanged 3-6F to physical attack/projectile invincibilityH Cannon Spike:Added hurtbox to 1F-7FAdded throw invincibility to 1F-7FEX Cannon Spike:Increased juggle potential when used in-air comboCannon Strike (including V-Trigger):Increased CA meter gain on-hit and blockM Cannon Strike:Reduced block stun by 1FEX Cannon Strike:Increased damage from 60 to 80Changed position of hitbox during animationShrunk hitbox during animationExpanded hurtbox during animationChanged landing recovery during animation from 9F to 13FHooligan Combination to Cannon Strike:Increased CA meter gain on-hit and blockIncreased block stun by 2FHooligan Combination to EX Cannon Strike:Increased damage from 60 to 80Changed hitbox position during animationShrunk hitbox during animationExpanded hurtbox during animationChanged landing recovery during animation from 9F to 13FEX Hooligan Combination to Cannon Strike (including V-Trigger):Fixed bug that when activating EX Hooligan Combination by cancelling out of Lift Combination, link attack Cannon Strike (V-Trigger) was not registered as a counter even after hitbox appearsLaser Edge Slicer:Increased CA meter gain on-hit and blockFatal Leg Slicer:Increased stun damage from 200 to 250Increased CA meter gain on-hit and blockChanged duration of hitbox from 4F to 2FCross Scissors Pressure:Reduced recovery after hit by 2FIncreased stun damage from 200 to 250Increased CA meter gain on-hit and blockChanged duration of hitbox from 4F to 2FL Spiral ArrowIncreased recovery on whiff by 3FReduced damage from 80 to 70Increased juggle potential when used for air combosAdjusted floating on-hitM Spiral Arrow:Reduced damage from 90 to 80Increased juggle potential when used for air combosAdjusted advantage to match that of H Spiral ArrowH Spiral Arrow:Increased recovery on-hit by 1FIncreased juggle potential when used for air combosEX Spiral Arrow:Increased damage from 120 to 140Increased juggle potential when used for air combosChanged projectile invincibility during animation from 3F-15F to 1F-15F BIRDIE Health:Reduced health from 1050 to 1025Bad Head:Reduced damage from 150 to 120Bad Chain:Reduced damage from 150 to 140Standing LK:Extended duration of hitbox from 2F to 3FStanding MP:Changed advantage on-block from -1F to +1FReduced pushback on-hitExpanded hitbox in forward directionExpanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around feetMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Standing MK:Changed attack startup from 8F to 9Fo Increased overall animation by 1FReduced damage from 70 to 60Expanded hurtbox that appears after hitbox disappearsMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Standing HP:Advantage on-hit changed to -2F to +4FMoved position that animation begins after taking damage or cancelling attack forwardo Accordingly adjusted position of hitbox, hurtbox, and collision box Standing HK:Reduced V-Gauge meter gain on Crush CounterExtended 2F of opponent reeling on Crush CounterIncreased distance opponent reels on Crush CounterChanged advantage on-hit from +6F to +7FIncreased pushback on-blockCrouching LP:Increased duration of hitbox from 2F to 3FCrouching LK:Changed attack startup from 4F to 5Fo Increased overall animation by 1FCrouching MP:Added forward hurtbox during active 5F-8FShrunk forward, back, and upper hitboxes that appear during active 2F-5FExpanded horizontal knockback on air hitCrouching MK:Changed attack startup from 10F to 11FShrunk upper hitboxExpanded lower hitboxCrouching HP:Changed attack startup from 10F to 11F*Increased overall animation by 1FReduced damage from 90 to 80Crouching HK:Changed advantage on V-Trigger cancel from -19F to -2FJumping MP:Somewhat shrunk lower hitboxBull Charge:Reduced damage from 100 to 80Reduced pushback on-blockChanged advantage on-block from -7F to -8FBull Slider:Reduced damage from 100 to 90Changed advantage on-block from -5F to -8FExpanded back hurtbox during animationBad Hammer:Increased damage from 60 to 90Bull Drop:Changed advantage on-block from -4F to -6FShrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hitExpanded hurtbox around hitbox in upward direction and shrunk it in downward directionV-Trigger - Enjoy Time:Changed attack recovery from 33F to 29FV-Skill - Drink Time:Slightly slowed down speed that the can rolls atV-Reversal - Pepper Pot:Changed distance from opponent and advantage on-hitBull Horn:Reduced normal damage from 130 to 120Reduced damage during V-Trigger from 156 to 144EX Bull Horn:Changed appearance of armor box from 1F-20F to 3F-20FL Bull Horn (Normal/V-Trigger):Reduced normal damage from 120 to 100Reduced damage during V-Trigger from 144 to 120Increased juggle potential when used for air combosExpanded hitbox while rushing during V-Trigger in upward directionM Bull Horn (Normal/V-Trigger):Reduced normal damage from 130 to 110Reduced damage during V-Trigger from 156 to 132Increased juggle potential when used for air combosExpanded hitbox while rushing during V-Trigger in upward directionMade V-Trigger hurt and collision boxes the same as that of L and H Bull HornH Bull Horn (Normal/V-Trigger):Reduced normal damage from 140 to 120Reduced damage during V-Trigger from 168 to 144Increased juggle potential when used for air combosExpanded hitbox while rushing during V-Trigger in upward directionEX Bull Horn (Normal/V-Trigger) :Reduced normal damage from 160 to 150Reduced damage during V-Trigger from 192 to 180Changed normal advantage on-block from -10F to -2FChanged advantage on-block during V-Trigger from-7F to -2FExpanded hitbox while rushing during V-Trigger in upward directionBull Revenger:Reduced recovery on-hit by 6FEX Bull Revenger:Reduced damage from 200 to 180L Hanging Chain :Reduced damage from 140 to 120H Hanging Chain:Increased juggle potential when used for air combosReduced distance from opponent on-hitEX Hanging Chain:Reduced distance from opponent on-hitKilling Head:Reduced CA meter gain on activationIncreased CA meter gain on-hitReduced distance from opponent on-hitSkip To My Chain:Reduced damage from 350 to 340Expanded hitbox in forward and upward directionExpanded hitbox toward torsoIncreased juggle potential when used for air combos NECALLI Hurtbox (Normal and V-trigger versions):Adjusted hurtbox when changing direction while standing and crouchingSoul Sealer (Forward Throw) (Normal and V-Trigger versions):Increased recovery on-hit by 6FReduced damage on normal version 120 to 100Reduced damage on V-Trigger version 130 to 110Reduced stun 170 to 120Reduced stun on V-Trigger version 200 to 150Reduced CA meter gainSoul Discriminator (Back Throw) (Normal and V-Trigger versions):Reduced damage on normal version 120 to 100Reduced damage on V-Trigger version 130 to 110Reduced stun 170 to 120Reduced stun on V-Tigger version 200 to 150Reduced CA meter gainStanding LP (Normal and V-trigger versions):Increased horizontal knockback distance against airborne opponentsAdded hurtbox around his feet during the 3F following the active framesDecreased size of the hitbox in upwards directionStanding MP (Normal and V-Trigger Versions):Advantage on-block changed from +2F to ±0FHit pushback distance reducedBlock pushback distance reduced with hit pushbackStanding MK (Normal and V-Trigger Versions):Increased active frames from 2F to 3FStanding HK (Normal and V-Trigger Versions):Added hurtbox around his back during 11F~36F of the attack motionIncreased size of hurtbox around his leg forward during the 4F following the active framesCrouching LP (Normal and V-Trigger Versions):Increased active frames from 2F to 3FCrouching MK (Normal and V-Trigger Versions):Decreased size of hitbox in upwards directionIncreased size of hitbox in downwards directionCrouching HK (Normal and V-Trigger Versions):Reduced damage 100 to 90Jump MK (Normal and V-Trigger Versions):Reduced size of hitbox in downward direction slightlyJump HP (Normal and V-Trigger Versions):Changed startup from 7F to 9FV- Reversal:Changed startup from 16F to 17FChanged distance and recovery on-hitChanged hit and projectile invincibility frames from 1F~16F to 1F~30FOpening Dagger (Normal version):Changed advantage on-block from -4F to -6FOpening Dagger (V-Trigger version):You can now charge by holding HPo Startup 38F/On-hit +7F/On-block+2F/Damage 100/Stun 150On-block uncharged is now -4F to -6FLP Mask of Tlalli (Normal and V-Trigger Versions):Changed command from【→↘↓↙←+LP】 to 【→↘↓↙←+LK 】Increased damage on normal version 120 to 130Increased damaged on V-Trigger version 130 to 150Increased CA meter gain on whiff and hitMP Mask of Tlalli (Normal and V-Trigger Versions):Changed command from【→↘↓↙←+MP】 to 【→↘↓↙←+MK】Increased damage on normal version 130 to 140Increased damaged on V-Trigger version 140 to 160Increased CA meter gain on whiff and hitHP Mask of Tlalli (Normal and V-Trigger Versions):Changed command from【→↘↓↙←+HP】 to 【→↘↓↙←+HK】Increased damage on normal version 140 to 150Increased damaged on V-Trigger version 150 to 170Increased CA meter gain on whiff and hitEX Mask of Tlalli (Normal and V-Trigger Versions):Changed command from【→↘↓↙←+PP】 to 【→↘↓↙←+KK】LK Valiant Rebellion (Normal and V-Trigger Versions):Reduced damage on normal version 60 to 50Reduced damage on V-Trigger version 80 to 70Increased CA meter gain on-hitChanged to a hit attack with projectile durabilityMK Valiant Rebellion (Normal and V-Trigger Versions):Reduced damage on normal version 70 to 60Reduced damage on V-Trigger version 90 to 80Increased CA meter gain on-hitChanged to a hit attack with projectile durabilityHK Valiant Rebellion (Normal and V-Trigger Versions):Reduced damage on normal version 100 to 80Reduced damage on V-Trigger version 120 to 100Reduced stun 200 to 150Increased CA meter gain on-hitChanged to a hit attack with projectile durabilityReduced horizontal knockback distance on-hitEX Valiant Rebellion (Normal and V-Trigger Versions):Changed to a hit attack with projectile durabilityLP The Disc's Guidance (Normal and V-Trigger Versions):Reduced damage on normal version 90 to 80Reduced damage on V-Trigger version 110 to 100Increased CA meter gain on whiff, hit and blockChanged advantage of V-Trigger version on-block from -6F to -4FMP The Disc's Guidance (Normal and V-Trigger Versions):Reduced damage on normal version 110 to 100Reduced damage on V-Trigger version 130 to 120Increased CA meter gain on whiff, hit and blockChanged advantage of V-Trigger version on-block from -6F to -4FHP The Disc's Guidance (Normal and V-Trigger Versions):Reduced damage on normal version 130 to 120Reduced damage on V-Trigger version 150 to 140Increased CA meter gain on whiff, hit and blockChanged advantage of V-Trigger version on-block from -6F to -4FEX The Disc's Guidance (Normal and V-Trigger Versions):Reduced damage on normal version 160 to 150Reduced damage on V-Trigger version 180 to 170LP Raging Light (Normal and V-Trigger Versions):Increased damage on normal version 80 to 100Increased damage on V-Trigger version 100 to 120Changed Invincibility on 1F~3F which included invincibility around his feet and throw invincibility, to 1F~3F of throw invincibility onlyAdded hurtbox to match visualMP Raging Light (Normal and V-Trigger Versions):Increased damage on normal version 100 to 110Increased damage on V-Trigger version 120 to 130Changed 7F~12F full invincibility to 1F~7F invincibility around his feet/8F~12F added hurtboxHP Raging Light (Normal and V-Trigger Versions):Changed (1F~7F full invincibility /hurtbox from 8F on) to to (1F~2F hurtbox added /3F~8F hit and projectile invincibility)EX Raging Light (Normal and V-Trigger Versions):Increased juggle potential in-air combos for the first hitCeremony of Honor/Soul Offering (Normal and V-Trigger Versions):Reduced damage on normal version 340 to 330Reduced damage on V-Trigger version 380 to 370 VEGA Hurtbox:Adjusted hurtbox when changing direction while crouchingRainbow Suplex (forward throw):Reduced damage 140 to 120Reduced stun 200 to 170Reduced CA meter gainStardust Shot (Air throw):Increased throw rangeIncreased hurtbox during motion downwardsStanding LP (Claw):Moved character's center point forward during this moveAdjusted the position of hit/hurt and collision box to matchStanding MP (Claw):Changed advantage on-block +1F to +2FStanding HP (Claw):Moved character's center point forward during this moveAdjusted the position of hit/hurt and collision box to matchChanged advantage on-hit +5F to +6FStanding LP (No Claw):Moved character's center point forward during this moveAdjusted the position of hit/hurt and collision box to matchChanged advantage on-hit +5F to +6FStanding MP (No Claw):Changed startup 6F to 7FIncreased duration of entire move 1FIncreased recovery 13F to 15FChanged advantage on-hit +3F to +4FStanding MK:Increased size of hitbox in forward directionReduced the size of hurtbox around the hitboxStanding HK:Reduced damage 90 to 80Crouching LP (Claw):Increased active frames 2F to 3FCrouching MP (Claw):Changed advantage on-block ±0 to +1FCrouching LP (No Claw):Increased active frames 2F to 3FCrouching MP (No Claw):Changed startup 5F to 6FIncreased duration of entire move 1FIncreased recovery 12F to 14FDelayed special move startup 2F when cancelling from this moveCrouching HP (No Claw):Now Crush Counter moveKnockdown on-hit /V-Gauge increase 150Crouching MK:Changed startup 7F to 8FIncreased duration of entire move 1FChanged advantage on-hit +6F to 7FCrouching HK:Increased recovery 15F to 18FReduced damage 90 to 80Mercury Shard:Increased recovery 13F to 15FIncreased duration of entire move 1FNo change on-hit adv, changed advantage on-block -4F to -6FBuster Claw (Claw):Changed hit effect on Crush Counter to knockdownV-Skill (Matador Turn):Reduced projectile invincibility time 5F when follow up is not preformedMatador Blitz (No Claw):Reduced damage on second hit 80 to 60V-Trigger (Bloody Kiss - Torero, Rojo, Azul):Increased stun 0 to 150Increased the size of hitboxes so all hits landFlying Barcelona Attack:Increased CA meter gain on-hit and blockFixed issue where getting hit during the 2F before the move's active frames didn't count as a counterIzuna Drop:Increased stun 150 to 200Increase CA meter gain on-hitReduced active frames 5F to 2FIncreased throw range downwardEX Izuna Drop:Increased stun 200 to 250Reduced active frames 5F to 2FIncreased throw range downwardLK Crimson Terror:Increased stun 120 to 150Reduced hit pushback on the second hitIncreased size of hitbox forward through active frames of the second hitChanged advantage on-hit +0F to +1FMK Crimson Terror:Increased stun 140 to 150HK Crimson Terror:Increased stun 160 to 200EX Crimson Terror:Increased stun 180 to 200Reduced movement rangeReduced hit and block pushback in accordance with reduced movement rangeFixed issue where getting hit on the first active frame didn't count as a counterMP Aurora Spin Edge (Claw):Increased juggle potential when used in-air combosFixed issue where getting hit on the first active frame didn't count as a counterHP Aurora Spin Edge (Claw):Increased active frames 4F to 6FAdded hitbox to hit opponents behind VegaEX Aurora Spin Edge (Claw):Increased juggle potential when used in-air combosAdded hitbox to hit opponents behind Vega on first hitGrand Izuna Drop (No Claw):Increased CA meter gain on whiff and hit RASHID Hurtbox on wakeup:Adjusted hurtbox when changing directionRiding Glider (forward throw):Reduced damage 130 to 120Reduced stun 170 to 120Reduced CA meter gainNow second hit only will trigger KOStanding MK:Increased size of hitbox forwardIncreased size of hurtbox surrounding hitboxIncreased size of hurtbox after active framesIncreased time hurtboxes remain after active framesStanding HP:Increased size of hurtbox after active framesIncreased reel time 1F for opponent on crush counterIncreased size of hitbox to around his torsoIncreased time hurtboxes remain after active framesStanding HK:Changed advantage on-block-2F to -4FIncreased block pushbackCrouching LP:Increased active frames 2F to 3FCrouching LK:Moved character's center point forward during this moveAdjusted the position of hit/hurt and collision box to matchCrouching MK:Changed advantage on-hit ±0F to +1FCrouching HP:Changed recovery 18F to 22FNo change to block advantage on second hitReduced hit and block pushback distanceIncreased recovery on-block of first hit by 2FChanged advantage on-hit +6F to +7FIncreased hurtbox size during attack and recoveryIncreased advantage on Crush Counter by 2FCrouching HK:Reduced damage 100 to 90Jump LP:No longer special move cancellableJump MP:Changed startup 5F to 7FReduced damage 70 to 50Changed hit effect from air recoverable damage to knockdown damageIncreased special cancel window on-hitJump MK:Reduced size of hitbox in downwards directionFlap Spin:Changed damage 40+30 to 50+20Changed stun 50+50 to 70+30Beak Assault:Changed advantage on-block -4F to -6FV-Skill (Rolling Assault):Increased projectile invincibility during movement 3FV-Skill (Nail Assault):Increased block pushbackNow CA cancellableChanged advantage on-block -5F to -6FV-Trigger (Ysaar):Increased inertia forwardNow you can't avoid hits with projectile invincibilityNo change to number of hitsV-Reversal (Sliding Roll):Increased recovery 3FReduced movement range forwardLP Spinning Mixer:Increased damage 80 to 90Increased stun 128 to 150MP Spinning Mixer:Increased damage 100 to 110Increased stun 168 to 175You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiffHP Spinning Mixer:Increased damage 130 to 140Increased stun 148 to 200Added hitbox in backward directionMade it easier to get all hits against airborne opponentIncreased juggle potential when used in-air combosDash Spinning Mixer:Increased stun 204 to 225EX Spinning Mixer:Adjusted hurtbox when landing to be same as standing hurtboxIncreased invincibility 1F~8F to 1F~12FReduced movement range forwardDash EX Spinning Mixer :Reduced damage 200 to 170Increased invincibility 1F~9F to 1F~12FIncreased hitbox size up and downReduced time opponent is in-air after hitLK Whirlwind Shot:Changed duration of move 55F to 52FReduced CA meter gain on whiffIncreased CA meter gain on-hit and blockChanged advantage on-hit -4F to -2FChanged advantage on-block -7F to -5FReduced projectile movement forward slightlyReduced hit pushbackChanged foot during projectile to have projectile invincible propertiesMK Whirlwind Shot:Changed duration of move 65F to 60FReduced damage 70 to 60Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockChanged advantage on-hit ±0F to +1FChanged advantage on-block -4F to -2FReduced projectile movement forward slightlyIncreased juggle potential when used in-air combosChanged foot during projectile to have projectile invincible propertiesDelayed timing of CA cancel to make it easier for opponent to use V-ReversalHK Whirlwind Shot:Reduced damage 70 to 60Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockChanged foot during projectile to have projectile invincible propertiesDelayed timing of CA cancel to make it easier for opponent to use V-ReversalEX Whirlwind Shot:Changed foot during projectile to have projectile invincible propertiesLK Eagle Spike:Increased damage 100 to 110MK Eagle Spike:Increased damage 120 to 130EX Eagle Spike:Increased juggle potential when used in-air combosAirborne Eagle Spike:Reduced damage 130 to 120Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he touches the groundEX Airborne Eagle Spike:Reduced damage 160 to 140Increased size of hitboxIncreased distance of rebound on-blockEX Airborne Eagle Spike (After Dash EX Spinning Mixer):Increased damage 140 to 170Changed hitbox and timing when used after Dash EX Spinning Mixer so it’s easier to get all hitsIncreased juggle potential when used in-air combosAltair:Increased hitbox size in upwards directionIncreased speed of forward movement when pressing forwardHitbox now remains during projectile durability R. MIKA Dream Driver (throw against crouching):Reduced damage 130 to 100Reduced stun 170 to 120Reduced CA meter gainStanding LP:Changed startup 3F to 4Fo Increased duration of entire move 1FReduced hitbox size in forward directionChanged advantage on-hit +3F to +4FStanding MP:Increased hurtbox size forward during active framesReduced active frames 3F to 2FChanged advantage on-hit +7F to +8FStanding HP:Increased damage 80 to 90Crouching LP:Changed so collision box doesn't move forwardCrouching MP:Now grounded during the entire movementCrouching MK:Changed advantage on-hit +2F to +3FCrouching HP:Changed advantage on-block -4F to -6FCrouching HK:Increased size of hurtbox upwardso Only the increased size of hurtbox has added projectile invincibility Jump MP:Changed startup 6F to 7FReduced damage 70 to 60Reduced size of hurtbox to match visualChanged hit effect from air recovery damage to knockdown damageStomp Chop:Reduced block pushbackShooting Star Combo:Added a new target combo (Jump MP to Jump HP)Lady Mika:Reduced damage 90 to 80Passion Press:Changed startup 6F to 8FChanged recovery 13F to 20FReduced active frames 4F to 2FChanged advantage on-hit +2 to ±0Changed advantage on-block -2 to -8Standardized hit and block stop for grounded and air damageAdded hurtbox to feet during motionNow cancellable into rope throw on-blockPassion Rope Throw (forward, backwards):Changed duration of move 38F to 50FOpponent no longer hits wall mid screenV-Skill - Mic Performance:Changed activation of super armor from after 11F to after 5FYou don't lose power up effect even if you get by opponentReduced increased damage on throws at Level 1 from 25% to 20%V-Reversal - Peach Gator:Changed startup 15F to 17FChanged recovery on-hitWingless Airplane:Removed proximity block box during moveRainbow Typhoon:Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockLK Brimstone:Reduced damage 130 to 120Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockMK Brimstone:Reduced damage 140 to 130Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockHK Brimstone:Reduced damage 150 to 140Reduced CA meter gain on whiffIncreased CA meter gain on-hit and blockEX Shooting Peach:Added 4F recovery after third attackIncreased active frames of second attack 2F to 5FIncreased size of hitbox forward during third attack ZANGIEF Hurtbox on wakeup:Adjusted hurtbox when changing directionAtomic Drop/Captured (front and back throw):Reduced CA meter gainStanding MP:Changed advantage on-hit +3F to +4FChanged advantage on-block +1F to +2FStanding HP:Changed advantage on-hit +1F to +2FHurtbox around his feet appears 3F fasterStanding HK:Changed advantage on-hit +1F to +2FCrouching LP:Changed advantage on-hit +5F to +4FCrouching LK:Changed advantage on-block +1F to +2FReduced hit pushbackDelayed startup of special moves 2F when cancelled from this moveCrouching MP:Changed startup 7F to 6Fo Reduced duration of entire move by 1FCrouching HP:Changed advantage on-hit +1F to +2FJump LK, Jump MP, Jump HK:Fixed issue where airborne opponents hit by this move got knocked further away when the move hit as a counterHead Butt:Changed such that CA gauge now increases when you absorb a projectile with this moveV-Trigger (Cyclone Lariat):Increased damage on first hit of button hold version 120 to 140Increased stun first hit of button hold version 200 to 150Increased stun second hit of button hold version 250 to 200Increased duration of moveAdjusted timer gauge reduction with the increased durationV-Reversal (Muscle Explosion):Changed startup 10F to 12FChanged recovery 19F to 24Fo No change to advantage on-hit and blockApplied hit and projectile invincibility to entire move to 1F~14FSiberian Express:Increased stun 200 to 250EX Siberian Express:Increased damage 200 to 230Increased stun 200 to 250MP Borscht Dynamite:Reduced recovery on-hit 2FHP Borscht Dynamite:Reduced recovery on-hit 4FEX Borscht Dynamite:Increased stun 200 to 250Double Lariat:Increased damage 100 to 120 during 1F~3F of active framesIncreased CA meter gain on whiffIncreased hitbox upwards and inwardsIncreased hitbox forwards during spinHitbox increased in size to hit or make crouching opponent block when spinningYou can now move forward/back slightly sooner after starting this moveScrew Pile Driver:Reduced CA meter gain on whiffIncreased CA meter gain on-hitHP Screw Pile Driver:Reduced damage 240 to 220Reduced distance to opponent after hito This change effects duration of entire move EX Screw Pile Driver:Reduced damage 240 to 220Reduced distance to opponent after hit DHALSIM Vitality:Increased vitality 900 to 925Hurtbox:Adjusted hurtbox when changing direction while crouchingForward Throw:Increased recovery on-hit 5FReduced damage 120 to 110Reduced stun 170 to 120Reduced CA meter gainBack Throw:Fixed issue where distance to opponent after throw was different depending on if you are in the corner or mid screen.Standing LP:Increased hitbox size during 2~3F of active framesIncreased hurtbox up and forwards during first active frameIncreased distance airborne opponents are knocked back when hitStanding LK:Changed startup 5F to 4Fo Reduced duration of entire move 1F Standing MP:Changed advantage on-hit ±0F to +2FIncreased size of hitbox upwardsNow CA cancellableReduced size of hurtbox in downward direction during active framesStanding MK:Changed advantage on-hit ±0F to +2FIncreased size of hitbox forwardNow CA cancellableReduced size of hurtbox in upward direction during active framesStanding HP:Changed startup 20F to 16Fo Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18FChanged projectile invincibility frames on his upper body during this move 17~33F to 15F~35FNow CA cancellableStanding HK:Changed startup 16F to 15Fo Reduced duration of entire moveChanged advantage on-hit -3F to +4FNow CA cancellableCrouching LP:Rapid cancellable now only into Crouching LPIncreased hit pushbackIncrease block pushbackIncreased active frames 2F to 3FCrouching LK:Increased size of hurtbox upwards during 5F~16Fo The part that was increased has projectile invincibility Crouching MP:Increased damage 60 to 70Crouching MK:Increased damage 50 to 60Changed advantage on-hit -3F to -2FChanged advantage on-block -8F to -7FIncreased size of hurtbox upwards during 4F~20Fo The part that was increased has projectile invincibility Crouching HP:Changed startup 8F to 9Fo Increased duration of entire moveJump HP:Changed startup 7F to 9FReduced size of hitboxYoga Upper (4MP):Changed advantage on-hit +3F to +4FChanged advantage on-block ±0F to +1FIncreased size of hitbox in backwards directionMoved character's center point forward during this moveo Adjusted the position of hurt/hit and collision box to match Yoga Anvil:Increased size of hitbox forwardsChanged so no longer moves backwards during startupV-Skill (Yoga Float) (neutral):Increased and standardized V-Gauge meter gain on all follow up moveso No change to drill kick or yoga galeChanged hurtbox on feet during 14F~17F to projectile invincible hurtboxV-Skill (Yoga Float) (forward):Increased and standardized V-Gauge meter gain on all follow up moveso No change to drill kick or yoga gale V-Trigger (Yoga Burner):The fire carpet now also does damage to downed opponentsStartup of recoverable damage hitbox is fasterV-Reversal (Yoga Mala):Changed startup 15F to 16FChanged hit and projectile invincibility time from 1F~23F to 1F~30FChanged distance and recovery on-hitYoga Teleport:Increased hurtbox during motion 1F~3F to 1F~4F F.A.N.G Hurtbox:Hurtbox when character turns around while crouching has been changedShimonshu (Forward throw):Recovery after hit has increased 6FDamage has been decreased 130 to 120Stun damage has been decreased 200 to 150CA meter gain has been decreasedKyoshitsugeki (Reverse Grab):Damage has decreased 130 to 120Stun damage has decreased 170 to 150CA meter gain has decreasedDistance after hit has been increasedStanding LP:Advantage on-hit has been changed +5F to +6FAdvantage on-block has been changed +2F to +3FStanding LK:Hitbox startup has been changed 5F to 6Fo 1F has been added to entire motionAdvantage on-hit has been changed +4F to +5FAdvantage on-block has been changed +2F to +3FStanding MP:Downwards hitbox on second hit has been decreasedStanding MK:Hitbox startup has been changed 5F to 6Fo 1F has been added to entire motion Standing HK:Hitbox startup has been changed 12F to 14Fo 2F have been added to entire motionAdvantage on-hit has been changed +6F to +7FCrouching LP:Hitbox has been expanded forwardCrouching MP:Hitbox startup has been changed 6F to 7Fo 1F has been added to entire motionThe motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted. Crouching MK:Hitbox startup has been changed 7F to 8Fo 1F has been added to entire motionAdvantage on-hit has been changed +4F to +5FAdvantage on-block has been changed +2F to +3FCrouching HK:Damage distribution has been changed 40+60 to 50+50Motion start timing on V-Trigger cancel is 1F faster on-hit onlyV-Trigger – Dokunomu:While active, cancelling in to moves that require charges will no longer require charges.V-Reversal – Nikaiho:Motion recovery has been changed 35F to 30FNirenko :Advantage on-hit has been changed -2F to ±0FSenpukuga:Advantage on-hit has been changed +5F to +6FNikankyaku:Priority of commands has been set higher than RyobendaChanged so that character faces the opponent when cancelling the motion with SenpukugaM Nikankyaku:Motion recover has been decreased 1FNishikyu:CA meter gain on activation has decreasedCA meter gain on-hit and block has increasedEX Nishikyu:Entire motion has changed 52F to 49FDamage has been increased 80 to 90Advantage on-hit has been changed +2 to +3Advantage on-block has been changed -2 to -1M Ryobenda:Hitbox active frames have been changed 60F to 80FH Ryobenda:Entire motion has been changed 52F to 55FHitbox active frames have been changed 100F to 120FShishiruirui:Hitbox startup has been changed 12F to 10F LAURA Hurtbox:Expanded hurtbox when character changes directionChanged the hurtbox when character changes direction while crouchedSeoi Throw (Forward throw):Decreased damage 130 to 120Decreased stun damage 200 to 150Decrease CA meter gainChanged so the collision box doesn't move forward during attack motionPullback Hold (Reverse grab):Increased the recovery on-hit 3FDecreased stun damage 170 to 150Decreased CA meter gainChanged so the collision box doesn't move forward during attack motionStanding LK:Hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards.Standing MP:Hurtbox during 1F - 3F of motion has been expanded forwardStanding MK:Changed hitbox startup 6F to 5Fo Entire motion has been shortened 1FChanged advantage on-hit +2F to +3FChanged advantage on-block -1F to -2FStanding HP:Changed advantage on-hit +3F to +4FStanding HK:Hurtbox during 1F - 7F of motion has been expanded forwardHurtbox 2F-1F before hitbox startup has been expanded forwardChanged advantage on crush counter +17F to +16FCrouching LP:Motion recovery has been changed 7F to 8Fo No changes to advantage on-hit or blockIncreased hitstun on-hit by 1Fo No change to advantage on-hit Crouching LK:Advantage on-block has been changed -2F to +1FCrouching MP:Hurtbox during 1F- 3F of motion has been expanded forwardHitbox during 2F of activation has been decreased upwardsCrouching MK:Upwards hitbox has been decreasedCrouching HK:Decreased damage 100 to 90Jumping MK:Downwards hitbox has been decreasedDual Crash(Standing MP to Standing MK) :Advantage on-hit has been changed +1F to +2FTwist Barrage (6+HP to HP):Hitbox startup has been changed 18F to 17FIn-air combo limit has been relaxedV-Skill - Volty Line (Standard/V-Trigger):Decreased standard version damage 90 to 80Decreased stun damage for V-Trigger version 200 to 180Advantage on-hit for standard version has been changed ±0F to +2FAdvantage on-hit for V-Trigger version has been changed ±0F to +3FAdded hurtbox around the legs when hitbox is activeExpanded hurtbox around legs upwards and forwards while hitbox is activeV-Reversal - Double Slap:Hitbox startup has been changed 15F to 16FAdvantage and distance on-hit has been changedThunder Clap:Decreased CA meter gain on activationIncreased CA meter gain on-hit and blocko Meter gain increases per level EX Thunder Clap:Increased juggle potential when used in-air comboStrengthened limitation on in-air combo when used during in-air comboL Bolt Charge:Extended the hitbox active frames 3F to 4FM Bolt Charge to Split River (Including V-Trigger):Decreased damage for standard version 90 to 70Decreased damage for V-Trigger version 110 to 90Advantage on-hit has been changed 9F to 18FM Bolt Charge to Rodeo Break (Including V-Trigger):Decreased damage for standard version 90 to 70Decreased damage for V-Trigger version 110 to 90Advantage on-hit has been changed 17F to 18FSunset Wheel (Standard):Hitbox startup has been changed 6F to 5FIncreased damage for standard version by 10 eacho L: 150 to 160、M: 160 to 170、H: 170 to 180Increased CA meter gain on activation and hitThe motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted. Sunset Wheel (V-Trigger):Hitbox startup has been changed 6F to 5F2F have been removed from recovery after hitIncreased stun damage 220 to 230Increase CA meter gain on activation and hitDecreased distance after hitThe motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted. EX Sunset Wheel (Standard/V-Trigger):Hitbox startup has been changed 19F to 18F2F have been removed from recovery after hitIncreased stun damage for standard version 200 to 250Increased stun damage to V-Trigger version 220 to 280Added projective invincibility to hurtbox between 1F -20F during motionThe motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted. ALEX Hurtbox:The size of the forward hurtbox when crouching has been decreasedHitbox when character is changing directions has been changedFace-Crush Chop (Forward Throw):Stun damage has been decreased 170 to 120CA meter gain has been decreasedAdjusted so that the collision box doesn't move forward during attack motionLeg Tomahawk (Reverse Throw):Adjusted so that the collision box doesn't move forward during attack motionStanding LP:Removed the 3rd active frame from hitboxThe knockback distance when hit in-air has been increasedThe upwards hitbox has been decreasedThe hurtbox around the hitbox has been expanded upwardsStanding LK:The motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted.The motion start timing has been delayed by 1F when a cancelling a special moveStanding MP:Motion startup has been changed 12F to 14Fo No change to advantagePushback distance on-hit has been increasedAdvantage on V-Trigger cancel has been changed +12F to +10FHurtbox size has been increased to the same size as hitboxMotion startup timing when cancelling a special has been delayed by 2FStanding MK:Hitbox startup has been changed 8F to 9Fo 1F added to entire motionStanding HK:Damage has been increased 90 to 100Advantage on-hit has been changed -1F to +1FCrouching LP:Pushback distance on-hit has been increasedCrouching MP:Hitbox startup has been changed 7F to 8Fo 1F added to entire motionMotion recovery has been changed 15F to 17FActive frames for hitbox has been shortened 3F to 2FThe hurtbox after the hitbox ends has been extended 3FCrouching MK:Hitbox startup has been changed 8F to 10Fo 2F added to entire motionCrouching HP:Hitbox startup has been changed 12F to 10Fo 2F added to entire motionJumping MP:Hitbox startup has been changed 6F to 5FHitbox has been expanded forwardLariat:Hitbox startup has been changed 10F to 11FAdvantage on-hit has been changed +5F to +6FV Skill – Overhaul:V-gauge will increase by 30 after motionV-reversal - Big Boot:Hitbox startup has been changed 15F to 16FHitbox active frames have been decreased 4F to 2FAdvantage and distance on-hit has been changedAir Knee Smash:Damage distribution has been changed 10+120 to 50+80o No change to total damageBlock wait box during motion has been deletedKO timing has been changed to the first hitEX Air Knee Smash:Damage distribution has been changed 10+150 to 50+110Block wait box during motion has been deletedDistance after hit has been increasedHurtbox on the 4th frame of the motion has been expanded upwardsL Flash Chop:Hitbox startup has been changed 13F to 12Fo Entire motion has been shortened by 1F EX Flash Chop:Damage has been decreased 150 to 140L Slash Elbow:Hitbox startup has been changed 14F to 16FMotion recovery has been changed 18F to 22FHurtbox when charging forward and during recovery has been expanded forwards and upwardsHurtbox around the hitbox has been expanded downwardsDecreased the movement distanceDecreased pushback distance on-blockM Slash Elbow:Motion recovery has been changed 19F to 22FHurtbox when charging forward and during recovery has been expanded forwards and upwardsHurtbox around the hitbox has been expanded downwardsDecreased pushback distance on-blockH Slash Elbow:Hurtbox when charging forward and during recovery has been expanded forwards and upwardsHurtbox around the hitbox has been expanded downwardsDecreased pushback distance on-blockPower Bomb/Power Drop:CA meter gain on activation has been decreasedCA meter gain on-hit and block has been increasedAdjusted so the collision box doesn't move forward during attack motion.Air Stampede:Hitbox active frames have been extended 2F to 3FHitbox expands forwards as active time progressesEX Air Stampede:Projectile invincibility time has been changed between 3F - 30F to Between 1F - 30FHitbox active frames have been extended 2F to 3FHead Crush:Motion recover has been changed L: 45F to 30, M: 50F to 30F, H: 56F to 30FHeavy Hammer:Damage has been decreased 350 to 340 GUILE Dragon Suplex:Damage has been decreased 130 to 120Stun damage has been decreased 200 to 120CA meter gain has been decreasedDecreased the distance after hitAdvantage on-hit increased 6FJudo Throw:CA meter gain has been decreased.Flying Mare/Flying Buster Chop:Increased throw rangeHurtbox has been expanded downwards during motionStanding LK:Hitbox startup has been changed 5F to 4Fo Entire motion has been decreased 1FMade it possible to cancel special moveActivation timing for special move cancel has been delayed 2FStanding MP:Hitbox startup has been changed 5F to 6Fo Entire motion has been increased 1FAdvantage on-hit has been changed +4F to +6FAdvantage on-block has been changed +3F to +2FIncreased pushback distance on-hitStanding HP:Hitbox startup has been changed 7F to 8Fo Entire motion has been increased 1FRemoved the crush counter effect, and applied a standard counter hit effectAdvantage on-hit has been changed +6F to 7FIncreased pushback distance on-hitThe motion start point has been moved forward when receiving damage or motion is cancelled.o The position of hitbox, hurtbox, and collision box has been adjusted. Standing HK:Advantage on-hit has been changed +1F to +2FCrouching LP:Active frames for hitbox have been extended 2F to 3FCrouching LK:Button mash cancel timing has been extended.Hitbox active frames have been extended 2F to 3FCrouching MP:Knockback distance on-hit has been extended.Crouching HP:Changed to be a crush counter moveo Will only apply during the first frame hitbox is activeAdvantage on-block has been changed -3F to -4FCrouching HK:Hitbox startup has been changed 8F to 7Fo Entire motion has been shortened by 1F Knee Bazooka:Advantage on-hit has been changed -2F to -1FAdvantage on-block has been changed -6F to -3FRolling Sobat:Decreased the size of the hurtbox by the feet between 7F and 10F of the motionFull Bullet Magnum:Advantage on-hit has been changed ±0F to +1FAdvantage on-block has been changed -4F to -6FDrake Fang:Advantage on-hit has been changed ±0F to +1FAdvantage on-block has been changed -4F to -6FReverse Spin Kick:Advantage on-hit has been changed +3F to +6FAdvantage on-block has been changed -1F to -2FV-Trigger - Solid Puncher:V-gauge blocks have been changed from 3 to 2V-reversal - Reverse Back Knuckle:Hitbox startup has been changed 15F to 16FAdvantage and distance on-hit has been changedSonic Boom (Normal version/V-Trigger version):Normal version damage has been increased 50 to 60Stun damage for the V-Trigger version has been decreased 80 to 50CA meter gain on activation has been decreasedCA meter gain on-hit or block has been increasedAdvantage on-hit has been changed +8F to +7FAdvantage on-block has been changed +1F to +2FAdded a collision box when the hitbox is activeSonic Break:The rate the timer decreases when a single shot is active has increasedThe rate the timer decreased for follow up shots has decreasedThe rate the timer decreased for the EX version has increasedCA meter gain on activation has decreasedCA meter gain on-hit or block has increasedActive frames for both single shot and follow up shot have been unified at 36FDamage for follow up shots have been increased by 10L Somersault Kick:Hitbox between 1F - 2F of the active frames have been expanded forward1 - 3F Upper body invincibility + Projectile Invincibility/ 4-6F complete invincibility to 1-2F Lower stance/3-8F hit/projective invincibleM Somersault Kick:Hitbox between 1F - 2F of active frames have been expanded forward1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to 1-2F Lower stance/3-8F hit and projective invincibleH Somersault Kick:Hitbox between 1F - 2F of active frames have been expanded forward1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to Throw and projectile invincibility between 1-9FSonic Tempest:Damage has been decreased 360 to 350 IBUKI Vitality:Vitality has increased 900 to 950Forward Step:The entire motion has been changed 17F to 16FJump:Airborne time during jump has been changed 40F to 38FYamikazura (Forward throw):Stun damage has decreased 170 to 120CA meter gain has decreasedKubiori (Reverse grab):Damage has increased 130 to 140Stun damage has increased 170 to 200CA meter gain has increasedTobizaru (Airborne throw):Throw range has been decreasedThe hurtbox during motion has been expanded downwardsStanding LK:Adjusted so that a whiff can't be cancelled with a V-TriggerStanding MK:Hitbox startup has been changed 5F to 6FMovement recovery has been changed 15F to 14FAdvantage on-hit has been changed ±0F to +5FAdvantage on-block has been changed -1F to +2FKnockback distance on-hit and block has been decreasedForward hitbox has been decreasedStanding HK:On crush counter, the opponent hitstun has been increased +7FCrouching LP:Advantage on-block has been changed +1F to +2FActive frames for hitbox has been extended 2F to 3FCrouching LK:Changed so that it can be button mash cancelled in to crouching LPCrouching MP:Moved the motion starting point forward when receiving damage or motion is cancelledo Position of hitbox, hurtbox, and collision box have been adjusted. Bonshogeri:Movement recovery has been changed 16F to 19F on whiff onlyo There is no change to the advantage on-hit or block Sasanaki:Advantage on-hit has been changed +5F to +6FV-reversal – Hanagasumi:Recovery on-hit has been addedHitbox has been expanded forwardsKunai/Airborne Kunai:Decreased CA meter gain on activationIncreased CA meter gain on-hit or blockDelayed the CA cancel timing so that V-reversals are easier to perform when opponent blocks.Fixed issue where L Airborne Kunai hits as a counter, the bendback time was extended by 3FKunai Ikkinage/Airborne Kunai Ikkinage:Decreased CA meter gain on activationKunai Hoju:Motion recovery has been shortened 3FSped up the timing that Kunai is refilledEX Kunai Hoju:Newly added an EX versiono 3 - 6 (on button hold) Kunai will be refilled Nobusuma:Changed so that a jump attack can be performed during motion recoveryRaida:Increased CA meter gain on-hit and blockPushback distance on-block has been decreasedEX Raida:Projectile invincible frames have been changed from 3F - 9F to 1F - 9F.The KO timing has been changed to the first hitKachofugetsu:Damage has been decreased 350 to 340 BALROG Vitality:Vitality has been increased 1000 to 1025Hurtbox:Decreased the hurtbox when crouchingChanged the hurtbox when the character changes directionDirty Bomber (Forward Throw):Damage has been decreased 120 to 110Stun damage has been decreased 170 to 120CA meter gain has decreasedStanding LP:Advantage on-block has been changed +2F to +3FStanding LK:Moved the point action begins forward when receiving damage or cancelling an action.o Adjusted the position of the hitbox, hurtbox, and collision box Standing MP:Damage has been increased 60 to 70Increase the airborne time by 1F for the opponent when hit in-airStanding MK:Decreased the distance of pushback on-hit and pushback on-blockStanding HP:Changed to a crush counter moveStanding HK:Extended hitbox active frames 2F to 3FCrouching LP:Advantage on-block has been changed +2F to +3FHitbox active frames have been extended 2F to 3FCrouching LK:The hitbox active frames have been extended 2F to 3FCrouching MP:Motion recover has been changed 14F to 12FThe upwards hitbox was decreasedAdvantage on-hit has been changed +1F to +4FAdvantage on-block has been changed ±0F to +2FCrouching MK:Attack property has been changed from HIGH hit to LOW hitThe forward hitbox has been decreasedCrouching HP:During 2F-5F active frames for the hitbox, damage for hits in-air has been increased 70 to 80Stomping Combo:Pushback distance on-block has been decreasedV Skill - KKB, Buffalo Pressure:The counter window for KKB has been shortened until a follow up move can be performedAdvantage on-block for Buffalo Pressure has been changed -8F to -6FHitbox active frames for Buffalo Pressure has been extended 2F to 3FV-Trigger - Crazy Rush:Made adjustments to the advantage when cancelling each special moves with a V-Triggero This change will not be applied to EX Screw Smash V-reversal - Buffalo Headbutt:Hitbox startup has been changed 15F to 16FAdjustments to advantage and distance on-hitPushback on-block has been extendedSideways movement distance has been shortenedL Screw Smash:Command has been changed to ↓(charged) ↑+LK to →↓↘+LKHitbox startup has been changed 13F to 10Fo Entire motion has been decreased by 3FAirborne time for opponent when hit in-air has been increasedM Screw Smash:Command has been changed to ↓(charged)↑+MK to →↓↘+MKHitbox startup has been changed 16F to 13Fo Entire motion has been decreased by 3FDamage has been decreased 110 to 100Airborne time for opponent when hit in-air has been increasedH Screw Smash:Command has been changed to ↓(charged)↑+HK to →↓↘+HKDamage has increased 90 to 100Airborne time for opponent when hit in-air has been increasedEX Screw Smash:Command has been changed to ↓(charged)↑+KK to →↓↘+KKL Dash Straight:Advantage on-hit has been changed +1F to +2FThe collision box has been extended upwards during the attack motion.M Dash Straight :Advantage on-hit has been changed +2F to +3FH Dash Straight:Advantage on-hit has been changed +3F to +2FPushback distance on-hit has been decreasedEX Dash Straight:The V-Skill cancel command acceptance timing has been extended on the first hit.Turn Punch:Added throw invincibility during 3F-18F of the Level 1 – Level 9 motionAdvantage on-hit and block have been loosened after Level 2.Gigaton Blow:Throw invincibility during motion has been extended 3F JURI Hurtbox:Expanded hurtbox when character changes direction while crouching.Chisenkyaku (Forward Throw):Removed 5F from recovery after hitDecreased damage 130 to 110Decreased stun value 200 to 120Decreased CA meter gain 100 to 70Decreased the distance of knockback after hitKaeikyaku (Reverse Grab):Decreased recovery after hit by 2FDecreased the distance of knockback after hitZankasen (airborne throw):Expanded throw rangeExpanded the hurtbox downwards during motionJump:Unified airborne time for all jumps from 39F to 38FStanding LK:Extended hitbox active frames 2F to 4FStanding MP:Advantage on-hit has been changed +4F to +5FDecreased the size of forward hurtboxStanding MK:Hitbox activation on first hit has been changed 6F to 5FEntire motion has been shortened 1FHitbox activation on second hit has been changed 8F to 7FChanged damage distribution 50+20 to 40+30Extended the hitstun on the first hit by 1Fo This change will not be applied for when V-Trigger is activeExpanded the hitbox on first hit forwardStanding HP:Advantage on-hit has been changed +2F to +4FStanding HK:Motion recover has been changed 17F to 20FCrouching LP:Active frames for hitbox has been extended 2F to 3FCrouching MP:Hitbox startup has been changed 5F to 6FHitbox active frames have changed 2F to 3FCrouching MK:Advantage on-hit has been changed +1F to +2FAdvantage on-block has been changed -3F to -2FExtended the cancel timing with special moveSenkaikyaku:Advantage on-block has been changed -4F to -6FKyoretsushu:Advantage on-block has been changed -6F to -12FV- Skill – Kasatsushu:Hitbox startup on Level 2 has been changed 14F to 10FIncreased the juggle potential when used during in-air combosProjective invincibility time has been changed from 14F of activation ~ projectile invincibility to 6F of activation ~ projectile invincibilityDecreased the downwards hurtbox and increased the forward hurtbox during Lvl2 motionMade it possible to activate from cancel, after any type of Fuharenkyaku except the EX versionChanged the timing from motion start to Lvl2 from 40th frame to 33rd frameL Ryodansatsu:Hitbox startup has been changed 20F to 19FM Ryodansatsu:Hitbox startup has been changed 21F to 20FEX Ryodansatsu:Changed projectile invincibility from 5th to 27th frame of the motion to 1st to 27th frame of motionL Tensenrin:Changed command from →↓↘+LK to →↓↘+LPAdvantage on-hit has been changed +1F to +2FM Tensenrin:Changed command from →↓↘+MK to →↓↘+MPIncreased damage 110 to 120Decreased the size of the hurtbox between 1F - 2F / Hit and projectile invincibility between 3-7F / added throw vulnerability to 1-7FH Tensenrin:Changed command from →↓↘+HK to →↓↘+HPAdded throw invincibility between 1F and 8F of motionL Fuharenkyaku (while V-Trigger active):Slowed down the projectile speedSlowed the CA cancel activation timing, and made it easier for a blocking opponent to perform a V-reversalM Fuharenkyaku:Hitbox startup has been changed 21F to 23FAdvantage on-block has been changed -6F to -4FM Fuharenkyaku (while V-Trigger active):Hitbox startup has been changed 21F to 23FAdvantage on-block has been changed -6F to -4FH Fuharenkyaku:Action recovery has been decreased 31F to 21FDamage has been decreased 90 to 80Stun damage increased 120 to 150Advantage on-block has been changed -11F to -6FH Fuharenkyaku (while V-Trigger active):Action recovery has been decreased 31F to 21FDamage has been decreased 90 to 80Stun damage increased 120 to 170Advantage on-block has been changed -11F to -6FSakkai Fuhazan:Expanded the hitbox backwards URIEN Vitality:Increased vitality 1000 to 1025Spartan Bomb (Forward Throw):Decreased stun damage 200 to 120CA Meter gain has decreasedHurtbox:Made adjustments to hurtbox when character changes directionStanding MP:Hitbox activation has been changed 6F to 7Fo 1F has been added to entire motionAdvantage on-hit has been changed +4F to +6FExpanded hitbox forwardStanding MK:Standing hitbox activation has been changed 8F to 9Fo 1F has been added to entire motion Standing HP:Expanded hurtbox after hitbox disappearsStanding HP (Charge):Recovery on-block has been changed +3F to +5FStanding HK:Decreased the size of the hurtbox between 1F - 2F when hitbox is activeStanding HK (Charge):Recovery on-block has been changed ±0F to +2FDecreased the pushback on-hit distance for the second hitThe hurtbox during the 1F -2F active frames 1F -2F have been decreasedCrouching LP:Recovery on-hit has been changed +4F to +5FThe duration of the hitbox active frames has been extended 2F to 3FCrouching MP:Expanded the distance of pushback on-hitCrouching MK:Advantage on-hit has been changed +1F to +4FAdvantage on-block has been changed -2F to +2FCrouching HP:Hitbox activation has been changed 8F to 7FThe effect for the first hit in the air has changed from airborne recover damage to knockback damage.o Changed so that there is juggle potential when 2 hits hit in-air Jumping LP:Expanded the hitbox backwards, and added in cross-up confirmDecreased the downwards hitbox sizeTerrible Smash:Changed the advantage on-block -4F to -6FChoral Kick:Command has changed from 6+HK to 3+HKV-Trigger - Aegis Reflector:Increased damage from 10×3 to 20×3V Skill - Metallic Aura:Entire motion has been changed 55F to 52FV-reversal - Anger Snap Fist:Hitbox activation has changed 15F to 16FKnockback and Advantage on-hit has been changedL, M Metallic Sphere:Decreased CA meter gain on activationIncreased the CA meter gain on-hit or blockAdvantage on-block has been changed -9F to -7FDecreased the CA cancel for the single and charged version, and made it easier for blocking opponent to do a V-ReversalH Metallic Sphere:Single version damage has been increased 60 to 70Charged version damage has been increased 90 to 100Decreased the CA meter gain on activationIncreased CA meter gain on-hit or blockL Chariot Tackle (Standard/V-Skill):Increased juggle potential when used in-airborne comboM Chariot Tackle (Standard/V-Skill):Changed the active frames for hitbox 10F to 11FIncreased juggle potential when used in-airborne comboH Chariot Tackle (Standard/V-Skill):Damage has increased 90 to 100Increased juggle potential when used in-airborne comboFixed the issue where the sideways knockback when hitting on the ground using the V-Skill version is greater than the standard versionEX Chariot Tackle (During V-Skill):Fixed issue where the hitstun on the first hit is shorter than the standard versionH Violence Knee Drop (During V-Skill):Fixed issue where block recovery is longer than the standard versionM Dangerous Headbutt (During V-Skill):Fixed issue where the sideways knockback is shorter than the standard version on counter-hit in-air.EX Dangerous Headbutt (During V-Skill):Fixed the issue where counter-hit state was not present during recoveryFonte: Capcom-Unity 3 Link to post Share on other sites
Helryu 282 Posted December 20, 2016 Report Share Posted December 20, 2016 Ibuki recebeu pequenos buffs, agora é ver se ela melhorou mesmo ou não. Link to post Share on other sites
Sorento 166 Posted December 20, 2016 Report Share Posted December 20, 2016 Acho que não tiraram o EX Instant Air Cannon Strike da Cammy como mostraram nas mudanças não oficiais, né? Link to post Share on other sites
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