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As mudanças da aguardada Season 2 (2ª Temporada)!

Mudanças dos personagens estão em inglês, mas se tiverem qualquer dúvida podem postar aqui mesmo! :D

 

Suporte para controles Direct Input

  • A opção pode ser encontrada em "Other Settings" em Options.

Seleção de músicas

  • Em Battle Settings agora será possível escolher as músicas preferidas nos modos Training e Versus, assim como em matches Casual e Ranked.

Fighter Profile Radar Charts

  • Mais updates e consertos foram implementados nos perfis de jogadores.

Sistema Rage Quit Atualizado

  • Atualização no Matchmaking - Jogadores que se desconectam muito terão mais probabilidade de encontrarem outros com o mesmo comportamento
  • Ícones nos perfis - Os piores quiters e os jogadores mais "honrados" terão ícones especiais nos perfis
  • Retirada dos pontos de Liga - Qualquer hora que um jogador de desconectar da partida seus pontos de Liga serão subtraídos como se estivessem sido derrotados

 

Sistema

  • Dano recuperável - Mudou a velocidade de 10 pontos a cada 4F para 10 pontos a cada 8F
  • Golpes com botão de segurar - Mudado para que certos golpes especiais sejam ativados se o botão for solto como buffer
  • Latência 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

 

Personagens

RYU

 


Hurtbox: Adjusted hurtbox when changing direction while crouching
Forward throw:

  • Increased recovery on-hit by 8F
  • Reduced stun damage from 170 to 120
  • Reduced CA gauge accrual
  • Increased distance from opponent after hit

Standing LP (Normal/V-Trigger):

  • Shrunk hitbox in upwards direction
  • Increased horizontal knockback on-hit in the air
  • Expanded hitbox in forward direction

Standing LK:

  • Shrunk hitbox in forward direction

Standing MP (Normal/V-Trigger):

  • Changed advantage on-hit from +6F to +7F
  • Expanded hurtbox that appears during 3-12F of action in forward direction
  • Shrunk hitbox in forward direction

Standing HP (Normal/V-Trigger):

  • Changed startup from 7F to 8F
  • Increased overall animation by 1F
  • Only V-Trigger HP is cancellable

Standing HK:

  • Changed action recovery from 18F to 20F
  • Recovery on-hit or block have not changed

Crouching LP (Normal/V-Trigger):

  • Increased duration of hitbox from 2F to 3F
  • Expanded distance of pushback on-hit and block
  • Fixed 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 startup

Crouching MP (Normal/V-Trigger):

  • Changed startup from 5F to 6F
  • Increased overall animation by 1F
  • Somewhat expanded hitbox in forward direction
  • Expanded hurtbox around hitbox in forward direction
  • Shrunk upper hitbox

Crouching MK:

  • Changed startup from 6F to 7F
  • Increased overall animation by 1F
  • Changed duration of hitbox from 2F to 3F

Crouching HK:

  • Changed startup from 7F to 8F
  • Increased overall animation by 1F
  • Lowered damage from 100 to 90
  • Shrunk hitbox in forward direction

Jumping LK:

  • Expanded active hurtbox in downward direction
  • Shrunk hitbox in downward direction

Jumping 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 high

Jumping MK:

  • Shrunk lower hitbox

Axe Kick:

  • Changed recovery on-block from ±0F to -2F
  • First and 2nd hits can be cancelled into specials, CA, and V-Trigger

Collarbone Breaker (Normal/V-Trigger):

  • Changed startup from 20F to 22F
  • Increased overall animation by 2F
  • Changed recovery on-hit from ±0F to +1F
  • Changed recovery on-block from -4F to -6F

Solar 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 +8F

Jodan Sanrengeki:

  • Increased damage of second hit from 60 to 70
  • Increased 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 100
  • Second hit can be cancelled by V-Trigger
  • Shrunk hit back on second hit
  • Increased duration that damaged side is suspended in when third hit hits

V-Reversal Hashogeki:

  • Changed startup 15F to 17F
  • Changed distance and advantage on-hit

V-Skill Mind's Eye:

  • Changed animation recovery on whiff from 29F to 32F
  • Increase V-Gauge accrual from 25 to 50 when successful

Hadoken:

  • Changed overall animation (L: 46F to 47F, H: 48F to 47F)
  • Decreased amount of CA gauge accrued on activation
  • Increased amount of CA gauge accrued on-hit or block
  • Changed advantage on-block from -7F to -6F

Hadoken (V-Trigger):

  • Decreased amount of CA gauge accrued on activation
  • Increased amount of CA gauge accrued on-hit or block
  • Fixed bug that even when hit during 1-7F of animation, was not registered as a counter

EX Hadoken (Normal/V-Trigger):

  • Changed advantage on-block from -2F to +2F
  • Fixed bug that even when hit during 1-6F of animation during V-Trigger, was not registered as a counter

L Shoryuken (Normal/V-Trigger):

  • Reduced damage from 120 to 110 during V-Trigger
  • Expanded hurtbox that appears during 1-3F in downward direction
  • Expanded hitbox on startup during V-Trigger in forward direction

M Shoryuken (Normal/V-Trigger):

  • Decreased damage during V-Trigger from 140 to 130
  • Added hurtbox and throwable box during 1-2F
  • Changed physical strike/projectile invincibility to 3-6F
  • Added collision box to lower body during 6F
  • Expanded hitbox on startup in upward direction

H Shoryuken (Normal/V-Trigger):

  • Decreased damage of normal version from 140 to 120
  • Decreased damage during V-Trigger from 160 to 130
  • Decreased stun damage of normal version from 200 to 150
  • Decreased stun damage during V-Trigger from 250 to 200
  • During 1-3F, removed invincibility and added hurtbox and throwable box

EX Shoryuken (Normal/V-Trigger):

  • Expanded hitbox on startup both in forward and downward directions

L Tatsumaki Senpukyaku:

  • Increased damage from 80 to 90
  • Decreased stun damage from 200 to 150

M Tatsumaki Senpukyaku:

  • Changed recovery when landing from 12F to 14F
  • Decreased chip damage on-block from 25×2 to 17×2
  • Decreased stun damage from 200 to 150

H Tatsumaki Senpukyaku:

  • Changed recovery when landing from 11F to 15F
  • Decreased damage from 120 to 110
  • Decreased chip damage on-block from 30×3 to 19×3
  • Decreased stun damage from 200 to 150

EX Tatsumaki Senpukyaku:

  • Decreased stun damage from 200 to 150
  • Airborne Tatsumaki Senpukyaku:
  • On-hit, can juggle with Shinku Hadoken or Denjin Hadoken

EX Airborne Tatsumaki Senpukyaku:

  • Increased damage from 160 to 170
  • Increased stun damage from 200 to 250

Shinku Hadoken:

  • Reduced pushback on-block

 

CHUN-LI

 


Hurtbox:

  • Changed hurtbox when changing directions while standing and crouching
  • Expanded hurtbox when crouching

Stun meter:

  • Reduced from 1000 to 950

Koshuto (Forward throw)/Tenshin Shushu (Reverse throw): Expanded throw range
Koshuto (Forward throw):

  • Reduced stun damage from170 to 150
  • Decreased CA meter gain

Ryuseiraku (Airborne throw):

  • Expanded hurtbox during throw in downward direction
  • Shrunk throw range

Standing LP (Normal/V-Trigger):

  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box
  • Increase pushback on-hit and block
  • Delayed attack activation by 5F when cancelling into from a special move
  • Shrunk hitbox

Standing LK (Normal/V-Trigger):

  • Changed startup from 4F to 5F
  • Increased overall animation by 1F
  • Shrunk hitbox
  • Expanded hurtbox around hitbox
  • Increased horizontal knockback on-hit in the air

Standing MP (Normal/V-Trigger):

  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box
  • Increased duration of hitbox from 2F to 3F

Standing HP (Normal/V-Trigger):

  • Changed normal recovery from 16F to 18F
  • Changed recovery during V-Trigger from 14F to 16F
  • No changes to advantage on-hit and block, but total animation has increased by 2F
  • Changed advantage on-block from -3F to -5F

Standing MK (V-Trigger):

  • Increased how long opponent is frozen in the air on Crush Counter
  • Increased air combo potential on Crush Counter

Crouching LP(Normal/V-Trigger):

  • Changed startup from 3F to 4F
  • Increased overall animation by 1F
  • Increased normal damage from 20 to 30
  • Increased damage during V-Trigger from 30 to 40
  • For normal version, increased duration of hitbox from 2F to 3F

Crouching LK(Normal/V-Trigger):

  • Changed normal advantage on-hit from +1F to +2F
  • Changed advantage on-hit during V-Trigger from +3F to +4F
  • Changed so the only special it can be cancelled into is Hyakuretsukyaku

Crouching HP (Normal/V-Trigger): Reduced pushback on-hit for first hit
Crouching HK(Normal/V-Trigger):

  • Changed startup from 7F to 8F
  • Increased overall animation by 1F
  • Decreased normal damage from 100 to 90
  • Decreased damage during V-Trigger from 110 to 100

Jumping MK (Normal/V-Trigger):

  • Shrunk lower hitbox

Neutral Jumping HK (Normal/V-Trigger):

  • Changed startup from 5F to 7F

Hakkei (Normal/V-Trigger):

  • Increased how long opponent is frozen in the air by 4F on Crush Counter during V-Trigger
  • Expanded hurtbox around feet in upward direction
  • Shrunk upper hitbox
  • Delayed attack activation by 4F when being cancelled into from a special move

Senenshu (Normal/V-Trigger):

  • Changed normal advantage on-hit from ±0F to +2F
  • Changed advantage on-hit during V-Trigger from 3F to +4F

Yokusenkyaku (V-Trigger):

  • Changed advantage on-hit from +3F to +4F

Kakurakukyaku (Normal/V-Trigger):

  • Shrunk lower hitbox
  • Expanded hurtbox around hitbox
  • Increased duration of hitbox from 6F to 7F

Yosokyaku (Normal):

  • Fixed bug that when hit during 1F of animation, was not registered as a counter

V-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 block
  • During V-Trigger, will gain CA Gauge

V-Reversal – Sohakkei:

  • Changed startup from 10F to 12F
  • Changed attack recovery from 20F to 24F
  • No change to advantage on-block
  • Changed advantage on-hit from +1F to +2F
  • Changed physical strike/projectile invincibility during animation from 1-15F to 1-25F

V-Trigger – Renkiko:

  • Can be cancelled into from Hyakuretsukyaku or Kikoken
  • Shortened duration of effect
  • Hyakuretsukyaku/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 air

Kikoken (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 block
  • Decreased CA meter gain on activation
  • Increased CA meter gain on-hit or block
  • Added hurtbox with projectile invincibility around hands

L Hyakuretsukyaku (Normal/V-Trigger):

  • Decreased normal damage from 80 to 60
  • Decreased damage during V-Trigger from 90 to 70
  • Changed advantage on-hit from +3F to +4F
  • Can be performed by mashing LK in addition to current command (↓↘→+LK)
  • Expanded pushback on-hit for last hit
  • Fixed bug that when hit during 1F of animation, was not registered as a counter

M Hyakuretsukyaku (Normal/V-Trigger):

  • Changed startup from 10F to 11F
  • Decreased normal damage from 100 to 80
  • Decreased damage during V-Trigger from 110 to 90
  • Increased stun damage from 100 to 120
  • Changed advantage on-hit from +2F to +3F
  • Can be performed by mashing MK in addition to current command (↓↘→+MK)

H Hyakuretsukyaku (Normal/V-Trigger):

  • Decreased normal damage from 120 to 100
  • Decreased damage during V-Trigger from 130 to 110
  • Changed advantage on-hit from +1F to +2F
  • Can be performed by mashing HK in addition to current command (↓↘→+HK)

EX Hyakuretsukyaku:

  • Increased stun damage from 150 to 200
  • Shrunk pushback
  • Increased distance Chun-Li moves forward during animation
  • Can be performed by mashing KK in addition to current command (↓↘→+KK)

L Airborne Hyakuretsukyaku (Normal/V-Trigger):

  • Changed startup from 7F to 8F
  • Decreased normal damage from 80 to 70
  • Decreased damage during V-Trigger from 90 to 80
  • Changed advantage on-hit from +4F to +3F
  • Changed advantage on-block from +1F to -2F
  • Shrunk upper hitbox

M Airborne Hyakuretsukyaku (Normal/V-Trigger):

  • Changed startup from 8F to 10F
  • Decreased normal damage from 100 to 90
  • Decreased damage during V-Trigger from 120 to 100
  • Changed advantage on-hit from +4F to +3F
  • Changed advantage on-block from +1F to -2F
  • Shrunk upper hitbox

H Airborne Hyakuretsukyaku (Normal/V-Trigger) :

  • Changed startup from 7F to 12F
  • Decreased normal damage from 120 to 100
  • Decreased damage during V-Trigger from 130 to 110
  • Changed normal advantage on-hit from -3F to ±0F
  • Changed advantage on-block during V-Trigger from -6F to -3F
  • Shrunk upper hitbox

EX Airborne Hyakuretsukyaku (Normal/V-Trigger):

  • Decreased normal damage from 175 to 160
  • Decreased damage during V-Trigger from 185 to 170

L Spinning Bird Kick (Normal/V-Trigger):

  • Decreased normal damage from 120 to 100
  • Decreased damage during V-Trigger from 130 to 110

M Spinning Bird Kick (Normal/V-Trigger):

  • Decreased normal damage from 140 to 120
  • Decreased damage during V-Trigger from 150 to 130

H Spinning Bird Kick (Normal/V-Trigger):

  • Changed startup from 22F to 19F
  • Changed attack recovery from 26F to 24F
  • Decreased normal damage from 160 to 140
  • Decreased damage during V-Trigger from 170 to 150

EX Spinning Bird Kick (Normal/V-Trigger):

  • Changed attack recovery from 27F to 31F
  • Decreased normal damage from 170 to 150
  • Decreased damage during V-Trigger from 180 to 160

Hoyokusen:

  • Decreased damage from 340 to 330
  • Vertically expanded collision box

 

KEN

 


Hurtbox:

  • Changed hurtbox when changing directions while crouching

Neutral Jump:

  • Changed duration of jump from 39F to 38F

Knee Bash:

  • Decreased damage from 120 to 100
  • Decreased stun damage from 170 to 120
  • Decreased CA Gauge accrual
  • Increased recovery on-hit by 2F

Standing LP:

  • Changed advantage on-hit from +4F to +5F
  • Unified values for hit stop on-hit and block
  • Fixed bug that was when hit during 1F of animation, was not registered as a counter when cancelled into by mashing

Standing MP:

  • Changed advantage on-block from ±0F to +1F
  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing MK:

  • Changed attack recovery from 17F to 19F
  • Advantage on-hit and block has not been changed
  • Increased pushback on-hit

Standing HP:

  • Increased how long opponent reels from attack by 1F on Crush Counter
  • Expanded push back on-hit on Crush Counter
  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HK:

  • Changed attack startup from 13F to 14F
  • Increased overall animation by 1F
  • Changed attack recovery from 25F to 26F
  • Advantage on-hit and block has not been changed
  • Decreased damage from 90 to 80
  • Reduced push back on-hit
  • Adjusted knock back distance on Crush Counter
  • Added hurtbox around feet before 1F of attack startup

Crouching LP:

  • Changed advantage on-hit from +3F to +4F
  • Increased how long hitbox stays out from 2F to 3F

Crouching LK:

  • Changed advantage on-hit from +3F to +4F

Crouching MP:

  • Changed attack startup from 5F to 6F
  • *Increased overall animation by 1F
  • Changed advantage on-hit from +4F to +5F
  • Changed advantage on-block from +1F to +2F
  • Shrunk upper hitbox

Crouching HK:

  • Changed attack startup from 7F to 8F
  • Increased overall animation by 1F
  • Decreased damage from 100 to 90

Jumping MP:

  • Expanded hitbox in forward direction

Jumping MK:

  • Shrunk vertical hitbox

Chin Buster:

  • Changed startup from 4F to 5F
  • Increased overall animation by 1F
  • Changed attack recovery from 15F to 17F
  • Advantage on-hit and block has not been changed
  • Changed pushback on-hit to be the same as that of light attack
  • Matched the values for pushback on both hit and block

Chin Buster 2nd :

  • Decreased damage from 60 to 50
  • Changed so that can be performed even if Chin Buster is whiffed
  • Extended window that Chin Buster 2nd can be performed from Chin Buster

Lion Breaker:

  • Decreased damage from 60 to 50
  • Can be cancelled with V-Skill on-hit or block

Inazuma Kick:

  • Changed attack startup from 21F to 22F
  • Increased overall animation by 1F
  • Increased animation on-hit from ±0F to +1F
  • Increased animation on-block from -4F to -6F

Thunder Kick:

  • Changed attack startup from 23F to 26F
  • Increased overall animation by 3F
  • Changed overall length of faint animation from 31F to 34F
  • Changed advantage on-hit from ±0F to +2F
  • Changed advantage on-block from -4F to -2F
  • Reduced pushback on-hit

V-Skill - Quick Step:

  • Extended how long opponent is frozen in the air on-hit
  • Expanded height of collision box during attack animation

V-Reversal - Senpu Nataotoshi:

  • Changed attack startup from 10F to 12F
  • Reduced active frames of hitbox from 4F to 2F
  • Made below changes to hurtbox during animation

o 1F-10F: Physical strike/projectile invincibility

o 11F-20F: Full invincibility

o 1F-25F: Physical strike/projectile invincibility

  • Reduced pushback on-hit

Hadoken (Normal):

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from -4F to -2F
  • Changed advantage on-block from -10F to -8F
  • Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-block

Hadoken (V-Trigger):

  • Changed total animation from 49F to 48F

o As a result, advantages on-hit and block have changed

  • Decreased damage from 70 to 60
  • Decreased CA meter gain on activation
  • Increased CA meter gain on-hit or block
  • Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-block

EX Hadoken (Normal/V-Trigger):

  • Changed total animation during V-Trigger from 45F to 44F

o As a result, advantages on-hit and block have changed

  • Reduced damage during V-Trigger from 120 to 110
  • Reduced stun damage during V-Trigger from 200 to 150
  • Expanded hitbox during 1F-2F of startup in upward direction

L Shoryuken(Normal/V-Trigger):

  • Expanded hurtbox during 1F-5F in downward direction
  • Removed throw invincibility
  • Changed advantage on-block during V-Trigger cancel from -5F to -7F

M Shoryuken(Normal/V-Trigger):

  • Reduced normal damage from 130 to 120
  • Reduced damage during V-Trigger from 150 to 140
  • Added hurtbox and throwable box during 1F-2F
  • Changed 3F-6F to physical strike/projectile invincibility
  • Changed advantage on-block during V-Trigger cancel from -5F to -7F
  • Expanded hitbox of first hit in upward direction

H Shoryuken (Normal/V-Trigger):

  • Reduced normal damage from 140 to 130
  • Reduced damage during V-Trigger from 160 to 150
  • Removed both full invincibility during 1F-3F and throw invincibility during 4F-7F
  • Changed advantage on-block during V-Trigger cancel from -5F to -7F

EX Shoryuken (Normal):

  • For first and second hits only, changed advantage on-hit during V-Trigger cancel from +3F to +7F
  • Changed advantage on-block during V-Trigger cancel from -5F to -7F
  • When first three hits hit opponent in the air, opponent can no longer perform quick recovery

EX Shoryuken (V-Trigger):

  • Adjusted to make it easier for all hits to be successful when used as a part of an air combo
  • When first three hits hit opponent in the air, opponent can no longer perform quick recovery

L Tatsumaki Senpukyaku (Normal):

  • Expanded hurtbox during 2F of animation in forward direction
  • Added hurtbox around hitbox of first hit
  • Shrunk hitbox during second active frame
  • Reduced pushback on-block
  • Changed advantage on-block when cancelling first hit into V-Trigger from +9F to +2F

L Tatsumaki Senpukyaku (V-Trigger):

  • Expanded hurtbox of second frame of animation in forward direction
  • Added hurtbox around hitbox of first hit
  • Shrunk hitbox
  • Expanded hurtboxes that appear second hit onwards
  • Reduced pushback on-block
  • Reduced how long hitboxes stay out from second hit onwards from 4F to 2F

M Tatsumaki Senpukyaku (Normal):

  • Reduced damage from 100 to 80
  • Expanded hurtbox during 3F-5F of animation in forward direction
  • Overall shrunk hitboxes during attack animation
  • Overall expanded hurtboxes during attack animation
  • Added hurtbox around hitbox of first hit

M Tatsumaki Senpukyaku (V-Trigger):

  • Reduced damage from 120 to 100
  • Reduced stun damage from 200 to 150
  • Expanded hurtbox during 3F-5F of animation in forward direction
  • Changed how long forward hitbox stays out from 5F to 2F
  • Overall shrunk hitboxes during attack animation
  • Overall expanded hurtboxes during attack animation
  • Added hurtbox around hitbox of first hit

H Tatsumaki Senpukyaku (Normal):

  • Changed attack startup from 16F to 14F
  • Adjusted damage distribution on-hit

o No changes to total damage

  • Increased CA meter gain on activation, hit, and block
  • Changed advantage on-block from -2F to -4F
  • Increase distance Ken moves forward before attack startup
  • Reduced time between first and second hits
  • Reduced upward movement

H Tatsumaki Senpukyaku (V- Trigger):

  • Adjusted damage distribution on-hit

o No changes to total damage

  • Reduced stun damage from 250 to 200
  • Increased CA meter gain on activation, hit, and block
  • Increased air combo potential
  • Reduced time between first and second hits
  • Reduced upward movement
  • EX Tatsumaki Senpukyaku (Normal):
  • Expanded collision box during attack animation in downward direction
  • Shrunk collision box on landing

Airborne Tatsumaki Senpukyaku (Normal/V-Trigger):

  • Increased CA meter gain on activation, hit, and block
  • Expanded hurtbox
  • Changed when Ken begins to move from 1F to 2F

EX Airborne Tatsumaki Senpukyaku (Normal):

  • Reduced damage from 90 to 70
  • Reduced block stun by 7F
  • Shrunk hitbox in downward direction

EX Airborne Tatsumaki Senpukyaku (V-Trigger):

  • Reduced damage from 55×2 to 40×2
  • Shrunk hitbox
  • Expanded hurtbox
  • Reduced block stun by 6F

Guren Enjinkyaku:

  • Expanded base hitbox in upward direction

 

M.BISON

 


Stun meter:

  • Changed from 950 to 1000

Psycho Impact:

  • Reduced damage from 130 to 110
  • Reduced stun damage from 170 to 120
  • Reduced CA meter gain
  • Increased advantage on-hit by 4F

Psycho Fall:

  • Reduced stun damage from 200 to 170
  • Reduced CA meter gain
  • Decreased advantage on-hit by 2F

Standing LP:

  • Changed attack recovery from 6F to 7F

o Advantage on-hit and block has not been changed

  • Increased how long opponent reels on-hit by 1F

o Advantage on-hit has not changed

Standing LK:

  • Changed attack startup from 4F to 3F

o Increased overall animation by 1F

  • Changed attack recovery from 8F to 10F

o Advantage on-block has not been changed

  • Changed advantage on-hit from +4F to +2F
  • Shrunk forward hitbox
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing MP:

  • Changed attack recovery from 12F to 14F

o Advantage on-hit and block has not been changed

  • Reduced pushback on-block
  • Expanded hurtbox around hitbox in forward direction
  • Added hurtbox around feet during attack recovery
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

  • Fixed bug that when hit before 1F of animation, was not registered as a counter

Standing HP:

  • Increased damage from 80 to 90
  • Expanded hitbox in forward direction
  • Expanded hurtbox in forward direction
  • Added hurtbox around feet during attack recovery
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Crouching LP:

  • Expanded hitbox in forward direction
  • Expanded hurtbox in forward direction
  • Added hurtbox around feet
  • Increased pushback on-hit and block
  • Extended how long hitbox stays out from 2F to 3F

Crouching LK:

  • Sped up when can be cancelled into mash cancel attacks by 1F

Crouching MP:

  • Removed hurtbox before attack startup
  • Changed advantage on-block from ±0F to +1F
  • Extended how long hitbox stays out from 2F to 3F
  • Shrunk upper hitbox
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Crouching HP:

  • Reduced damage during 12F-14F from 70 to 80
  • Added hitbox during 12F-14F that will hit opponents behind M. Bison

Crouching HK:

  • Added hurtbox before attack startup
  • Shrunk forward hitbox
  • Expanded hurtbox around hitbox in forward direction

Jumping MK:

  • Shrunk lower hitbox
  • Reduced how long hitbox stays out from 8F to 6F

Psycho Axe:

  • Changed attack startup from 16F to 18F

o Increased overall animation by 2F

  • Increased stun damage from 100 to 150
  • Can juggle opponents who have been knocked back
  • Changed property on-hit in the air to knockdown

Shadow Axe:

  • Changed startup of second hit from 16F to 14F
  • Reduced damage of second hit from 60 to 50
  • Increased stun damage from 60 to 120
  • Sped up transition from Standing MP
  • Changed advantage on-hit from +6F to +2F
  • Changed 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 attack
  • Expanded counter box in upward direction
  • Increased juggle potential on-hit with secondary attack

V-Trigger - Psycho Power:

  • Extended duration of effect
  • Increased the amount of timer consumed for special moves

V-Reversal - Psycho Burst:

  • Changed attack startup from 15F to 16F
  • Changed physical strike/projectile invincibility during animation from 1F-16F to 1F-30F
  • Changed pushback and advantage on-hit

L Psycho Blast:

  • Increased CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Reduced pushback on-block

M Psycho Blast:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Reduced knockback on-hit
  • Reduced pushback on-block

H Psycho Blast :

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Reduced knockback on-hit
  • Reduced pushback on-block

Psycho Blast (V-Trigger):

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Reduced knockback on-hit
  • Reduced pushback on-block

EX Psycho Blast:

  • Changed total animation from 42F to 40F
  • Extended how long projectile remains on the screen

EX Psycho Blast (V-Trigger):

  • Changed total animation from 43F to 38F
  • Reduced damage from 130 to 120
  • Somewhat reduced projectile speed
  • Changed so that can only have one of the same type of projectile on the screen at a time

Head Press:

  • Increased damage on-hit in the air from 80 to 100

EX Head Press:

  • Reduced recovery on-hit on the ground by 9F
  • Reduced damage on-hit in the air from 130 to 100
  • Can quick recover on-hit in the air
  • Adjusted 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 Diver
  • Changed timing of physical strike invincibility at attack startup from 1F-4F to 3F-7F

EX Head Press (V-Trigger):

  • Changed to full invincibility to 1F-25F of animation
  • Changed advantage on-block from +2F to -2F
  • Increased pushback on-block

L Psycho Inferno:

  • Reduced damage from 90 to 80
  • Increased stun damage from 100 to 150

M Psycho Inferno:

  • Reduced damage from 100 to 90
  • Increased stun damage from 100 to 150

H Psycho Inferno:

  • Reduced damage from 110 to 100
  • Increased stun damage from 100 to 150
  • Adjusted so that can juggle opponents with L Psycho Blast on-hit

Psycho Inferno (V-Trigger):

  • Reduced damage from 130 to 100
  • Increased stun damage from 100 to 150
  • Reduced CA meter gain on activation, hit, and block
  • Fixed bug that when hit during active frames, was not registered as a counter

EX Psycho Inferno (V-Trigger):

  • Changed attack startup from 18F to 15F
  • Changed total animation from 64F to 61F

L Double Knee Press (Normal/V-Trigger):

  • Changed attack startup during V-Trigger from 16F to 13F

o Reduced total animation by 3F

  • Increased normal damage from 70 to 80
  • Increased normal stun damage from 100 to 150
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from +3F to +2F
  • During V-Trigger, changed invincibility during animation from 6F-10F to 6F-9F
  • During V-Trigger, sped up window to transition into other attacks by 1F

M Double Knee Press (Normal/V-Trigger):

  • Changed attack startup during V-Trigger from 19F to 15F

o Reduced total animation by 4F

  • Increased normal damage from 80 to 90
  • Increased normal stun damage from 100 to 150
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from +3F to +2F
  • During V-Trigger, hanged invincibility during animation from 6F-12F to 6F-11F
  • During V-Trigger, sped up window to transition into other attacks by 1F

H Double Knee Press (Normal/V-Trigger):

  • Changed attack startup during V-Trigger from 22F to 19F

o Reduced total animation by 3F

  • Increased normal damage from 90 to 100
  • Increased normal stun damage from 100 to 150
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from +3F to +2F
  • Reduced normal pushback on-hit
  • During V-Trigger, changed invincibility during animation from 6F-15F to 6F-13F
  • During V-Trigger, sped up window to transition into other attacks by 1F

EX Double Knee Press (Normal/V-Trigger):

  • Reduced recovery on-hit by 6F
  • Reduced damage during V-Trigger from 170 to 160
  • Removed throw invincibility during 1F-3F of V-Trigger

Devil Reverse (Normal/V-Trigger):

  • Increased CA meter gain at activation
  • Increased CA meter gain at hit and block

EX Devil Reverse:

  • Changed so that during animation, do not move backwards even if player inputs back
  • Adjusted to move somewhat forward before falling

Somersault Skull Diver:

  • Reduced damage from 80 to 70
  • Increased CA meter gain on activation, hit, and block
  • Shrunk upper hitbox, and expanded lower hitbox
  • Expanded hurtbox around hitbox in forward direction
  • Removed throwable box around hitbox
  • Increased how long opponent is reeling by 5F on ground hit
  • Changed 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 120
  • Reduced CA meter gain
  • Increased distance from opponent on-hit
  • Changed advantage on-hit

Target Down (Revers e Throw):

  • Reduced damage from 140 to 130

Air Jack ( Air Throw):

  • Expanded hurtbox during animation in downward direction

Front Step:

  • Changed total animation from 17F to 19F
  • Sped up when Nash begins to move forward by 1F
  • Shrunk collision box while moving

Back Step:

  • Reduced distance moved

Standing LP:

  • Added hurtbox around feet during 4F-8F of animation

Standing MP:

  • Changed attack recovery from 13F to 15F

o Advantage on-hit and block have not changed

  • Added hurtbox around feet during 6F-10F of animation

Standing MK:

  • Changed attack startup from 8F to 7F

o Reduced overall animation by 1F

Standing HP:

  • Changed attack startup from 7F to 8F

o Increased total animation by 1F

  • Added hurtbox around feet during 8F~14F of animation
  • Shrunk forward hitbox during first active frame of attack
  • Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox

Standing HK:

  • Shrunk torso hitbox
  • Shrunk forward hitbox during active frames
  • Expanded hurtbox in forward and upward directions during active 1F-2F
  • Expanded hurtbox in forward and downward directions during active 3F-6F

Crouching LP:

  • Shrunk upper hitbox during first active frame
  • Expanded hurtbox during active 1F-3F in upward direction
  • Increased pushback on-hit

Crouching MK:

  • Shrunk upper and inner hitboxes
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

  • Sped up activation when cancelling into V-Trigger by 1F

o Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F

Crouching HP:

  • Changed advantage on-hit to +6F to 7F
  • Expanded hurtbox during 1F-6F of animation in forward direction
  • Reduced pushback on-hit
  • Changed hit property to forced standing hitstun

Crouching HK:

  • Reduced damage from 100 to 90
  • Increased advantage on normal hit by 2F

Jumping MK:

  • Reduced active frames from 7F to 5F
  • Shrunk lower hitbox

Jumping HP:

  • Changed attack startup from 6F to 7F
  • Shrunk lower hitbox
  • Expanded hurtbox that appears first active frame in upward direction
  • Extended active frames from 4F to 5F

Jumping HK:

  • Changed attack startup from 8F to 9F
  • Shrunk lower hitbox

Neutral Jumping HK:

  • Expanded hurtbox during active 1F-6F and attack recovery in downward direction

Chopping Assault:

  • Shrunk forward hitbox

Knee Bazooka:

  • Shrunk forward and lower hitboxes
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Windshear:

  • Increased damage of third hit from 60 to 70
  • Increased stun damage of third hit from 80 to 100

Raptor Combination:

  • Increased recovery of second hit by 4F

o Advantage on-hit has not changed

  • Reduced damage of second and third hits from 70 to 55
  • Increased distance moved forward during second hit
  • Can be activated even when second hit is whiffed
  • Changed advantage on-block from -6F to -10F

Bullet Combination:

  • Added new target combo, which can be activated by inputting MK to HK to MP+MK

Side Knee Attack:

  • Changed attack recovery from 15F to 14F
  • Changed advantage on-hit from +3F to +4F
  • Changed advantage on-block from ±0F to +2F
  • Reduced pushback on-hit
  • Reduced pushback on-block to match reduced pushback on-hit

Step Kick:

  • Changed attack startup from 13F to 14F

o Increased total animation by 1F

  • Changed advantage on-hit from +2F to +3F
  • Changed advantage on-block from -2F to -3F

V-Skill - Bullet Clear:

  • Increased damage from 60 to 70
  • Reduced V-Gauge meter gain on projectile absorption from 100 to 80
  • Increased V-Gauge meter gain on physical attack hit from 60 to 80

V-Trigger - Sonic Move – Hide:

  • Changed start of invincibility during animation from 2F to 4F
  • Extended black screen on activation by 5F

V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:

  • Changed start of invincibility during animation from 2F to 4F
  • Expanded hurtbox after Nash reappears in the air
  • Extended black screen on activation by 5F

V-Reversal:

  • Reduced distance moved

L Sonic Boom:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from -3F to -2F
  • Changed advantage on-block from -7F to -6F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

M Sonic Boom:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from -1F to ±0F
  • Changed advantage on-block from -5F to -4F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

H Sonic Boom:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from +3F to +4F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery

EX Sonic Boom:

  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
  • Extended input buffer between first and second hit by 4F
  • Changed advantage on-block for second hit from +1F to +2F

Moonsault Slash:

  • Reduced damage from 70 to 60
  • Expanded attack startup hurtbox in downward direction

EX Moonsault Slash:

  • Reduced damage from 130 to 120
  • Changed advantage on-hit from +6F to 7F

M Sonic Scythe:

  • Shrunk upper hitbox
  • Reduced pushback on-block
  • Changed advantage on-block from -8F to -10F
  • Reduced knockback on-hit

H Sonic Scythe:

  • Reduced damage from 120 to 110
  • Reduced stun damage from 200 to 150
  • Extended how long opponent is frozen in the air on second hit in the air

EX Sonic Scythe:

  • Removed throw invincibility during animation
  • Shrunk upper hitbox during active 1F-2F

L Tragedy Assault:

  • Increased stun damage from 100 to 150

M Tragedy Assault:

  • Increased stun damage from 100 to 150

H Tragedy Assault:

  • Reduced damage from 150 to 140
  • Increased stun damage from 100 to 150

EX Tragedy Assault:

  • Increased stun damage from 100 to 150

H Moonsault Slash:

  • Fixed bug that there was no counter box from when Nash leaps up until he falls down

Judgement Saber:

  • Reduced damage from 340 to 330

 

KARIN

 


Hurtbox:

  • Adjusted hurtbox when changing direction while crouching

Hajotsui (Forward Throw):

  • Reduced stun damage from 170 to 120
  • Reduced CA meter gain
  • Increased distance from opponent on-hit
  • Reduced recovery on-hit by 1F

Standing LK:

  • Changed advantage on-block from +3F to +2F

Standing MK:

  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

  • Changed advantage on-block from ±0 to -2F
  • Delayed activation by 3F on V-Trigger cancel

Standing HP:

  • Reduced damage from 90 to 80

Standing HK:

  • Reduced damage from 90 to 80
  • Somewhat shrank knockback on Crush Counter

Crouching LP:

  • Adjusted so that hitbox and hurtbox is the same for both normal and mashed versions

Crouching MK:

  • Shrunk upper hitbox

Crouching HK:

  • Reduced damage from 100 to 90
  • Changed advantage on V-Trigger cancel from -7F to +4F

Jumping LK:

  • Expanded hitbox backward

Jumping MP:

  • Changed attack startup from 5F to 6F
  • Reduced damage from 70 to 60
  • Change air hit property from air recoverable damage to flying knockdown

Jumping MK:

  • Shrunk lower hitbox

Airborne Renge:

  • Added new target combo, which can be activated by inputting Jumping MP to Jumping HP

Tsumujigari:

  • Changed advantage on-block from -4F to -6F

Tenko (Fastest):

  • Reduced damage from 80 to 70

Orochi:

  • Reduced damage from 90 to 80
  • Reduced horizontal knockback on air hit
  • Reduced pushback on-block

EX Orochi:

  • Increased damage from 100 to 120

L Mujinkyaku:

  • Increased CA meter gain on activation, hit, and block
  • Reduced knockback on air hit
  • Changed advantage on-block from -5F to -7F

M Mujinkyaku:

  • Increased CA meter gain on activation, hit, and block
  • Changed to grounded state for entirety for third attack
  • Shortened block stun for second hit by 2F

H Mujinkyaku:

  • Increased CA meter gain on activation, hit, and block
  • Increased reeling on successful second hit, and reduced pushback on-hit

L Ressenha:

  • Reduced damage from 90 to 70

M Ressenha:

  • Reduced damage from 100 to 80

H Ressenha:

  • Reduced damage from 110 to 90

Senha Kusabi:

  • Changed attack recovery from 22F to 20F
  • Increased damage from 60 to 80

EX Ressenha:

  • Changed invincibility from active 1F-5F to 1F-7F
  • Adjusted so that if Karin takes damage during landing recovery, she is in standing state instead of crouching state
  • Changed landing recovery hurtbox to be the same as her standing hurtbox

Senha Resshu:

  • Increased damage from 120 to 150
  • Increased stun damage from 150 to 200

EX Kanzuki-Ryu Hokojutsu Seppo:

  • Changed projectile invincibility from active 6F-17F to 4F-17F

V-Skill - Meioken (Charged Version):

  • Changed advantage on-block from -1F to -2F
  • Shrunk upper hitbox

V-Reversal – Yashagaeshi:

  • Changed attack startup from 15F to 16F
  • Adjusted distance from opponent and advantage on-hit

Guren Ken:

  • Reduced damage from 80 to 60
  • Reduced stun damage from 80 to 60

Guren Hosho:

  • Increased damage from 90 to 110
  • Increased stun damage from 100 to 120
  • Fixed bug that granted Karin full invisibility 1F before animation is complete if the player does not perform any actions during attack recovery

Guren Kusabi:

  • Increased damage from 60 to 70

Guren Chochu:

  • Increased damage from 50 to 60
  • Increased stun damage from 50 to 70

Guren Hochu:

  • Increased damage from 60 to 70
  • Increased stun damage from 50 to 100

Guren Senha:

  • Changed advantage on-block from -6F to -2F

Guren Resshu:

  • Increased damage from 120 to 150
  • Increased stun damage from 150 to 200

 

CAMMY

 


Hurtbox:

  • Adjusted hurtbox when changing direction while crouching

Gyro Clipper:

  • Reduced damage from 130 to 120
  • Reduced CA meter gain
  • Adjusted so that collision box does not stick out during attack animation
  • Changed second hit only when it is possible to KO

Delta Through:

  • Reduced damage from 140 to 130
  • Adjusted so that collision box does not stick out during attack animation

Standing MP:

  • Added hurtbox around feet during active 6F~13F
  • Expanded hurtbox around hitbox in forward direction
  • Somewhat reduced pushback on-hit
  • Somewhat reduced pushback on-block
  • Changed advantage on-block from +2F to +3F

Standing MK:

  • Changed attack startup from 9F to 8F

o Reduced overall animation by 1F

Standing HP:

  • Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F

Crouching LP:

  • Extended how active frames from 2F to 3F

Crouching HP:

  • Reduced damage from 90 to 80
  • Changed advantage on-hit from ±0F to +1F

Crouching HK:

  • Reduced damage from 100 to 90

Jumping MK:

  • Somewhat expanded hitbox in upward direction

Knee Bullet:

  • Increased stun damage from 100 to 150

Lift Upper:

  • Made below changes to advantage on-hit and block:

o [on-hit] ±0F to +4F

o [on-block] -2F to +1F

  • Changed hit property to forced standing hitstun

Lift Combination:

  • Adjusted so that second hit does not affect crouching opponents

V Skill - Axel Spin Knuckle:

  • Changed all boxes during animation to be on the ground

V-Reversal - Strike Back:

  • Changed attack recovery from 29F to 24F
  • Changed hit effect from flying knockdown to ground reel

o Advantage is +2F on-hit/-2F on-block

L Cannon Spike:

  • Added hurt and throwable boxes to 1F-2F
  • Changed 3-6F to physical attack/projectile invincibility

M Cannon Spike:

  • Added hurt and throwable boxes to 1F-2F
  • Changed 3-6F to physical attack/projectile invincibility

H Cannon Spike:

  • Added hurtbox to 1F-7F
  • Added throw invincibility to 1F-7F

EX Cannon Spike:

  • Increased juggle potential when used in-air combo

Cannon Strike (including V-Trigger):

  • Increased CA meter gain on-hit and block

M Cannon Strike:

  • Reduced block stun by 1F

EX Cannon Strike:

  • Increased damage from 60 to 80
  • Changed position of hitbox during animation
  • Shrunk hitbox during animation
  • Expanded hurtbox during animation
  • Changed landing recovery during animation from 9F to 13F

Hooligan Combination to Cannon Strike:

  • Increased CA meter gain on-hit and block
  • Increased block stun by 2F

Hooligan Combination to EX Cannon Strike:

  • Increased damage from 60 to 80
  • Changed hitbox position during animation
  • Shrunk hitbox during animation
  • Expanded hurtbox during animation
  • Changed landing recovery during animation from 9F to 13F

EX 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 appears

Laser Edge Slicer:

  • Increased CA meter gain on-hit and block

Fatal Leg Slicer:

  • Increased stun damage from 200 to 250
  • Increased CA meter gain on-hit and block
  • Changed duration of hitbox from 4F to 2F

Cross Scissors Pressure:

  • Reduced recovery after hit by 2F
  • Increased stun damage from 200 to 250
  • Increased CA meter gain on-hit and block
  • Changed duration of hitbox from 4F to 2F

L Spiral Arrow

  • Increased recovery on whiff by 3F
  • Reduced damage from 80 to 70
  • Increased juggle potential when used for air combos
  • Adjusted floating on-hit

M Spiral Arrow:

  • Reduced damage from 90 to 80
  • Increased juggle potential when used for air combos
  • Adjusted advantage to match that of H Spiral Arrow

H Spiral Arrow:

  • Increased recovery on-hit by 1F
  • Increased juggle potential when used for air combos

EX Spiral Arrow:

  • Increased damage from 120 to 140
  • Increased juggle potential when used for air combos
  • Changed projectile invincibility during animation from 3F-15F to 1F-15F

 

BIRDIE

 


Health:

  • Reduced health from 1050 to 1025

Bad Head:

  • Reduced damage from 150 to 120

Bad Chain:

  • Reduced damage from 150 to 140

Standing LK:

  • Extended duration of hitbox from 2F to 3F

Standing MP:

  • Changed advantage on-block from -1F to +1F
  • Reduced pushback on-hit
  • Expanded hitbox in forward direction
  • Expanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around feet
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing MK:

  • Changed attack startup from 8F to 9F

o Increased overall animation by 1F

  • Reduced damage from 70 to 60
  • Expanded hurtbox that appears after hitbox disappears
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HP:

  • Advantage on-hit changed to -2F to +4F
  • Moved position that animation begins after taking damage or cancelling attack forward

o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HK:

  • Reduced V-Gauge meter gain on Crush Counter
  • Extended 2F of opponent reeling on Crush Counter
  • Increased distance opponent reels on Crush Counter
  • Changed advantage on-hit from +6F to +7F
  • Increased pushback on-block

Crouching LP:

  • Increased duration of hitbox from 2F to 3F

Crouching LK:

  • Changed attack startup from 4F to 5F
  • o Increased overall animation by 1F

Crouching MP:

  • Added forward hurtbox during active 5F-8F
  • Shrunk forward, back, and upper hitboxes that appear during active 2F-5F
  • Expanded horizontal knockback on air hit

Crouching MK:

  • Changed attack startup from 10F to 11F
  • Shrunk upper hitbox
  • Expanded lower hitbox

Crouching HP:

  • Changed attack startup from 10F to 11F
  • *Increased overall animation by 1F
  • Reduced damage from 90 to 80

Crouching HK:

  • Changed advantage on V-Trigger cancel from -19F to -2F

Jumping MP:

  • Somewhat shrunk lower hitbox

Bull Charge:

  • Reduced damage from 100 to 80
  • Reduced pushback on-block
  • Changed advantage on-block from -7F to -8F

Bull Slider:

  • Reduced damage from 100 to 90
  • Changed advantage on-block from -5F to -8F
  • Expanded back hurtbox during animation

Bad Hammer:

  • Increased damage from 60 to 90

Bull Drop:

  • Changed advantage on-block from -4F to -6F
  • Shrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hit
  • Expanded hurtbox around hitbox in upward direction and shrunk it in downward direction

V-Trigger - Enjoy Time:

  • Changed attack recovery from 33F to 29F

V-Skill - Drink Time:

  • Slightly slowed down speed that the can rolls at

V-Reversal - Pepper Pot:

  • Changed distance from opponent and advantage on-hit

Bull Horn:

  • Reduced normal damage from 130 to 120
  • Reduced damage during V-Trigger from 156 to 144

EX Bull Horn:

  • Changed appearance of armor box from 1F-20F to 3F-20F

L Bull Horn (Normal/V-Trigger):

  • Reduced normal damage from 120 to 100
  • Reduced damage during V-Trigger from 144 to 120
  • Increased juggle potential when used for air combos
  • Expanded hitbox while rushing during V-Trigger in upward direction

M Bull Horn (Normal/V-Trigger):

  • Reduced normal damage from 130 to 110
  • Reduced damage during V-Trigger from 156 to 132
  • Increased juggle potential when used for air combos
  • Expanded hitbox while rushing during V-Trigger in upward direction
  • Made V-Trigger hurt and collision boxes the same as that of L and H Bull Horn

H Bull Horn (Normal/V-Trigger):

  • Reduced normal damage from 140 to 120
  • Reduced damage during V-Trigger from 168 to 144
  • Increased juggle potential when used for air combos
  • Expanded hitbox while rushing during V-Trigger in upward direction

EX Bull Horn (Normal/V-Trigger) :

  • Reduced normal damage from 160 to 150
  • Reduced damage during V-Trigger from 192 to 180
  • Changed normal advantage on-block from -10F to -2F
  • Changed advantage on-block during V-Trigger from-7F to -2F
  • Expanded hitbox while rushing during V-Trigger in upward direction

Bull Revenger:

  • Reduced recovery on-hit by 6F

EX Bull Revenger:

  • Reduced damage from 200 to 180

L Hanging Chain :

  • Reduced damage from 140 to 120

H Hanging Chain:

  • Increased juggle potential when used for air combos
  • Reduced distance from opponent on-hit

EX Hanging Chain:

  • Reduced distance from opponent on-hit

Killing Head:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit
  • Reduced distance from opponent on-hit

Skip To My Chain:

  • Reduced damage from 350 to 340
  • Expanded hitbox in forward and upward direction
  • Expanded hitbox toward torso
  • Increased juggle potential when used for air combos

 

NECALLI

 


Hurtbox (Normal and V-trigger versions):

  • Adjusted hurtbox when changing direction while standing and crouching

Soul Sealer (Forward Throw) (Normal and V-Trigger versions):

  • Increased recovery on-hit by 6F
  • Reduced damage on normal version 120 to 100
  • Reduced damage on V-Trigger version 130 to 110
  • Reduced stun 170 to 120
  • Reduced stun on V-Trigger version 200 to 150
  • Reduced CA meter gain

Soul Discriminator (Back Throw) (Normal and V-Trigger versions):

  • Reduced damage on normal version 120 to 100
  • Reduced damage on V-Trigger version 130 to 110
  • Reduced stun 170 to 120
  • Reduced stun on V-Tigger version 200 to 150
  • Reduced CA meter gain

Standing LP (Normal and V-trigger versions):

  • Increased horizontal knockback distance against airborne opponents
  • Added hurtbox around his feet during the 3F following the active frames
  • Decreased size of the hitbox in upwards direction

Standing MP (Normal and V-Trigger Versions):

  • Advantage on-block changed from +2F to ±0F
  • Hit pushback distance reduced
  • Block pushback distance reduced with hit pushback

Standing MK (Normal and V-Trigger Versions):

  • Increased active frames from 2F to 3F

Standing HK (Normal and V-Trigger Versions):

  • Added hurtbox around his back during 11F~36F of the attack motion
  • Increased size of hurtbox around his leg forward during the 4F following the active frames

Crouching LP (Normal and V-Trigger Versions):

  • Increased active frames from 2F to 3F

Crouching MK (Normal and V-Trigger Versions):

  • Decreased size of hitbox in upwards direction
  • Increased size of hitbox in downwards direction

Crouching HK (Normal and V-Trigger Versions):

  • Reduced damage 100 to 90

Jump MK (Normal and V-Trigger Versions):

  • Reduced size of hitbox in downward direction slightly

Jump HP (Normal and V-Trigger Versions):

  • Changed startup from 7F to 9F

V- Reversal:

  • Changed startup from 16F to 17F
  • Changed distance and recovery on-hit
  • Changed hit and projectile invincibility frames from 1F~16F to 1F~30F

Opening Dagger (Normal version):

  • Changed advantage on-block from -4F to -6F

Opening Dagger (V-Trigger version):

  • You can now charge by holding HP

o Startup 38F/On-hit +7F/On-block+2F/Damage 100/Stun 150

  • On-block uncharged is now -4F to -6F

LP Mask of Tlalli (Normal and V-Trigger Versions):

  • Changed command from【→↘↓↙←+LP】 to 【→↘↓↙←+LK 】
  • Increased damage on normal version 120 to 130
  • Increased damaged on V-Trigger version 130 to 150
  • Increased CA meter gain on whiff and hit

MP Mask of Tlalli (Normal and V-Trigger Versions):

  • Changed command from【→↘↓↙←+MP】 to 【→↘↓↙←+MK】
  • Increased damage on normal version 130 to 140
  • Increased damaged on V-Trigger version 140 to 160
  • Increased CA meter gain on whiff and hit

HP Mask of Tlalli (Normal and V-Trigger Versions):

  • Changed command from【→↘↓↙←+HP】 to 【→↘↓↙←+HK】
  • Increased damage on normal version 140 to 150
  • Increased damaged on V-Trigger version 150 to 170
  • Increased CA meter gain on whiff and hit

EX 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 50
  • Reduced damage on V-Trigger version 80 to 70
  • Increased CA meter gain on-hit
  • Changed to a hit attack with projectile durability

MK Valiant Rebellion (Normal and V-Trigger Versions):

  • Reduced damage on normal version 70 to 60
  • Reduced damage on V-Trigger version 90 to 80
  • Increased CA meter gain on-hit
  • Changed to a hit attack with projectile durability

HK Valiant Rebellion (Normal and V-Trigger Versions):

  • Reduced damage on normal version 100 to 80
  • Reduced damage on V-Trigger version 120 to 100
  • Reduced stun 200 to 150
  • Increased CA meter gain on-hit
  • Changed to a hit attack with projectile durability
  • Reduced horizontal knockback distance on-hit

EX Valiant Rebellion (Normal and V-Trigger Versions):

  • Changed to a hit attack with projectile durability

LP The Disc's Guidance (Normal and V-Trigger Versions):

  • Reduced damage on normal version 90 to 80
  • Reduced damage on V-Trigger version 110 to 100
  • Increased CA meter gain on whiff, hit and block
  • Changed advantage of V-Trigger version on-block from -6F to -4F

MP The Disc's Guidance (Normal and V-Trigger Versions):

  • Reduced damage on normal version 110 to 100
  • Reduced damage on V-Trigger version 130 to 120
  • Increased CA meter gain on whiff, hit and block
  • Changed advantage of V-Trigger version on-block from -6F to -4F

HP The Disc's Guidance (Normal and V-Trigger Versions):

  • Reduced damage on normal version 130 to 120
  • Reduced damage on V-Trigger version 150 to 140
  • Increased CA meter gain on whiff, hit and block
  • Changed advantage of V-Trigger version on-block from -6F to -4F

EX The Disc's Guidance (Normal and V-Trigger Versions):

  • Reduced damage on normal version 160 to 150
  • Reduced damage on V-Trigger version 180 to 170

LP Raging Light (Normal and V-Trigger Versions):

  • Increased damage on normal version 80 to 100
  • Increased damage on V-Trigger version 100 to 120
  • Changed Invincibility on 1F~3F which included invincibility around his feet and throw invincibility, to 1F~3F of throw invincibility only
  • Added hurtbox to match visual

MP Raging Light (Normal and V-Trigger Versions):

  • Increased damage on normal version 100 to 110
  • Increased damage on V-Trigger version 120 to 130
  • Changed 7F~12F full invincibility to 1F~7F invincibility around his feet/8F~12F added hurtbox

HP 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 hit

Ceremony of Honor/Soul Offering (Normal and V-Trigger Versions):

  • Reduced damage on normal version 340 to 330
  • Reduced damage on V-Trigger version 380 to 370

 

VEGA

 


Hurtbox:

  • Adjusted hurtbox when changing direction while crouching

Rainbow Suplex (forward throw):

  • Reduced damage 140 to 120
  • Reduced stun 200 to 170
  • Reduced CA meter gain

Stardust Shot (Air throw):

  • Increased throw range
  • Increased hurtbox during motion downwards

Standing LP (Claw):

  • Moved character's center point forward during this move
  • Adjusted the position of hit/hurt and collision box to match

Standing MP (Claw):

  • Changed advantage on-block +1F to +2F

Standing HP (Claw):

  • Moved character's center point forward during this move
  • Adjusted the position of hit/hurt and collision box to match
  • Changed advantage on-hit +5F to +6F

Standing LP (No Claw):

  • Moved character's center point forward during this move
  • Adjusted the position of hit/hurt and collision box to match
  • Changed advantage on-hit +5F to +6F

Standing MP (No Claw):

  • Changed startup 6F to 7F
  • Increased duration of entire move 1F
  • Increased recovery 13F to 15F
  • Changed advantage on-hit +3F to +4F

Standing MK:

  • Increased size of hitbox in forward direction
  • Reduced the size of hurtbox around the hitbox

Standing HK:

  • Reduced damage 90 to 80

Crouching LP (Claw):

  • Increased active frames 2F to 3F

Crouching MP (Claw):

  • Changed advantage on-block ±0 to +1F

Crouching LP (No Claw):

  • Increased active frames 2F to 3F

Crouching MP (No Claw):

  • Changed startup 5F to 6F
  • Increased duration of entire move 1F
  • Increased recovery 12F to 14F
  • Delayed special move startup 2F when cancelling from this move

Crouching HP (No Claw):

  • Now Crush Counter move
  • Knockdown on-hit /V-Gauge increase 150

Crouching MK:

  • Changed startup 7F to 8F
  • Increased duration of entire move 1F
  • Changed advantage on-hit +6F to 7F

Crouching HK:

  • Increased recovery 15F to 18F
  • Reduced damage 90 to 80

Mercury Shard:

  • Increased recovery 13F to 15F
  • Increased duration of entire move 1F
  • No change on-hit adv, changed advantage on-block -4F to -6F

Buster Claw (Claw):

  • Changed hit effect on Crush Counter to knockdown

V-Skill (Matador Turn):

  • Reduced projectile invincibility time 5F when follow up is not preformed

Matador Blitz (No Claw):

  • Reduced damage on second hit 80 to 60

V-Trigger (Bloody Kiss - Torero, Rojo, Azul):

  • Increased stun 0 to 150
  • Increased the size of hitboxes so all hits land

Flying Barcelona Attack:

  • Increased CA meter gain on-hit and block
  • Fixed issue where getting hit during the 2F before the move's active frames didn't count as a counter

Izuna Drop:

  • Increased stun 150 to 200
  • Increase CA meter gain on-hit
  • Reduced active frames 5F to 2F
  • Increased throw range downward

EX Izuna Drop:

  • Increased stun 200 to 250
  • Reduced active frames 5F to 2F
  • Increased throw range downward

LK Crimson Terror:

  • Increased stun 120 to 150
  • Reduced hit pushback on the second hit
  • Increased size of hitbox forward through active frames of the second hit
  • Changed advantage on-hit +0F to +1F

MK Crimson Terror:

  • Increased stun 140 to 150

HK Crimson Terror:

  • Increased stun 160 to 200

EX Crimson Terror:

  • Increased stun 180 to 200
  • Reduced movement range
  • Reduced hit and block pushback in accordance with reduced movement range
  • Fixed issue where getting hit on the first active frame didn't count as a counter

MP Aurora Spin Edge (Claw):

  • Increased juggle potential when used in-air combos
  • Fixed issue where getting hit on the first active frame didn't count as a counter

HP Aurora Spin Edge (Claw):

  • Increased active frames 4F to 6F
  • Added hitbox to hit opponents behind Vega

EX Aurora Spin Edge (Claw):

  • Increased juggle potential when used in-air combos
  • Added hitbox to hit opponents behind Vega on first hit

Grand Izuna Drop (No Claw):

  • Increased CA meter gain on whiff and hit

 

RASHID

 


Hurtbox on wakeup:

  • Adjusted hurtbox when changing direction

Riding Glider (forward throw):

  • Reduced damage 130 to 120
  • Reduced stun 170 to 120
  • Reduced CA meter gain
  • Now second hit only will trigger KO

Standing MK:

  • Increased size of hitbox forward
  • Increased size of hurtbox surrounding hitbox
  • Increased size of hurtbox after active frames
  • Increased time hurtboxes remain after active frames

Standing HP:

  • Increased size of hurtbox after active frames
  • Increased reel time 1F for opponent on crush counter
  • Increased size of hitbox to around his torso
  • Increased time hurtboxes remain after active frames

Standing HK:

  • Changed advantage on-block-2F to -4F
  • Increased block pushback

Crouching LP:

  • Increased active frames 2F to 3F

Crouching LK:

  • Moved character's center point forward during this move
  • Adjusted the position of hit/hurt and collision box to match

Crouching MK:

  • Changed advantage on-hit ±0F to +1F

Crouching HP:

  • Changed recovery 18F to 22F
  • No change to block advantage on second hit
  • Reduced hit and block pushback distance
  • Increased recovery on-block of first hit by 2F
  • Changed advantage on-hit +6F to +7F
  • Increased hurtbox size during attack and recovery
  • Increased advantage on Crush Counter by 2F

Crouching HK:

  • Reduced damage 100 to 90

Jump LP:

  • No longer special move cancellable

Jump MP:

  • Changed startup 5F to 7F
  • Reduced damage 70 to 50
  • Changed hit effect from air recoverable damage to knockdown damage
  • Increased special cancel window on-hit

Jump MK:

  • Reduced size of hitbox in downwards direction

Flap Spin:

  • Changed damage 40+30 to 50+20
  • Changed stun 50+50 to 70+30

Beak Assault:

  • Changed advantage on-block -4F to -6F

V-Skill (Rolling Assault):

  • Increased projectile invincibility during movement 3F

V-Skill (Nail Assault):

  • Increased block pushback
  • Now CA cancellable
  • Changed advantage on-block -5F to -6F

V-Trigger (Ysaar):

  • Increased inertia forward
  • Now you can't avoid hits with projectile invincibility
  • No change to number of hits

V-Reversal (Sliding Roll):

  • Increased recovery 3F
  • Reduced movement range forward

LP Spinning Mixer:

  • Increased damage 80 to 90
  • Increased stun 128 to 150

MP Spinning Mixer:

  • Increased damage 100 to 110
  • Increased stun 168 to 175
  • You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiff

HP Spinning Mixer:

  • Increased damage 130 to 140
  • Increased stun 148 to 200
  • Added hitbox in backward direction
  • Made it easier to get all hits against airborne opponent
  • Increased juggle potential when used in-air combos

Dash Spinning Mixer:

  • Increased stun 204 to 225

EX Spinning Mixer:

  • Adjusted hurtbox when landing to be same as standing hurtbox
  • Increased invincibility 1F~8F to 1F~12F
  • Reduced movement range forward

Dash EX Spinning Mixer :

  • Reduced damage 200 to 170
  • Increased invincibility 1F~9F to 1F~12F
  • Increased hitbox size up and down
  • Reduced time opponent is in-air after hit

LK Whirlwind Shot:

  • Changed duration of move 55F to 52F
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit -4F to -2F
  • Changed advantage on-block -7F to -5F
  • Reduced projectile movement forward slightly
  • Reduced hit pushback
  • Changed foot during projectile to have projectile invincible properties

MK Whirlwind Shot:

  • Changed duration of move 65F to 60F
  • Reduced damage 70 to 60
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit ±0F to +1F
  • Changed advantage on-block -4F to -2F
  • Reduced projectile movement forward slightly
  • Increased juggle potential when used in-air combos
  • Changed foot during projectile to have projectile invincible properties
  • Delayed timing of CA cancel to make it easier for opponent to use V-Reversal

HK Whirlwind Shot:

  • Reduced damage 70 to 60
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block
  • Changed foot during projectile to have projectile invincible properties
  • Delayed timing of CA cancel to make it easier for opponent to use V-Reversal

EX Whirlwind Shot:

  • Changed foot during projectile to have projectile invincible properties

LK Eagle Spike:

  • Increased damage 100 to 110

MK Eagle Spike:

  • Increased damage 120 to 130

EX Eagle Spike:

  • Increased juggle potential when used in-air combos

Airborne Eagle Spike:

  • Reduced damage 130 to 120
  • Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he touches the ground

EX Airborne Eagle Spike:

  • Reduced damage 160 to 140
  • Increased size of hitbox
  • Increased distance of rebound on-block

EX Airborne Eagle Spike (After Dash EX Spinning Mixer):

  • Increased damage 140 to 170
  • Changed hitbox and timing when used after Dash EX Spinning Mixer so it’s easier to get all hits
  • Increased juggle potential when used in-air combos

Altair:

  • Increased hitbox size in upwards direction
  • Increased speed of forward movement when pressing forward
  • Hitbox now remains during projectile durability

 

R. MIKA

 


Dream Driver (throw against crouching):

  • Reduced damage 130 to 100
  • Reduced stun 170 to 120
  • Reduced CA meter gain

Standing LP:

  • Changed startup 3F to 4F

o Increased duration of entire move 1F

  • Reduced hitbox size in forward direction
  • Changed advantage on-hit +3F to +4F

Standing MP:

  • Increased hurtbox size forward during active frames
  • Reduced active frames 3F to 2F
  • Changed advantage on-hit +7F to +8F

Standing HP:

  • Increased damage 80 to 90

Crouching LP:

  • Changed so collision box doesn't move forward

Crouching MP:

  • Now grounded during the entire movement

Crouching MK:

  • Changed advantage on-hit +2F to +3F

Crouching HP:

  • Changed advantage on-block -4F to -6F

Crouching HK:

  • Increased size of hurtbox upwards

o Only the increased size of hurtbox has added projectile invincibility

Jump MP:

  • Changed startup 6F to 7F
  • Reduced damage 70 to 60
  • Reduced size of hurtbox to match visual
  • Changed hit effect from air recovery damage to knockdown damage

Stomp Chop:

  • Reduced block pushback
  • Shooting Star Combo:
  • Added a new target combo (Jump MP to Jump HP)

Lady Mika:

  • Reduced damage 90 to 80

Passion Press:

  • Changed startup 6F to 8F
  • Changed recovery 13F to 20F
  • Reduced active frames 4F to 2F
  • Changed advantage on-hit +2 to ±0
  • Changed advantage on-block -2 to -8
  • Standardized hit and block stop for grounded and air damage
  • Added hurtbox to feet during motion
  • Now cancellable into rope throw on-block

Passion Rope Throw (forward, backwards):

  • Changed duration of move 38F to 50F
  • Opponent no longer hits wall mid screen

V-Skill - Mic Performance:

  • Changed activation of super armor from after 11F to after 5F
  • You don't lose power up effect even if you get by opponent
  • Reduced increased damage on throws at Level 1 from 25% to 20%

V-Reversal - Peach Gator:

  • Changed startup 15F to 17F
  • Changed recovery on-hit

Wingless Airplane:

  • Removed proximity block box during move

Rainbow Typhoon:

  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block

LK Brimstone:

  • Reduced damage 130 to 120
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block

MK Brimstone:

  • Reduced damage 140 to 130
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block

HK Brimstone:

  • Reduced damage 150 to 140
  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit and block

EX Shooting Peach:

  • Added 4F recovery after third attack
  • Increased active frames of second attack 2F to 5F
  • Increased size of hitbox forward during third attack

 

 

ZANGIEF

 


Hurtbox on wakeup:

  • Adjusted hurtbox when changing direction
  • Atomic Drop/Captured (front and back throw):
  • Reduced CA meter gain

Standing MP:

  • Changed advantage on-hit +3F to +4F
  • Changed advantage on-block +1F to +2F

Standing HP:

  • Changed advantage on-hit +1F to +2F
  • Hurtbox around his feet appears 3F faster

Standing HK:

  • Changed advantage on-hit +1F to +2F

Crouching LP:

  • Changed advantage on-hit +5F to +4F

Crouching LK:

  • Changed advantage on-block +1F to +2F
  • Reduced hit pushback
  • Delayed startup of special moves 2F when cancelled from this move

Crouching MP:

  • Changed startup 7F to 6F
  • o Reduced duration of entire move by 1F

Crouching HP:

  • Changed advantage on-hit +1F to +2F
  • Jump LK, Jump MP, Jump HK:
  • Fixed issue where airborne opponents hit by this move got knocked further away when the move hit as a counter

Head Butt:

  • Changed such that CA gauge now increases when you absorb a projectile with this move

V-Trigger (Cyclone Lariat):

  • Increased damage on first hit of button hold version 120 to 140
  • Increased stun first hit of button hold version 200 to 150
  • Increased stun second hit of button hold version 250 to 200
  • Increased duration of move
  • Adjusted timer gauge reduction with the increased duration

V-Reversal (Muscle Explosion):

  • Changed startup 10F to 12F
  • Changed recovery 19F to 24F

o No change to advantage on-hit and block

  • Applied hit and projectile invincibility to entire move to 1F~14F

Siberian Express:

  • Increased stun 200 to 250

EX Siberian Express:

  • Increased damage 200 to 230
  • Increased stun 200 to 250

MP Borscht Dynamite:

  • Reduced recovery on-hit 2F

HP Borscht Dynamite:

  • Reduced recovery on-hit 4F

EX Borscht Dynamite:

  • Increased stun 200 to 250

Double Lariat:

  • Increased damage 100 to 120 during 1F~3F of active frames
  • Increased CA meter gain on whiff
  • Increased hitbox upwards and inwards
  • Increased hitbox forwards during spin
  • Hitbox increased in size to hit or make crouching opponent block when spinning
  • You can now move forward/back slightly sooner after starting this move

Screw Pile Driver:

  • Reduced CA meter gain on whiff
  • Increased CA meter gain on-hit

HP Screw Pile Driver:

  • Reduced damage 240 to 220
  • Reduced distance to opponent after hit

o This change effects duration of entire move

EX Screw Pile Driver:

  • Reduced damage 240 to 220
  • Reduced distance to opponent after hit

 

DHALSIM

 


Vitality:

  • Increased vitality 900 to 925

Hurtbox:

  • Adjusted hurtbox when changing direction while crouching

Forward Throw:

  • Increased recovery on-hit 5F
  • Reduced damage 120 to 110
  • Reduced stun 170 to 120
  • Reduced CA meter gain

Back 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 frames
  • Increased hurtbox up and forwards during first active frame
  • Increased distance airborne opponents are knocked back when hit

Standing LK:

  • Changed startup 5F to 4F

o Reduced duration of entire move 1F

Standing MP:

  • Changed advantage on-hit ±0F to +2F
  • Increased size of hitbox upwards
  • Now CA cancellable
  • Reduced size of hurtbox in downward direction during active frames

Standing MK:

  • Changed advantage on-hit ±0F to +2F
  • Increased size of hitbox forward
  • Now CA cancellable
  • Reduced size of hurtbox in upward direction during active frames

Standing HP:

  • Changed startup 20F to 16F

o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18F

  • Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
  • Now CA cancellable

Standing HK:

  • Changed startup 16F to 15F

o Reduced duration of entire move

  • Changed advantage on-hit -3F to +4F
  • Now CA cancellable

Crouching LP:

  • Rapid cancellable now only into Crouching LP
  • Increased hit pushback
  • Increase block pushback
  • Increased active frames 2F to 3F

Crouching LK:

  • Increased size of hurtbox upwards during 5F~16F

o The part that was increased has projectile invincibility

Crouching MP:

  • Increased damage 60 to 70

Crouching MK:

  • Increased damage 50 to 60
  • Changed advantage on-hit -3F to -2F
  • Changed advantage on-block -8F to -7F
  • Increased size of hurtbox upwards during 4F~20F

o The part that was increased has projectile invincibility

Crouching HP:

  • Changed startup 8F to 9F
  • o Increased duration of entire move

Jump HP:

  • Changed startup 7F to 9F
  • Reduced size of hitbox

Yoga Upper (4MP):

  • Changed advantage on-hit +3F to +4F
  • Changed advantage on-block ±0F to +1F
  • Increased size of hitbox in backwards direction
  • Moved character's center point forward during this move

o Adjusted the position of hurt/hit and collision box to match

Yoga Anvil:

  • Increased size of hitbox forwards
  • Changed so no longer moves backwards during startup

V-Skill (Yoga Float) (neutral):

  • Increased and standardized V-Gauge meter gain on all follow up moves

o No change to drill kick or yoga gale

  • Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox

V-Skill (Yoga Float) (forward):

  • Increased and standardized V-Gauge meter gain on all follow up moves

o No change to drill kick or yoga gale

V-Trigger (Yoga Burner):

  • The fire carpet now also does damage to downed opponents
  • Startup of recoverable damage hitbox is faster

V-Reversal (Yoga Mala):

  • Changed startup 15F to 16F
  • Changed hit and projectile invincibility time from 1F~23F to 1F~30F
  • Changed distance and recovery on-hit

Yoga Teleport:

  • Increased hurtbox during motion 1F~3F to 1F~4F

 

F.A.N.G

 


Hurtbox:

  • Hurtbox when character turns around while crouching has been changed

Shimonshu (Forward throw):

  • Recovery after hit has increased 6F
  • Damage has been decreased 130 to 120
  • Stun damage has been decreased 200 to 150
  • CA meter gain has been decreased

Kyoshitsugeki (Reverse Grab):

  • Damage has decreased 130 to 120
  • Stun damage has decreased 170 to 150
  • CA meter gain has decreased
  • Distance after hit has been increased

Standing LP:

  • Advantage on-hit has been changed +5F to +6F
  • Advantage on-block has been changed +2F to +3F

Standing LK:

  • Hitbox startup has been changed 5F to 6F

o 1F has been added to entire motion

  • Advantage on-hit has been changed +4F to +5F
  • Advantage on-block has been changed +2F to +3F

Standing MP:

  • Downwards hitbox on second hit has been decreased

Standing MK:

  • Hitbox startup has been changed 5F to 6F

o 1F has been added to entire motion

Standing HK:

  • Hitbox startup has been changed 12F to 14F

o 2F have been added to entire motion

  • Advantage on-hit has been changed +6F to +7F

Crouching LP:

  • Hitbox has been expanded forward

Crouching MP:

  • Hitbox startup has been changed 6F to 7F

o 1F has been added to entire motion

  • 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.

Crouching MK:

  • Hitbox startup has been changed 7F to 8F

o 1F has been added to entire motion

  • Advantage on-hit has been changed +4F to +5F
  • Advantage on-block has been changed +2F to +3F

Crouching HK:

  • Damage distribution has been changed 40+60 to 50+50
  • Motion start timing on V-Trigger cancel is 1F faster on-hit only

V-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 30F

Nirenko :

  • Advantage on-hit has been changed -2F to ±0F

Senpukuga:

  • Advantage on-hit has been changed +5F to +6F

Nikankyaku:

  • Priority of commands has been set higher than Ryobenda
  • Changed so that character faces the opponent when cancelling the motion with Senpukuga

M Nikankyaku:

  • Motion recover has been decreased 1F

Nishikyu:

  • CA meter gain on activation has decreased
  • CA meter gain on-hit and block has increased

EX Nishikyu:

  • Entire motion has changed 52F to 49F
  • Damage has been increased 80 to 90
  • Advantage on-hit has been changed +2 to +3
  • Advantage on-block has been changed -2 to -1

M Ryobenda:

  • Hitbox active frames have been changed 60F to 80F

H Ryobenda:

  • Entire motion has been changed 52F to 55F
  • Hitbox active frames have been changed 100F to 120F

Shishiruirui:

  • Hitbox startup has been changed 12F to 10F

 

LAURA

 


Hurtbox:

  • Expanded hurtbox when character changes direction
  • Changed the hurtbox when character changes direction while crouched

Seoi Throw (Forward throw):

  • Decreased damage 130 to 120
  • Decreased stun damage 200 to 150
  • Decrease CA meter gain
  • Changed so the collision box doesn't move forward during attack motion

Pullback Hold (Reverse grab):

  • Increased the recovery on-hit 3F
  • Decreased stun damage 170 to 150
  • Decreased CA meter gain
  • Changed so the collision box doesn't move forward during attack motion

Standing 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 forward

Standing MK:

  • Changed hitbox startup 6F to 5F

o Entire motion has been shortened 1F

  • Changed advantage on-hit +2F to +3F
  • Changed advantage on-block -1F to -2F

Standing HP:

  • Changed advantage on-hit +3F to +4F

Standing HK:

  • Hurtbox during 1F - 7F of motion has been expanded forward
  • Hurtbox 2F-1F before hitbox startup has been expanded forward
  • Changed advantage on crush counter +17F to +16F

Crouching LP:

  • Motion recovery has been changed 7F to 8F

o No changes to advantage on-hit or block

  • Increased hitstun on-hit by 1F

o No change to advantage on-hit

Crouching LK:

  • Advantage on-block has been changed -2F to +1F

Crouching MP:

  • Hurtbox during 1F- 3F of motion has been expanded forward
  • Hitbox during 2F of activation has been decreased upwards

Crouching MK:

  • Upwards hitbox has been decreased

Crouching HK:

  • Decreased damage 100 to 90

Jumping MK:

  • Downwards hitbox has been decreased

Dual Crash(Standing MP to Standing MK) :

  • Advantage on-hit has been changed +1F to +2F

Twist Barrage (6+HP to HP):

  • Hitbox startup has been changed 18F to 17F
  • In-air combo limit has been relaxed

V-Skill - Volty Line (Standard/V-Trigger):

  • Decreased standard version damage 90 to 80
  • Decreased stun damage for V-Trigger version 200 to 180
  • Advantage on-hit for standard version has been changed ±0F to +2F
  • Advantage on-hit for V-Trigger version has been changed ±0F to +3F
  • Added hurtbox around the legs when hitbox is active
  • Expanded hurtbox around legs upwards and forwards while hitbox is active

V-Reversal - Double Slap:

  • Hitbox startup has been changed 15F to 16F
  • Advantage and distance on-hit has been changed

Thunder Clap:

  • Decreased CA meter gain on activation
  • Increased CA meter gain on-hit and block

o Meter gain increases per level

EX Thunder Clap:

  • Increased juggle potential when used in-air combo
  • Strengthened limitation on in-air combo when used during in-air combo

L Bolt Charge:

  • Extended the hitbox active frames 3F to 4F

M Bolt Charge to Split River (Including V-Trigger):

  • Decreased damage for standard version 90 to 70
  • Decreased damage for V-Trigger version 110 to 90
  • Advantage on-hit has been changed 9F to 18F

M Bolt Charge to Rodeo Break (Including V-Trigger):

  • Decreased damage for standard version 90 to 70
  • Decreased damage for V-Trigger version 110 to 90
  • Advantage on-hit has been changed 17F to 18F

Sunset Wheel (Standard):

  • Hitbox startup has been changed 6F to 5F
  • Increased damage for standard version by 10 each

o L: 150 to 160、M: 160 to 170、H: 170 to 180

  • Increased CA meter gain on activation and hit
  • 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.

Sunset Wheel (V-Trigger):

  • Hitbox startup has been changed 6F to 5F
  • 2F have been removed from recovery after hit
  • Increased stun damage 220 to 230
  • Increase CA meter gain on activation and hit
  • Decreased distance after hit
  • 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.

EX Sunset Wheel (Standard/V-Trigger):

  • Hitbox startup has been changed 19F to 18F
  • 2F have been removed from recovery after hit
  • Increased stun damage for standard version 200 to 250
  • Increased stun damage to V-Trigger version 220 to 280
  • Added projective invincibility to hurtbox between 1F -20F during motion
  • 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.

 

 

ALEX

 


Hurtbox:

  • The size of the forward hurtbox when crouching has been decreased
  • Hitbox when character is changing directions has been changed

Face-Crush Chop (Forward Throw):

  • Stun damage has been decreased 170 to 120
  • CA meter gain has been decreased
  • Adjusted so that the collision box doesn't move forward during attack motion

Leg Tomahawk (Reverse Throw):

  • Adjusted so that the collision box doesn't move forward during attack motion

Standing LP:

  • Removed the 3rd active frame from hitbox
  • The knockback distance when hit in-air has been increased
  • The upwards hitbox has been decreased
  • The hurtbox around the hitbox has been expanded upwards

Standing 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 move

Standing MP:

  • Motion startup has been changed 12F to 14F

o No change to advantage

  • Pushback distance on-hit has been increased
  • Advantage on V-Trigger cancel has been changed +12F to +10F
  • Hurtbox size has been increased to the same size as hitbox
  • Motion startup timing when cancelling a special has been delayed by 2F

Standing MK:

  • Hitbox startup has been changed 8F to 9F
  • o 1F added to entire motion

Standing HK:

  • Damage has been increased 90 to 100
  • Advantage on-hit has been changed -1F to +1F

Crouching LP:

  • Pushback distance on-hit has been increased

Crouching MP:

  • Hitbox startup has been changed 7F to 8F

o 1F added to entire motion

  • Motion recovery has been changed 15F to 17F
  • Active frames for hitbox has been shortened 3F to 2F
  • The hurtbox after the hitbox ends has been extended 3F

Crouching MK:

  • Hitbox startup has been changed 8F to 10F
  • o 2F added to entire motion

Crouching HP:

  • Hitbox startup has been changed 12F to 10F
  • o 2F added to entire motion

Jumping MP:

  • Hitbox startup has been changed 6F to 5F
  • Hitbox has been expanded forward

Lariat:

  • Hitbox startup has been changed 10F to 11F
  • Advantage on-hit has been changed +5F to +6F

V Skill – Overhaul:

  • V-gauge will increase by 30 after motion

V-reversal - Big Boot:

  • Hitbox startup has been changed 15F to 16F
  • Hitbox active frames have been decreased 4F to 2F
  • Advantage and distance on-hit has been changed

Air Knee Smash:

  • Damage distribution has been changed 10+120 to 50+80

o No change to total damage

  • Block wait box during motion has been deleted
  • KO timing has been changed to the first hit

EX Air Knee Smash:

  • Damage distribution has been changed 10+150 to 50+110
  • Block wait box during motion has been deleted
  • Distance after hit has been increased
  • Hurtbox on the 4th frame of the motion has been expanded upwards

L Flash Chop:

  • Hitbox startup has been changed 13F to 12F

o Entire motion has been shortened by 1F

EX Flash Chop:

  • Damage has been decreased 150 to 140

L Slash Elbow:

  • Hitbox startup has been changed 14F to 16F
  • Motion recovery has been changed 18F to 22F
  • Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  • Hurtbox around the hitbox has been expanded downwards
  • Decreased the movement distance
  • Decreased pushback distance on-block

M Slash Elbow:

  • Motion recovery has been changed 19F to 22F
  • Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  • Hurtbox around the hitbox has been expanded downwards
  • Decreased pushback distance on-block

H Slash Elbow:

  • Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  • Hurtbox around the hitbox has been expanded downwards
  • Decreased pushback distance on-block

Power Bomb/Power Drop:

  • CA meter gain on activation has been decreased
  • CA meter gain on-hit and block has been increased
  • Adjusted so the collision box doesn't move forward during attack motion.

Air Stampede:

  • Hitbox active frames have been extended 2F to 3F
  • Hitbox expands forwards as active time progresses

EX Air Stampede:

  • Projectile invincibility time has been changed between 3F - 30F to Between 1F - 30F
  • Hitbox active frames have been extended 2F to 3F

Head Crush:

  • Motion recover has been changed L: 45F to 30, M: 50F to 30F, H: 56F to 30F

Heavy Hammer:

  • Damage has been decreased 350 to 340

 

GUILE

 


Dragon Suplex:

  • Damage has been decreased 130 to 120
  • Stun damage has been decreased 200 to 120
  • CA meter gain has been decreased
  • Decreased the distance after hit
  • Advantage on-hit increased 6F

Judo Throw:

  • CA meter gain has been decreased.

Flying Mare/Flying Buster Chop:

  • Increased throw range
  • Hurtbox has been expanded downwards during motion

Standing LK:

  • Hitbox startup has been changed 5F to 4F

o Entire motion has been decreased 1F

  • Made it possible to cancel special move
  • Activation timing for special move cancel has been delayed 2F

Standing MP:

  • Hitbox startup has been changed 5F to 6F

o Entire motion has been increased 1F

  • Advantage on-hit has been changed +4F to +6F
  • Advantage on-block has been changed +3F to +2F
  • Increased pushback distance on-hit

Standing HP:

  • Hitbox startup has been changed 7F to 8F

o Entire motion has been increased 1F

  • Removed the crush counter effect, and applied a standard counter hit effect
  • Advantage on-hit has been changed +6F to 7F
  • Increased pushback distance on-hit
  • 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.

Standing HK:

  • Advantage on-hit has been changed +1F to +2F

Crouching LP:

  • Active frames for hitbox have been extended 2F to 3F

Crouching LK:

  • Button mash cancel timing has been extended.
  • Hitbox active frames have been extended 2F to 3F

Crouching MP:

  • Knockback distance on-hit has been extended.

Crouching HP:

  • Changed to be a crush counter move

o Will only apply during the first frame hitbox is active

  • Advantage on-block has been changed -3F to -4F

Crouching HK:

  • Hitbox startup has been changed 8F to 7F

o Entire motion has been shortened by 1F

Knee Bazooka:

  • Advantage on-hit has been changed -2F to -1F
  • Advantage on-block has been changed -6F to -3F

Rolling Sobat:

  • Decreased the size of the hurtbox by the feet between 7F and 10F of the motion

Full Bullet Magnum:

  • Advantage on-hit has been changed ±0F to +1F
  • Advantage on-block has been changed -4F to -6F

Drake Fang:

  • Advantage on-hit has been changed ±0F to +1F
  • Advantage on-block has been changed -4F to -6F

Reverse Spin Kick:

  • Advantage on-hit has been changed +3F to +6F
  • Advantage on-block has been changed -1F to -2F

V-Trigger - Solid Puncher:

  • V-gauge blocks have been changed from 3 to 2

V-reversal - Reverse Back Knuckle:

  • Hitbox startup has been changed 15F to 16F
  • Advantage and distance on-hit has been changed

Sonic Boom (Normal version/V-Trigger version):

  • Normal version damage has been increased 50 to 60
  • Stun damage for the V-Trigger version has been decreased 80 to 50
  • CA meter gain on activation has been decreased
  • CA meter gain on-hit or block has been increased
  • Advantage on-hit has been changed +8F to +7F
  • Advantage on-block has been changed +1F to +2F
  • Added a collision box when the hitbox is active

Sonic Break:

  • The rate the timer decreases when a single shot is active has increased
  • The rate the timer decreased for follow up shots has decreased
  • The rate the timer decreased for the EX version has increased
  • CA meter gain on activation has decreased
  • CA meter gain on-hit or block has increased
  • Active frames for both single shot and follow up shot have been unified at 36F
  • Damage for follow up shots have been increased by 10

L Somersault Kick:

  • Hitbox between 1F - 2F of the active frames have been expanded forward
  • 1 - 3F Upper body invincibility + Projectile Invincibility/ 4-6F complete invincibility to 1-2F Lower stance/3-8F hit/projective invincible

M Somersault Kick:

  • Hitbox between 1F - 2F of active frames have been expanded forward
  • 1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to 1-2F Lower stance/3-8F hit and projective invincible

H Somersault Kick:

  • Hitbox between 1F - 2F of active frames have been expanded forward
  • 1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility to Throw and projectile invincibility between 1-9F

Sonic Tempest:

  • Damage has been decreased 360 to 350

 

IBUKI

 


Vitality:

  • Vitality has increased 900 to 950

Forward Step:

  • The entire motion has been changed 17F to 16F

Jump:

  • Airborne time during jump has been changed 40F to 38F

Yamikazura (Forward throw):

  • Stun damage has decreased 170 to 120
  • CA meter gain has decreased

Kubiori (Reverse grab):

  • Damage has increased 130 to 140
  • Stun damage has increased 170 to 200
  • CA meter gain has increased

Tobizaru (Airborne throw):

  • Throw range has been decreased
  • The hurtbox during motion has been expanded downwards

Standing LK:

  • Adjusted so that a whiff can't be cancelled with a V-Trigger

Standing MK:

  • Hitbox startup has been changed 5F to 6F
  • Movement recovery has been changed 15F to 14F
  • Advantage on-hit has been changed ±0F to +5F
  • Advantage on-block has been changed -1F to +2F
  • Knockback distance on-hit and block has been decreased
  • Forward hitbox has been decreased

Standing HK:

  • On crush counter, the opponent hitstun has been increased +7F

Crouching LP:

  • Advantage on-block has been changed +1F to +2F
  • Active frames for hitbox has been extended 2F to 3F

Crouching LK:

  • Changed so that it can be button mash cancelled in to crouching LP

Crouching MP:

  • Moved the motion starting point forward when receiving damage or motion is cancelled

o Position of hitbox, hurtbox, and collision box have been adjusted.

Bonshogeri:

  • Movement recovery has been changed 16F to 19F on whiff only

o There is no change to the advantage on-hit or block

Sasanaki:

  • Advantage on-hit has been changed +5F to +6F

V-reversal – Hanagasumi:

  • Recovery on-hit has been added
  • Hitbox has been expanded forwards

Kunai/Airborne Kunai:

  • Decreased CA meter gain on activation
  • Increased CA meter gain on-hit or block
  • Delayed 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 3F

Kunai Ikkinage/Airborne Kunai Ikkinage:

  • Decreased CA meter gain on activation

Kunai Hoju:

  • Motion recovery has been shortened 3F
  • Sped up the timing that Kunai is refilled

EX Kunai Hoju:

  • Newly added an EX version

o 3 - 6 (on button hold) Kunai will be refilled

Nobusuma:

  • Changed so that a jump attack can be performed during motion recovery

Raida:

  • Increased CA meter gain on-hit and block
  • Pushback distance on-block has been decreased

EX Raida:

  • Projectile invincible frames have been changed from 3F - 9F to 1F - 9F.
  • The KO timing has been changed to the first hit

Kachofugetsu:

  • Damage has been decreased 350 to 340

 

BALROG

 


Vitality:

  • Vitality has been increased 1000 to 1025

Hurtbox:

  • Decreased the hurtbox when crouching
  • Changed the hurtbox when the character changes direction

Dirty Bomber (Forward Throw):

  • Damage has been decreased 120 to 110
  • Stun damage has been decreased 170 to 120
  • CA meter gain has decreased

Standing LP:

  • Advantage on-block has been changed +2F to +3F

Standing 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 70
  • Increase the airborne time by 1F for the opponent when hit in-air

Standing MK:

  • Decreased the distance of pushback on-hit and pushback on-block

Standing HP:

  • Changed to a crush counter move

Standing HK:

  • Extended hitbox active frames 2F to 3F

Crouching LP:

  • Advantage on-block has been changed +2F to +3F
  • Hitbox active frames have been extended 2F to 3F

Crouching LK:

  • The hitbox active frames have been extended 2F to 3F

Crouching MP:

  • Motion recover has been changed 14F to 12F
  • The upwards hitbox was decreased
  • Advantage on-hit has been changed +1F to +4F
  • Advantage on-block has been changed ±0F to +2F

Crouching MK:

  • Attack property has been changed from HIGH hit to LOW hit
  • The forward hitbox has been decreased

Crouching HP:

  • During 2F-5F active frames for the hitbox, damage for hits in-air has been increased 70 to 80

Stomping Combo:

  • Pushback distance on-block has been decreased

V Skill - KKB, Buffalo Pressure:

  • The counter window for KKB has been shortened until a follow up move can be performed
  • Advantage on-block for Buffalo Pressure has been changed -8F to -6F
  • Hitbox active frames for Buffalo Pressure has been extended 2F to 3F

V-Trigger - Crazy Rush:

  • Made adjustments to the advantage when cancelling each special moves with a V-Trigger

o This change will not be applied to EX Screw Smash

V-reversal - Buffalo Headbutt:

  • Hitbox startup has been changed 15F to 16F
  • Adjustments to advantage and distance on-hit
  • Pushback on-block has been extended
  • Sideways movement distance has been shortened

L Screw Smash:

  • Command has been changed to ↓(charged) ↑+LK to →↓↘+LK
  • Hitbox startup has been changed 13F to 10F

o Entire motion has been decreased by 3F

  • Airborne time for opponent when hit in-air has been increased

M Screw Smash:

  • Command has been changed to ↓(charged)↑+MK to →↓↘+MK
  • Hitbox startup has been changed 16F to 13F

o Entire motion has been decreased by 3F

  • Damage has been decreased 110 to 100
  • Airborne time for opponent when hit in-air has been increased

H Screw Smash:

  • Command has been changed to ↓(charged)↑+HK to →↓↘+HK
  • Damage has increased 90 to 100
  • Airborne time for opponent when hit in-air has been increased

EX Screw Smash:

  • Command has been changed to ↓(charged)↑+KK to →↓↘+KK

L Dash Straight:

  • Advantage on-hit has been changed +1F to +2F
  • The collision box has been extended upwards during the attack motion.

M Dash Straight :

  • Advantage on-hit has been changed +2F to +3F

H Dash Straight:

  • Advantage on-hit has been changed +3F to +2F
  • Pushback distance on-hit has been decreased

EX 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 motion
  • Advantage 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 hit
  • Decreased damage 130 to 110
  • Decreased stun value 200 to 120
  • Decreased CA meter gain 100 to 70
  • Decreased the distance of knockback after hit

Kaeikyaku (Reverse Grab):

  • Decreased recovery after hit by 2F
  • Decreased the distance of knockback after hit

Zankasen (airborne throw):

  • Expanded throw range
  • Expanded the hurtbox downwards during motion

Jump:

  • Unified airborne time for all jumps from 39F to 38F

Standing LK:

  • Extended hitbox active frames 2F to 4F

Standing MP:

  • Advantage on-hit has been changed +4F to +5F
  • Decreased the size of forward hurtbox

Standing MK:

  • Hitbox activation on first hit has been changed 6F to 5F
  • Entire motion has been shortened 1F
  • Hitbox activation on second hit has been changed 8F to 7F
  • Changed damage distribution 50+20 to 40+30
  • Extended the hitstun on the first hit by 1F

o This change will not be applied for when V-Trigger is active

  • Expanded the hitbox on first hit forward

Standing HP:

  • Advantage on-hit has been changed +2F to +4F

Standing HK:

  • Motion recover has been changed 17F to 20F

Crouching LP:

  • Active frames for hitbox has been extended 2F to 3F

Crouching MP:

  • Hitbox startup has been changed 5F to 6F
  • Hitbox active frames have changed 2F to 3F

Crouching MK:

  • Advantage on-hit has been changed +1F to +2F
  • Advantage on-block has been changed -3F to -2F
  • Extended the cancel timing with special move

Senkaikyaku:

  • Advantage on-block has been changed -4F to -6F

Kyoretsushu:

  • Advantage on-block has been changed -6F to -12F

V- Skill – Kasatsushu:

  • Hitbox startup on Level 2 has been changed 14F to 10F
  • Increased the juggle potential when used during in-air combos
  • Projective invincibility time has been changed from 14F of activation ~ projectile invincibility to 6F of activation ~ projectile invincibility
  • Decreased the downwards hurtbox and increased the forward hurtbox during Lvl2 motion
  • Made it possible to activate from cancel, after any type of Fuharenkyaku except the EX version
  • Changed the timing from motion start to Lvl2 from 40th frame to 33rd frame

L Ryodansatsu:

  • Hitbox startup has been changed 20F to 19F

M Ryodansatsu:

  • Hitbox startup has been changed 21F to 20F

EX Ryodansatsu:

  • Changed projectile invincibility from 5th to 27th frame of the motion to 1st to 27th frame of motion

L Tensenrin:

  • Changed command from →↓↘+LK to →↓↘+LP
  • Advantage on-hit has been changed +1F to +2F

M Tensenrin:

  • Changed command from →↓↘+MK to →↓↘+MP
  • Increased damage 110 to 120
  • Decreased the size of the hurtbox between 1F - 2F / Hit and projectile invincibility between 3-7F / added throw vulnerability to 1-7F

H Tensenrin:

  • Changed command from →↓↘+HK to →↓↘+HP
  • Added throw invincibility between 1F and 8F of motion

L Fuharenkyaku (while V-Trigger active):

  • Slowed down the projectile speed
  • Slowed the CA cancel activation timing, and made it easier for a blocking opponent to perform a V-reversal

M Fuharenkyaku:

  • Hitbox startup has been changed 21F to 23F
  • Advantage on-block has been changed -6F to -4F

M Fuharenkyaku (while V-Trigger active):

  • Hitbox startup has been changed 21F to 23F
  • Advantage on-block has been changed -6F to -4F

H Fuharenkyaku:

  • Action recovery has been decreased 31F to 21F
  • Damage has been decreased 90 to 80
  • Stun damage increased 120 to 150
  • Advantage on-block has been changed -11F to -6F

H Fuharenkyaku (while V-Trigger active):

  • Action recovery has been decreased 31F to 21F
  • Damage has been decreased 90 to 80
  • Stun damage increased 120 to 170
  • Advantage on-block has been changed -11F to -6F

Sakkai Fuhazan:

  • Expanded the hitbox backwards

 

URIEN

 


Vitality:

  • Increased vitality 1000 to 1025

Spartan Bomb (Forward Throw):

  • Decreased stun damage 200 to 120
  • CA Meter gain has decreased

Hurtbox:

  • Made adjustments to hurtbox when character changes direction

Standing MP:

  • Hitbox activation has been changed 6F to 7F

o 1F has been added to entire motion

  • Advantage on-hit has been changed +4F to +6F
  • Expanded hitbox forward

Standing MK:

  • Standing hitbox activation has been changed 8F to 9F

o 1F has been added to entire motion

Standing HP:

  • Expanded hurtbox after hitbox disappears

Standing HP (Charge):

  • Recovery on-block has been changed +3F to +5F

Standing HK:

  • Decreased the size of the hurtbox between 1F - 2F when hitbox is active

Standing HK (Charge):

  • Recovery on-block has been changed ±0F to +2F
  • Decreased the pushback on-hit distance for the second hit
  • The hurtbox during the 1F -2F active frames 1F -2F have been decreased

Crouching LP:

  • Recovery on-hit has been changed +4F to +5F
  • The duration of the hitbox active frames has been extended 2F to 3F

Crouching MP:

  • Expanded the distance of pushback on-hit

Crouching MK:

  • Advantage on-hit has been changed +1F to +4F
  • Advantage on-block has been changed -2F to +2F

Crouching HP:

  • Hitbox activation has been changed 8F to 7F
  • The 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 confirm
  • Decreased the downwards hitbox size

Terrible Smash:

  • Changed the advantage on-block -4F to -6F

Choral Kick:

  • Command has changed from 6+HK to 3+HK

V-Trigger - Aegis Reflector:

  • Increased damage from 10×3 to 20×3

V Skill - Metallic Aura:

  • Entire motion has been changed 55F to 52F

V-reversal - Anger Snap Fist:

  • Hitbox activation has changed 15F to 16F
  • Knockback and Advantage on-hit has been changed

L, M Metallic Sphere:

  • Decreased CA meter gain on activation
  • Increased the CA meter gain on-hit or block
  • Advantage on-block has been changed -9F to -7F
  • Decreased the CA cancel for the single and charged version, and made it easier for blocking opponent to do a V-Reversal

H Metallic Sphere:

  • Single version damage has been increased 60 to 70
  • Charged version damage has been increased 90 to 100
  • Decreased the CA meter gain on activation
  • Increased CA meter gain on-hit or block

L Chariot Tackle (Standard/V-Skill):

  • Increased juggle potential when used in-airborne combo

M Chariot Tackle (Standard/V-Skill):

  • Changed the active frames for hitbox 10F to 11F
  • Increased juggle potential when used in-airborne combo

H Chariot Tackle (Standard/V-Skill):

  • Damage has increased 90 to 100
  • Increased juggle potential when used in-airborne combo
  • Fixed the issue where the sideways knockback when hitting on the ground using the V-Skill version is greater than the standard version

EX Chariot Tackle (During V-Skill):

  • Fixed issue where the hitstun on the first hit is shorter than the standard version

H Violence Knee Drop (During V-Skill):

  • Fixed issue where block recovery is longer than the standard version

M 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 recovery

Fonte: Capcom-Unity

  • Upvote 3
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