Version 1.05.00

From Wavu Wiki, the 🌊 wavy Tekken wiki
Version 1.05.00
Released 2024-06-10
Official notes [1]
Chronology (view all)
Version 1.04.00 (latest)

Common

Reversal Break effect
A new animation has been added when moves with the Reversal Break effect hit reversals, power crushes or parries
"Destruction"-type stage hazard (Wall Break, Hard Wall Break, Balcony Break, Floor Break, Hard Floor Break)
Damage to recoverable health upon triggering hazard reduced from 20 to 15
"Explosion"-type stage hazard (Wall Blast, Wall Bound, Floor Blast)
Unscaled damage upon triggering hazard reduced from 10 to 5
Rage Art
Restores 14 pts of recoverable health on hit
Heat Burst
Reduced tracking
Removed Reversal Break property
Cannot KO
Reduced pushback on hit
Heat Dash
Remove wall stagger when used near the wall
Restores 6 pts of recoverable health on hit, and 3 pts on block
Heat Dash non-techroll-able knockdowns
Can now be tech rolled
Extra damage scaling applied to follow-up hits
Throws
Generic throws are explicitly coded as Homing attacks
Command throws are no longer homing (with exceptions)
Throws which can trigger stage hazards
Additional damage scaling of 80% applied to follow-up attacks
Airborne Attacks
Some moves with jump state can no longer be parried

Alisa

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations. Hitbox around the main body has been expanded to alleviate issues of whiffing at close range. (This does not affect the attack's reach.)
f+2,1
Reduced the distance to the opponent on block.
The attack animation has been adjusted, and the duration has been reduced by 1F, changing the attack startup from "24F-25F" to "24F". This adjustment aims to stabilize the timing of the attack hitting, thereby alleviating situations where the opponent cannot perform a punish.
ub+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1: Reduced the recovery time inflicted on the opponent by 1F when the move is blocked, resulting in a change from "-8F" to "-9F" on block[1].
2: The attack duration has been reduced by "4F."
3: The timing during which jump status is active has been changed from "20F-37F" to "20F-30F"
4: Changed the damage from "26" to "23"
  1. Change does not apply if the opponent's attack is successfully intercepted

Asuka

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
1,1,3
f+1,3
b+2,1,3
The final kick attack can now be delayed.
f+3*
Adjusted the collision detection with the opponent to make it easier to hit.
f+2 during hit 1
b+3,2 during hit 1
Previously, the move performance was adjusted with the assumption that the "f+2" command would be used as a combo starter and the "f+2 during hit 1" command would be used to gain Naniwa Gusto as a combo finisher. However, to add more tactical variety by allowing aerial combos while gaining Naniwa Gusto, the following adjustments have been made:
- The behavior of the opponent on hit has been changed only when "f+2,1" is input without having Naniwa Gusto. This change allows the acquisition animation for Naniwa Gusto to occur while still enabling aerial combos.
- The input window for "1" has been changed to end just before "f+2" hits.
- The same adjustments have been applied to "b+3,2" as well.
f,F+2
Recovery time reduced by "4F", resulting in changes from "-9F" to "-12F" on block, and from "-3F" to "+1F" on hit.
f,f,F+1+2
NWG.f,f,F+1+2
Tornado is now triggered upon airborne hit.
The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
ws2,1+2
The damage has been changed from "4" to "8".

Azucena

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
1,1
Fixed an issue where the move would transition into "Libertador" (LIB) even when hitting an airborne opponent.
Second hit can now be delayed.
The behavior of the opponent on counter hit with second hit has been altered to allow for follow-up attacks.
4,1
Changed the damage from "11" to "14"
1+2
Changed the damage from "20" to "17"
Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
f+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1: Reduced the distance to the opponent on block.[1]
2: Frame advantage on block changed from "-8F" to "-9F."[1]
3: Tracking ability against sidesteps has been reduced.
4: The horizontal hitbox has been reduced
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
ws.f+3+4
ws.b+3+4
Transitioning to LIB and "Hopping Turn" now possible from crouch.
df+1,4,B
new transition to BT
d+2,3
The following changes have been made to enhance stability, particularly when using them in aerial combos:
Startup changed from "18-19F" to "17-18F."
Expanded the hitbox of the first attack upward and downward. The collision detection of the first attack has been adjusted.
Hitbox of the second attack has been expanded upward.
d+3,1,F
The second hit can now be canceled to transition to LIB
b+3+4
Recovery time reduced by "3F."
f,F+3+4
Opponent's behavior on hit has been changed, making it possible to perform a follow-up attack on a downed opponent.
uf+4
Attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
BT.1,2
Now deals chip damage on block.
BT.3
Causes Strong Aerial Tailspin on airborne hit.
Libertador (LIB)
Fixed an issue where evasive actions against low attacks would occur even when the opponent was behind you.
LIB.3,1
Attack hitbox has been expanded upwards, alleviating instances where the attack would miss in certain situations.
Opponent's behavior on normal hit has been changed to match that of on counter hit.
LIB.4,1,2
Recovery on first hit has been decreased by "3F".
Recovery on second hit has been decreased by "1F".
LIB.b,B
Timing for executing attacks during LIB has been sped up by "13F". The timing for movement during LIB remains unchanged.
LIB.b,B+1
Previously executing with "b,b,n,1", it has now been changed to be executable only during B input.

Bryan

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The damage of the first hit when performed as a subsequent attack from Taunt (1+3+4) has been changed from "10" to "24".
The hitbox of the first hit has been added along the midline, mitigating the issue of whiffing in certain situations.
1,2,1
Opponent's behavior on counter hit has been changed to improve the stability of aerial combos.
Taunt (1+3+4)
Damage scaling has been removed.
f+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Reduced the distance to the opponent on block.[1]
Reduced the recovery time inflicted on the opponent by 3 frames when the move is blocked, resulting in a change from a frame advantage of "-6F" to "-9F" on block.[1]
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
d+4
f,F+4
Hitbox has been expanded, alleviating instances where the attack would miss in certain situations.
uf+3+4
SLS.2,4
Hitbox has been added along the midline, mitigating the issue of whiffing in certain situations.
SWA.4
Attack hitbox has been expanded only for downed opponents, ensuring it hits opponents in a face-down position.

Claudio

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
2,1,2
Causes Strong Aerial Tailspin on airborne hit.
Recovery time has been decreased by "2F". Reduced the recovery time inflicted on the opponent by "2F" when the move is blocked.
df+1,2
The tracking capability of the second hit has been enhanced when the first hit, mitigating the occurrence of whiffing midway through.
f,F+4
Distance from the opponent on counter hit has been reduced. This change is intended to mitigate the rare occurence of "f+2,2", the intended follow-up, whiffing after f,F+4 lands as a counter hit.
uf+4
Adjusted the collision detection between the wall and the character to alleviate an issue where combos lacked stability when used near the wall.
Crouching State
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Devil Jin

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Distance from the opponent was reduced when the first hit is blocked, in order to alleviate whiffing midway through.
b,f+2,1,4
Collision detection and attack hitbox has been adjusted to mitigate the issue of whiffing when used as a follow-up attack near the wall.
4~3
Collision detection with the opponent has been adjusted to mitigate the issue of whiffing when used as a follow-up attack near the wall.
1+2
Tracking ability of the second hit has been enhanced on hit or block of the first hit, mitigating the occurrence of whiffing midway through.
f,F+2
Reduced the distance to the opponent on block.
b+1,2
Tracking ability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
MCR.2
Exclusively for opponents performing side ukemi, reduced the tracking ability when using it.

Dragunov

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Hitbox of the first hit has been expanded downwards, alleviating the instances of whiffing for certain moves.
Tracking ability of the second hit has been adjusted to prevent it from tracking opponents who sidestep the first hit.
4
Due to the impact of v1.04 adjustments, the second hit of 4,4 became prone to whiffing in aerial combos. The behavior during aerial combos has been corrected to match the state in v.1.03.02.
df+4
f,f,F+2
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
d+2
Hitbox has been expanded to mitigate instances of whiffing against certain moves when in close contact with the opponent.
b+4
Recovery time increased by "3F", resulting in a change of frame advantage from "-4F" to "-7F" on block, and from "+7" to "+4" on hit.
SNK.3
Hitbox has been expanded, alleviating instances of whiffing for certain moves.

Eddy

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Special Style
The issue where buffered commands were not registering after performing b+1 while using Special Style has been fixed.
2+3
Attack hitbox has been expanded downward, primarily to increase the variety of aerial combos.
H.qcf+4
RLX.2,4
RLX.2,4,D
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
df+4
The following adjustments have been made to reduce risk:
Recovery time has been decreased by "1F", and the advantage on block has been changed from "-13F" to "-12F".
Decreased the recovery time inflicted on the opponent on hit by "1F".
b+1,4
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
HSP.2,3
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
b+3,3
ws.1,3
Increased the recovery time by 1 frame only when the move is blocked, resulting in a change from "-14F" to "-15F" on block.
b+3+4
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Changed the opponent's behavior on block, reducing the distance to the opponent.[1]
Reduced the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "-7F" to "-9F" on block.[1]
Tracking ability against sidesteps has been reduced.
Changed the damage from "28" to "25"
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
ws2
Collision detection with the opponent has been adjusted to mitigate the issue of whiffing when used as punishment after crouching to evade the opponent's high attack.
Hitbox has been expanded downwards, alleviating instances where the attack would miss in certain situations.
Collision detection with the wall has been adjusted to mitigate the issue of whiffing when attacking near the wall.
RLX.4,3
Collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.

Feng

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Tracking ability of the second hit has been enhanced on hit or block of the first hit, mitigating the occurrence of whiffing midway through.
3,3
Changed the damage from "18" to "10".
f+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1. Tracking ability against sidesteps has been reduced. This change does not apply if the opponent's attack is successfully intercepted.
2. Attack hitbox in the horizontal direction has been reduced.
3. Changed the opponent's behavior on block, reducing the distance to the opponent.
b+2,3
Changed the damage of the first attack from "15" to "13"
Changed the damage of the second attack from "10" to "6"
b+3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
ws.1,2,1
Collision detection with the opponent has been adjusted to mitigate the issue of some of the opponent's punishments whiffing after this move is blocked.
uf+4
Reduced the distance to the opponent on block.
qcf+1+2
Opponent's behavior on counter hit has been changed to allow for ground follow-up attacks.
Changed the damage from "21" to "25"
BT.2
Opponent's behavior when using Heat Dash on hit has been changed. Aerial combos are no longer possible, and only follow-up attacks on a downed opponent are allowed.
Changed the damage from "23" to "27".
BT.1+4/2+3
Fixed an issue where Feng's state was incorrectly judged as "downed" after a throw escape.
Time with opponent attack f+3+4
Regarding the additional attack that occurs when intercepting the opponent's attack twice, the following changes have been made:
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
STC.2
Changed damage from "15" to "18".
Behavior of the opponent on hit has been modified, and the frame advantage has been changed from "+6F" to "+25F".

Hwoarang

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
df+3.4
Since the second hit is also considered part of the Power Crush, it has been fixed so that, like the first hit, it is not possible to escape throws if the opponent's throw connects during the second hit's animation.
Increased the recovery time by "3F" and the opponent's recovery time on block by "1F". As a result, the frame disadvantage on block has been changed from "-12F" to "-14F".
Reduced distance to the opponent on block.
d+3,4
RFS.d+3,4
LFF.d+3,4
Reduced the input window for the second hit by "1F".
If the player inputs the second hit, the opponent's recovery time on blocking the first hit has been increased, allowing the opponent to act after the second hit whiffs. This change makes it easier to punish regardless of whether the second hit is executed or not.
Damage of the second attack has been changed from "10" to "13".
db+4
Fixed an issue where, immediately after this move hit, the opponent could not sidestep towards the foreground if Hwoarang followed up with a high attack.
ws2,3
The foward movement of the first hit has been increased to extend the reach of the attack.
Hitbox of the first hit has been expanded downward, alleviating instances of whiffing for certain moves.
ws3
Changed the damage from "20" to "22". This adjustment has been made considering that, compared to other characters, the damage from punishments when guarding low attacks was slightly lacking and that this move possesses a risk of being punished if guarded.
The damage when hitting an airborne opponent has been corrected from "15" to "22".
f,n,d,df+3
Fixed an issue where the move was incorrectly set as immune to attack reversals.
Timed with opponent punch b+1+3/b+2+4, after successful parry 4
Tracking capability after a successful parry has been enhanced, mitigating the occurrence of whiffing in certain situations.
During RFF b,n
Input window has been adjusted to mitigate the occurrence of unintended dashes.

Jack-8

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
uf+3
If the attack does not hit, the recovery time has been reduced by "5F". The frame advantage on block has been changed from "-17F" to "-12F".
Reduced the distance to the opponent on block.
Previously, it dealt 6 damage only on close hit, but now it inflicts 8 recoverable damage regardless of distance. This move cannot cause a K.O.
Changed the jump status from "9-21F" to "9-23F" to prevent being hit by low attacks before the attack's startup.
f,f,F+1+2
ws2,3
GMH.4
Opponent's recovery time when blocking has been increased by "1F", and the advantage on block has been changed from "+3F" to "+4F".
Throws
Throw range has been extended, making it easier to grab the opponent.
d+2
FC.2
Hitbox has been expanded, alleviating instances of whiffing for certain moves.
f+3.2
ub+1+2
ws1
FC.db+1,1
GMH.2 and GMC.2
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.

Jin

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
H.2+3,4
Tracking ability of the third hit has been adjusted to prevent it from tracking opponents who sidestep the first hit
Hitbox of the third hit has been reduced.
Decreased the distance from the opponent on first attack, mitigating the occurrence of whiffing mid-combo.
1,2,1
ZEN.u+1
When the attack is blocked, both the player's and the opponent's recovery time has been increased by "3F". This change aims to increase the window for confirming the situation, making it easier to execute punishes.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
f,F+2
Reduced the attack hitbox to mitigate the issue of attacks landing in a way that does not visually match the animation.
Reduced the distance to the opponent on block.

Jun

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.GEN.2+3
Changed to restore "12" recoverable gauge on hit and "6" recoverable gauge on block.
Reduced 2 frames of recovery time, changing the frame disadvantage on block from "-14F" to "-12F".
Reduced the distance to the opponent on block.
Adjusted the collision detection on hit to mitigate the issue of whiffing partway through the attack.
1,1
f+1
On hit, health recovery has been changed to restore "2" health and an additional "2" recoverable gauge (for a maximum of "4" recovery).
1,2,2
f+3,2
u+2
MIA.1+2
On hit, health recovery has been changed to restore "2" health.
f+2,1+2
Health consumption amount has been increased when using this move. The health consumption has been changed from "-4" to "-6", and the recoverable gauge consumption has been changed from "-8" to "-12". During Heat, the consumption amount is halved.
df+2,1+2
Damage for the second hit has been decreased from "14" to "12".
db+1,1,1+2
To shift the focus from being a "powerful technique that consumes health" to a "technique that recovers health on hit and is important for gauge management strategy", the following adjustments have been made:
Health consumption has been removed.
Chip damage on block has been removed.
On hit, health recovery has been changed to restore "4" health and an additional "4" recoverable gauge (for a maximum of "8" recovery).
Attack effect has been changed, and the attack hitbox has been reduced.
uf+1
Health consumption amount has been decreased when using this move. The health consumption has been changed from "-6" to "-4", and the recoverable gauge consumption has been changed from "-12" to "-8". During Heat, the consumption amount is halved.
uf+4,3 on hit
Fixed an issue where the timing of the transition to an attack would be delayed if a subsequent input was made before transitioning to MIA.
Changed the health consumption from "-4" to "-6", and the recoverable gauge consumption from "-8" to "-12".
After transitioning to MIA, the recoverable gauge was previously restored by "2" at the 30F and 80F marks. This has been changed to restore "2" at the 4F, 24F, and 80F marks. This allows for partial recovery of consumed health by waiting a bit before performing a follow-up wmove when aiming for a combo.
f,F+2,2
Triggers Tornado upon aerial hit.
f,F+1+2
Changed the damage from "30" to "32"
f,f,F+3
Changed the damage from "32" to "28"
FC.df+2
Combo damage scaling after a counter hit has been adjusted to "70%".
FC.df+3
Changed the behavior on side and back hits so that the opponent is knocked down if it is a clean hit.
SS.2
On hit, health recover has been changed to restore "3" health and an additional "3" recoverable gauge (for a maximum of "6" recovery).
Behavior when hitting a downed opponent has been changed.
IZU.1,1
On hit, health recovery has been changed to restore "1" health and an additional "1" recoverable gauge (for a maximum of "2" recovery).
Health consumption has been removed.
Chip damage on block has been removed.
GEN.1
Decreased the recovery time by "1F" only when the move is blocked, resulting in a change from frame disadvantage if "-13F" to "-12F" on block.
GEN.3,2
Changed the opponent's behavior on block so that the first and second hits no longer result in a continuous block.
Hitbox of the first attack has been reduced to mitigate the issue of unintentionally hitting opponents who are behind you.
Second attack can now be delayed.
Damage of the second attack has been changed from "20" to "16".
GEN.3,D
Now possible to transition to FC.
Time with opponent low attack f+3+4
Health recovery has been changed to restore "14" health and an additional "14" recoverable gauge. In v.1.04, the only recoverable gauge was restored by "28".
Time with opponent throw f+3+4
Health recovery has been changed to restore "8" health and an additional "8" recoverable gauge.

Kazuya

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Fixed an issue where, during Heat, moves with "perfect evasion" properties, like those of Raven, could defend against this attack.
H.2+3
Changed the damage of the first hit from "12" to "9". As a result, the total damage when hitting on the ground has been changed from "43" to "40".
1,1,2
1,2,2
Decreased the distance from the opponent on first attack, mitigating the occurrence of whiffing mid-combo.
DVK.1+4
Consumption of remaining Heat time has been changed from "450F" to "270F".
Added a Reversal Break effect. This make the attack effective against common attack reversals, parries, and power crushes.
DVK.ws1+4
DVK.1+4 can now also be executed while transitioning from crouch to standing.
df+1,4
To improve Kazuya's effectiveness by increasing the return on fast-startup moves that can be used for punishes, the following adjustments have been made:
The downward hitbox size of the first attack has been increased primarily to stabilize behavior when used in aerial combos.
Behavior of the opponent on hit of the second attack has been altered to allow for follow-up attacks.
Behavior of the opponent on block has been changed, and the frame advantage has been changed from "-3F" to "-11F". Considering the increased return on hit, adjustments have been made to increase the risk when blocked.
df+1,DF+2
The downward hitbox size of the first attack has been increased primarily to stabilize behavior when used in aerial combos.
Tracking ability of the second attack has been enhanced only on hit of the first attack, mitigating the occurrence of whiffing midway through during wall combos.
Fixed an issue where the second hit would not occur when the input "df+1,DF+2,F" was performed.
Adjusted the collision detection of the second hit to increase the stability of aerial combos.
df+3,2,1
df+3,2,1*
In v1.04, the size of the attack hitbox was adjusted to mitigate the issue of hitting opponents who were not directly in front. However, this adjustment sometimes caused whiffing when used in aerial combos. Therefore, the attack hitbox has been readjusted and expanded downward.
db+1,2
Distance when hitting a downed opponent with the first attack of the second strike has been increased. This change makes it more difficult to use Heat Dash combos with this move on downed opponents except near walls.
b+1
Adjusted the collision detection with the opponent to make it easier to hit.
b+2,2,1+2
Hitbox of the first attack has been expanded downwards, alleviating instances where the attack would miss in certain situations.
To stabilize the behavior when used in aerial combos, the recovery time of the second hit has been reduced by "1F" on hit.
Recovery time of the third hit been reduced by "8F". Additionally, the opponent's recovery time when blocking the third hit has also been reduced by "8F". AS a result, the frame disadvantage on block remains unchanged. The reduction in the third hit's recovery time makes it easier to follow-up with an attack after hitting "b+2,2,1+2" at the end of an aerial combo, especially when slamming the opponent into the wall.
f,F+2
DVK.f,F+2
Reduced the distance to the opponent on block.
DVK.f,F+2,B
By inputting "B", it is now possible to prevent the transition to the Devil Form exclusive throw on hit.
ws2
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
ws1+2
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
DVK.f,n,d,df+1
Changed to consume the Heat time during the throw animation on hit, rather than during the initial strike portion.
f,n,d,df+3
Now deals chip damage on block.
DVK.f,n,d,df+3
Changed to consume the Heat time during the Devil Form elusive additional attack instead of during the kick portion.
Consumption of the remaining Heat time has been changed from "210F" to "180F".
Shortened the recovery time of the additional attack by "2F".
Reduced the distance to the opponent after the additional attack is blocked.
Damage of the additional attack has been changed from "15" to "20"
DVK.f,n,d,df+3,B
By inputting "B", it is now possible to prevent the transition to the Devil Form exclusive additional attack on hit or block.
f,n,d,df+4,4
Recovery time of the second attack has been reduced by "5F". This adjustment is made to facilitate offense after it hits.
f,n,d,df+1+2
Due to the slow startup, this move was not very effective for counter hits. Therefore, its role has been adjusted:
Changed the damage from "23" to "33".
Changed the opponent's behavior on block, reducing the distance to the opponent.
Increased the opponent's recovery time on block by "11F", changing the frame advantage on block from "-6F" to "+5".
Changed the opponent's behavior on counter hit, making aerial combos no longer possible.
With the ability to move first even when blocked, this move can now be used as an offensive starter. Additionally, the increased damage enhances its value when incorporated into combos.
Approach opponent from the left side 1+3/2+4
Camera behavior instability issue has been alleviated.

King

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
2+3
Attack hitbox has been expanded downward to increase the variety of aerial combos and to mitigate the issue of whiffing against certain moves.
f,n,d,df
From a dash state with "f,F", inputting "n,d,df" now allows for "Beast Step"
The crouch status has been removed, considering the significant increase in mobility.
f+3:1+2
The opponent's recovery time has been reduced by "6F". This change was made considering the damage was too high when including follow-up attacks on downed opponents.
Relaxed the input window of 1+2 to make it easier to execute.
f+4
Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves. Given the weakening of the tracking ability of throws, this adjustment aims to make Homing Attacks easier to use.
d+3+4
d+3+4,2
FC.df+4
wr4
Changed the opponent's behavior when hit from behind, unifying the opponent's recovery time with that when hit from the front.
The downward hitbox size of the first attack has been expanded primarily to stabilize behavior when used in follow-up attack from certain attacks.
db+3
Changed the timing for entering crouch status from "10F" to "6F".
db+1+2,2
Reduced the distance to the opponent after hitting with an attack and activating Heat.
Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
b+3
b+3:1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Tracking ability against sidesteps has been reduced.
Damage of the throw has been changed from "20" to "15".
The opponent's recovery time for strike throws has been reduced by "6F". These changes were made considering the damage was too high when including follow-up attacks on downed opponents.
f,F+2
Considering the overall suppression of throw performance in the game, the following adjustments have been made to compensate and enhance the appeal of "King", who relies heavily on throws, making it easier to initiate throws against opponents:
The opponent's recovery time when blocking has been increased by "7F", resulting in a change from "0F" to "+7F" on block.
The opponent's state when blocking has been changed from "crouching" to "standing"
f,f,n,2
Considering the ability to execute highly repetitive and powerful attacks, the following adjustments have been made:
The behavior of the opponent on hit has been modified, and the frame advantage has been changed from "+7F" to "+5F".
Damage of the throw on counter hit has been changed from "35" to "30".
Changed the opponent's behavior when trading hits. This adjustment was made because the ability for King to initiate an aerial combo on trade was extremely powerful.
FC.df+2
This attack can now be performed immediately after crouching under a high attack.
Fixed an issue where pressing "df" and "2" simultaneously while crouching with the "db" input would not trigger this attack.
Approach opponent d,db,b+1+2
The opponent's recovery time has been reduced by "6F". This adjustment was made considering cases where unintended follow-up attacks were possible against certain characters.

Kuma

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
2+3
2,1
uf+3,4,1+2
f,F+1+2
HBS.2
HBS.f+1+2
Attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
1,1
1,2
1,1,1
df+1,2
df+1,2,1+2
Tracking ability of the subsequent attacks has been enhanced on hit or block, mitigating the occurrence of whiffing midway through
d+2
FC.2
Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves.
ROLL.3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Lars

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Hitbox of the second hit has been enlarged to mitigate the occurrence of whiffing midway throuhg.
The collision detection has been expanded downwards to make it harder to jump over the opponent when the opponent blocks the attack near the wall.
db+4
uf+3+4
SEN.2
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
SEN.1
Hitbox has been adjusted to alleviate instances of hitting targets from areas other than the front.

Law

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Lowered the tracking ability of the second hit to prevent from tracking if the opponent sidesteps the first hit.
Changed the opponent's behavior upon hit of the second attack when the first attack whiffs.
The speed of the subsequent attacks after the first hit is block has been slightly increased.
H.1+2
Changed the opponent's behavior on block, reducing the distance to the opponent.
1+2
The behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from Slide (FC.df,d,DF+3) allowed for highly repetitive and powerful offense.
This change does not affect H.1+2
uf+1+2
Adjusted the input reception to make it easier to perform moves even from a crouching position.
FC.df,d,DF+3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
b+1+3 (after parrying right punch)
Behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.

Lee

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
2+3
Forward movement has been increased to extend the reach of the attack.
f+2,1
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
Hitbox has been expanded downward, alleviating the situation where it would occasionally whiff under certain circumstances.
df+1
FC.df,d,DF+3
FC.df,d,df:3
MS.1+2
HMS.4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
d+3
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
b+1,1
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
H.b+1,1+2
H.b+1,1,2
Lee has a characteristic where, when in Heat, his moves perform as if they were just-frame inputs, even if the just-frame input was not successfully executed. The behavior of the opponent on an aerial hit by these moves was differing based on whether the just-frame input was successful or not. This has been fixed to always reflect the successful just-frame input behavior.
b+3+4
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1: Changed the opponent's behavior on block, reducing the distance to the opponent.[1]
2: Reduced the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "-7F" to "-9F" on block.[1]
3: Tracking ability against sidesteps has been reduced.
4: Reduced the attack hitbox in the horizontal direction.
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
uf+1+2
Adjusted the input reception to make it easier to perform moves even from a crouching position.
HMS.3
Fixed an issue where the hitbox of the powered-up version of the attack, which triggered immediately after intercepting an opponent's attack, was smaller than that of the regular version.

Leo

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Distance from the opponent was reduced when the first hit is blocked, in order to alleviate whiffing midway through.
f,F+3
LTG.f+2,4,3
The move's status has been changed to give it jump status before the attack's startup. This alteration allows the character to evade low attacks and special low attacks from the opponent.
d+1
Changed the damage from "18" to "19".
The behavior of the opponent on counter hit has been changed so that the opponent does not get knocked down and instead results in a frame advantage of "+13F". This change allows Leo to transition into a crouching state with "d+1,D" and then follow-up with moves like "ws4,1+2", enabling a combo and Heat activation.
A 70% damage scaling has been applied to combos after a counter hit. This change takes into account the ability to follow-up with ground attacks, resulting in a higher overall combo damage compared to v1.04.
b+4,1
Behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
b+2+3
Input window for the punch parry has been changed from "2-8F" to "5-9F".
ws1,4,1
Changed the damage from "24" to "21".
ws1+2
Decreased the recovery time by 1 frame only when the move is blocked, resulting in a change from a frame advantage of "-15F" to "-14F" on block.
qcf+2,1
qcf+2,4
Second hit can now be delayed.
Adjusted the second attack's collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Fixed an issue where the second hit could be blocked when the first hit landed from the side.
Added chip damage on block to the second hit of "qcf+2,4"
Changed the opponent's behavior when blocking the second hit of "qcf+2,4".
Increased the opponent's recovery time by "7F" when blocking the second hit of "qcf+2,4", changing the frame disadvantage on block from "-11F" to "-4F".
BOK.1+2
Changed the damage from "22" to "21".
KNK.3,4
Changed the damage from "27" to "23".
b+1+3 (after parrying right punch attack)
Behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.
After ub+1 succeeds, 4
Tracking ability and the hitbox after a successful parry has been enhanced, mitigating the occurrence of the counterattack whiffing in certain situations.

Leroy

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
f+2+3
db+2+3
Changed so that if Leroy is hit by an opponent's attack before the first hit of his attack lands, the Cane will not be considered consumed. (In versions prior to v1.04, it was considered used even if interrupted before the attack hit.)
df+1,1+2,2
Fixed an issue where the tracking ability of the first hit was unintentionally increased when inputting up to the second hit
df+2,1+2
Changed the opponent's orientation to face forward when the second hit connects from the side. This adjustment aims to improve the stability of aerial combos starting from the third hit onward.
db+3
Expanded hurtbox, alleviating situations where certain attacks would whiff.
b+4
The issue where there was an unnatural forward movement in specific situations has been corrected.
while opponent is down db+2,1+2
Adjusted so that the second attack continuously hits when the first attack hits with a grounded opponent.
Increased the recovery time of the fourth hit by "3F". The frame advantage has been changed from "-13F" to "-16F" on block, and from "-2F" to "-5F" on hit.
Adjusted the collision detection of the fourth hit to mitigate the issue where the multi-hit portion would whiff against certain characters.
HRM.1+2
The downward hitbox size of the first hit has been increased primarily to stabilize behavior when used in combos.
P.b+2,1(or 2)
Changed the damage from "15" to "20". This change was made to account for the increased recovery time of "while opponent is down db+2,1+2", which prevented further follow-up attacks, resulting in a decrease in overall combo damage.
1+3
Fixed an issue where Leroy would be considered facing away if attacked immediately after a throw escape.

Lili

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
3+4
Tracking ability of the second hit has been enhanced.
H.1,2,4
H.f,F+3+4
H.DEW.1,4
H.RAB.4
Changed the opponent's behavior on block, reducing the distance to the opponent.
Removed the wall stagger effect on block.
Increased the opponent's recovery on block by "3F". The frame advantage on block has been changes as follows: 1,2,4 from "+2F" to "+5F", and f,F+3+4 DEW.1,4 and RAB.4 from "+4F" to "+7F".
These changes were made to address the issue where a highly repetitive offensive loop was possible when the opponent was cornered. The wall stagger effect was removed, and instead, the moves have been adjusted to facilitate continued offense regardless of positioning within the stage.
1,1,3
To slow down the pace of exchanges and increase the risk of stopping after the second hit, the following changes have been made:
Increased the recovery time of the second hit by "2F".
To maintain the frame advantage on hit for the second attack, increased the opponent's recovery time on hit by "2F".
Reduced the distance to the opponent on block after the second attack.
Increased the recovery time of the third attack by "4F" on block, whiff, and when intercepted by the opponent's power crush.
To maintain the frame advantage on block for the third attack, increased the opponent's recovery time on block by "4F".
Fixed an issue where the third hit would launch the opponent far away when hitting from an angle other than the front.
3+4
Fixed an issue where heat Dash would sometimes be triggered even when the conditions were not met in certain situations.
f+3+4
Recovery time reduced by "5F". This change was made considering that unintended follow-up attacks could lead to significant combo damage.
d+3
Changed the damage from "17" to "14".
ws1,2
Hitbox has been expanded to alleviate situations where the attack may whiff in certain circumstances.
SS.3
Behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from "H.RAB.3" allowed for highly repetitive and powerful offense.
SS.4
Behavior of the opponent on counter hit has been modified to enable potential aerial combos.
DEW.3
Decreased the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "-9F" to "-11F" on block.
The behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from "H.RAB.3" allowed for highly repetitive and powerful offense.
BT.3,4
When the attack is blocked, both the player's and opponent's recovery time has been increased by "4F". This change aims to increase the window for confirming the situation, making it easier to execute punishes.
BT.d+2
H.BT.2+3
The collision detection has been adjusted to alleviate issues where the distance would open up before the attack, making it easier for the opponent to evade with a backstep.
BT.b+3
Fixed an issue where the input window for transitioning to an attack during RAB was different from the forward-facing "b+3", making it difficult to execute the move.

Nina

Rage Art
The attack duration was set to "2F", which differed from other characters' Rage Arts, so the duration has been shortened to "1F".
To prevent the move from becoming harder to hit upward to due to the shorter duration, the attack hitbox has been expanded upward.
The power crush attribute before the attack starts was set to be "1F" longer than other characters' Rage Arts, and this has been corrected.
1,2,1+2
f+1+2
df+1,2,1+2
Adjusted the position and size of the attack hitbox, and further reduced the tracking performance to alleviate the difficulty of sidestepping in certain situations.
The distance from the opponent on block has been reduced.
*The powered-up version when intercepting an attack remains unchanged.
f+4
Changed the jump status from "12-21F" to "12-24F" to prevent being hit by low attacks before the attack's startup.
df+3+4
Changed the timing for entering crouch from "1F" to "4F".
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
FC.df+4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
3,4
d+3,4,3
Fixed an issue where the move was incorrectly set to as immune to attack reversals.
db+2
Changed the damage from "20" to "17".
db+4,3
The hitbox size has been increased primarily to stabilize behavior when used in aerial combos.

Panda

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
2+3
2,1
uf+3,4,1+2
f,F+1+2
HBS.2
HBS.f+1+2
Attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
1,1
1,2
1,1,1
df+1,2
df+1,2,1+2
Tracking ability of the subsequent attacks has been enhanced on hit or block, mitigating the occurrence of whiffing midway through
d+2
FC.2
Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves.
ROLL.3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Paul

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
f+2
Startup of the attack has been changed from "14F" to "13F".
Reduced the damage of the strike portion from "14" to "12". The damage of the throw animation portion remains unchanged.
Reduced recovery time of the throw animation portion by "3F", changing the frame advantage from "+6F" to "+9F" on hit.
By speeding up the attack to "13F", it becomes one of the fastest moves that can lead to an aerial combo from a Heat Dash. When in Heat, the threat of a punishment combo from this move should make it easier for Paul to apply offensive pressure.
f+4
Increased the recovery time inflicted on the opponent by "3F" when the move is blocked, resulting in a change from "-8F" to "-5F" on block.
Damage changed from "21" to "24".
Reduced the distance to the opponent after hitting from a long range and activating Heat.
Changed the opponent's behavior on hit when Heat Dash is activated, increasing the variety of follow-up attacks.
f+1+2
Now deals chip damage on block.
Behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
f+1+2*
Made it possible to enhance f+1+2 with a hold input. When Paul enters Heat, hold moves are powered up, and this move will also benefit from that power-up.
b+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Changed the opponent's behavior on block, reducing the distance to the opponent.[1]
Reduced the recovery time inflicted on the opponent by "3F", and the advantage on block has been changed from "-6F" to "-9F".[1]
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
ub+2
Recovery time reduced by "2F".
Adjusted the tracking performance to make it more likely to hit opponent sidestepping to the left.
uf+2
Changed the opponent's behavior on block, reducing the distance to the opponent.
Changed the damage from "22" to "26".
f,F+4
Now deals chip damage on block.
The opponent's recovery time when blocking has been increased by "3F", and the advantage on block has been changed from "-1F" to "+2F".
f,f,F+2 (wr2)
Recovery time has been decreased by "1F", and the frame advantage on block has been changed from "-10F" to "-9F".
Now deals chip damage on block.
Limited the conditions for transitioning to a strike throw to "airborne hits" only.
Changed the opponent's behavior on counter hit, allowing for follow-up attacks on a downed opponent.
ws3
Opponent's behavior on hit has been changed, and the frame advantage has been changed from "+3F" to "+6F".
SWA.2
BSW.2
Reduced the distance to the opponent after hitting an attack and activating Heat.
DPD.2,1
Startup of the first attack has been changed from "15F" to "14F".
Damage of the first attack has been changed from "17" to "10".
Behavior of the opponent on hit for the second attack has been altered to allow for follow-up attacks.
Damage of the second attack has been changed from "28" to "20".
DPD.4
Changed the damage from "12" to "18".
BSW.df
Made DPD executable from BSW with "df"

Raven

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Adjusted the collision detection to mitigate the issue of unintentionally being able to evade the opponent's attacks.
Hitbox around the main body has been expanded to alleviate issues of whiffing at close range. (This change does not affect the attack's reach.)
Adjusted the opponent's behavior and other factors on block to reduce the issue of whiffing partway through the attack.
3~4
Added jump status to make it usable as an option against the opponent's low attacks.
3~4,3
Expanded the attack hitbox to correct the changes in behavior when used in aerial combos due to the improved tracking performance in v1.04.
f+1+2
BT.2
The hitbox has been added along the midline, mitigating the issue of whiffing in certain situations.
db+2,1
The hitbox has been added along the midline, mitigating the issue of whiffing in certain situations.
d,DF+3
FC.df+3 can now also be executed from a standing position with "d,DF+3"
FC.df+3
Increase Raven's forward movement after the attack. This change aims to reduce the distance to the opponent after the attack, considering the low risk when the attack is blocked.
BT.f+3
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
Changed the opponent's behavior on normal hit. The recovery when returning to facing forward has been changed from "+3F" to "+6F". When transitioning to BT, the recovery has been changed from "0F" to "+3F".
Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
BT.f+4
Changed the damage from "9" to "13".
Changed the opponent's behavior on hit, reducing the distance to the opponent.
Increased the recovery time inflicted on the opponent upon hit by "2F", resulting in a change from "+2F" to "+4F" on hit.
BT.b+3+4
Fixed an issue where he could not block at the intended timing when the opponent was positioned to the side.

Reina

1,1
The distance from the opponent has been reduced when the first hit connects, in order to alleviate whiffing midway through.
2,2,2,3,1,1,3,3
3,4
3+4,4
f+3+4
f+3+4*
df+3+4,4
b+1,1,3,3
b+3,4
FC.df+4
BT.4
H.3.4.4
H.3+4,4,4
H.f+3+4.4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
Removed the crouching status.
f+1+2,3
Fixed an issue where the distance between characters would become unnaturally large on counter hit.
CH f+1+2,3
CH df+3+4
Expanded the angle at which the move can transition into a strike throw.
df+1,2
Hitbox has been adjusted to alleviate instances of hitting targets from areas other than the front.
f,F+2
Adjusted the size of the attack hitbox to make it less likely to hit opponents move to Reina's right side.
while opponent is down d+4,1
Changed the damage of the second attack from "20" to "17".
Changed the damage of the second attack of the just frame input version from "24" to "20".
SEN.1,2
Since the second hit is also considered part of the Power Crush, it has been fixed so that, like the first hit, it is not possible to escape throws if the opponent's throw connects during the second hit's animation.
SEN.3
Fixed an issue where the move was incorrectly set as immune to attack reversals.
Expanded the attack hitbox horizontally to mitigate the issue of whiffing against opponents' sidesteps in certain situations.
SEN.3+4
hitbox around the main body has been expanded to alleviate issues of whiffing at close range. (This change does not affect the attack's reach.)
WRA.1+2
Fixed an issue where tracking performance would decrease when certain inputs were performed.

Shaheen

Rage Art
db+3,4
Hitbox has been expanded, alleviating instances where the attack would miss in certain situations.
b+3+4
f+3+4
The issue where performing certain inputs resulted in unintended moves has been fixed.
f+2,3
Behavior of the opponent on hit has been modified, and the frame advantage has been changed from "+5F" to "+20F".
To facilitate offense after landing an attack, the distance from the opponent on hit has been reduced.
These adjustments were made to compensate for the loss of offensive strength due to the changes to SNK.2. After landing the attack, the opponent can still block or duck high attacks, but Shaheen will be in a significantly advantageous position.
df+4,1,3
db+3,4
SNK.df+1,3
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
d+4
The collision detection with the opponent has been adjusted to mitigate the issue of some of the opponent's punishments whiffing after this move is blocked.
b+2
The angle at which the strike throw can be executed has been expanded, allowing the strike throw to connect no only from directly in front, but also from slightly off to the side.
b+3+4
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Changed the opponent's behavior on block, reducing the distance to the opponent.[1]
Tracking ability against sidesteps has been reduced.[1]
Reduced the attack hitbox in the horizontal direction.
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
uf+1
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
FC.df,d,DF+3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
Adjusted the distance to the opponent on hit to stabilize follow-up attacks.
D.u+2
Changed the opponent's behavior on block and removed wall stagger effect.
Increased the opponent's block stun by "2F", changing the block stun to "+4F". This adjustment aims to improve offensive opportunities when not near a wall.
SNK.DB
Fixed an issue where continuing to hold "DB" would prevent blocking against low attacks even after the recovery period had ended.
SNK.2
The behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from "FC.df,d,DF+3" allowed for highly repetitive and powerful offense.

Steve

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
ws1+2
"1+2" now executable while transitioning from crouch to standing.
FC.df+2
Startup of the attack has been changed from "18-19F" to "16-17F".
PKB.df+1,2
Fixed an issue where unintended behavior would occur when on side or back hits.
LNH.1
Opponent's behavior on block has been changed. Opponent's recovery time has been increased by "5F", and the advantage on block has been changed from "-9F" to "-4F".
LNH.1+2
Now deals chip damage on block.
Added a Reversal Break effect. This makes the attack effective against common attack reversals, parries, and power crushes.
H.2+3,B
f+2,2,B
db+3,2,B
b+1,2,B
uf+3,2,B
ws2,2,B
WVE.1,2,B
For all LNH transition moves, holding "B" allows the option to return to a standing position instead of transitioning into the stance. Transitioning into LNH allows for quicker movements, but being able to choose actions from a standing position improves control feel and expands the freedom of playstyle.

Victor

H.db+1+2
Hitbox around the main body has been expanded to alleviate the issues of whiffing at close range. (This change does not affect the attack's reach.)
f+4,2,3+4 or f+4,2,D
Now possible to transition to IAI on hit or block.
f+3
Added punch parry effect from "5-10F".
Expanded the hurtbox upwards to reduce the unintended ability to evade opponent's high attacks.
As it has been designated as a parry, it can no longer escape throws if grabbed during the move's animation.
df+1,1
Distance from the opponent has been reduced when the first hit connects, in order to alleviate whiffing midway through.
Expanded the hitbox of the second attack of the second strike downward to mitigate the issue of whiffing against certain moves.
df+2
To make it easier for the opponent to counterattack when the move is blocked or whiffs, the following changes have been made:
Increased the recovery time by "3F" on block and whiff.
Increased the recovery time inflicted on the opponent upon block by "3F".
qcf+2
df+4,2
2,2,2
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
b+1,2
Distance to the opponent has been reduced when the first hit connects, in order to alleviate whiffing midway through.
b+2
To enhance performance while maintaining the combo content on counter hit, the following adjustments have been made:
Recovery time reduced by "3F".
Reduced the recovery time inflicted on the opponent by "3F" when the move is a counter hit.
Combo damage scaling after counter hit has been changed from "70%" to "90%".
Previously, this move dealt "0" damage on hit, but it now deals "5" recoverable damage. This move cannot cause a K.O.
b+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1. Tracking ability against sidesteps has been reduced.[1]
2. Forward movement has been reduced, resulting in shorter reach.
3. Adjusted startup frames from "15-16F" to "19-20F".
4. Reduced the attack hitbox in the horizontal direction.
  1. This change does not apply if the opponent's attack is successfully intercepted.
u+1+2
Tracking ability against sidesteps has been reduced.
Changed the damage from "40" to "37".
H.u+1+2
Consumption of remaining Heat has been changed from "300F" to "450F".
Tracking ability against sidesteps of the first attack has been reduced.
Changed the damage of the first attack from "40" to "37".
Adjusted the tracking performance of the move so that the second attack is less likely to connect when the first attack is evaded.
Hitbox of the second attack has been reduced to make it easier to evade through sidesteps.
f,F+2
Distance from the opponent on block has been reduced.
f,f,F+2,3+4 or f,f,F+2,D
Now possible to transition into IAI on hit or block. Frame advantage on block is "+5F".
f,f,F+2
Changed the damage from "30" to "21".
Adjusted the startup frames from "16-17F" to "18-19F".
Decreased the recovery time inflicted on the opponent by "3F" when the move is blocked, resulting in a change from "+5F" to "+2F" on block.
Changed the opponent's behavior on block, increasing the distance to the opponent.
This change was made considering that repeatedly using this move on hit or block was a powerful playstyle that overshadowed the use of other moves. Given that the adjustments to IAI.3,2 tend to increase combo damage, the damage of this move itself has been significantly reduced.
PRF.1
To primarily reduce the risk when blocked, the following changes have been made:
Reduced the recovery time by "1F".
To maintain the frame advantage on hit, reduced the opponent's recovery time on hit by "1F". There are no changes to the opponent's behavior on counter hit.
As a result, the frame data is now as follows:
On block: "-13F" to "-12F"
On hit: "+4F" (no change)
On counter hit: "+13F" to "+14F".
b+4
PRF.4
Changed the damage from "17" to "20".
Now deals chip damage on block.
Increased the recovery time inflicted on the opponent by "4F" when the move is blocked, resulting in a change from "-6F" to "-2F" on block.
PRF.1+2
Increased the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "+4F" to "+6F" on block.
Distance from the opponent on block has been reduced.
IAI.u
New command for warping closer to the opponent.
IAI.2
IAI.1+2
Behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
IAI.3,2
Changed the damage from "24" to "20".
Now causes Strong Aerial Tailspin on airborne hit to increase the variety of aerial combos.
IAI.d+2
Opponent's recovery time when blocking has been increased by "3F", resulting in a change from "+1F" to "+4F" on block.

Xiaoyu

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
H.f+2,1,2
Adjusted the position of the hitbox during wall combos to mitigate the issue of whiffing when used in wall combos.
AOP.3+4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
HYP
Fixed an issue where certain inputs would prevent subsequent attacks from being executed correctly.
f+2+3
Changed the damage on wall splat from "10" to "16".
b+1+3 (after parrying right punch attack)
Behavior upon successful parry has been adjusted, mitigating the issue where the positioning between characters would become incorrect.

Yoshimitsu

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The opponent's behavior on the third hit has been modified, mitigating the occurrence of whiffing midway through.
b+2,2
Adjusted the collision detection to mitigate the issues where some counterattacks wouldn't reach after evading by crouching.
Fixed an issue where the Heat Dash transition could be triggered even if the second hit whiffed in certain situations.
d+3+4
FC.d+3+4
DGF.d+3+4
Enabled the ability to buffer inputs for moves when transitioning into IND.
Made the timing to execute moves from "d+3+4" and "DGF.3+4" "1F" faster, and from "FC.d+3+4" "2F" faster.
FC.df+4,d+3+4
IND.4,d+3+4
Added a new command for transitioning into IND after an attack. Frame advantage on hit is "+8F".
BT.d+1
The issue where performing certain inputs resulted in unintended moves has been fixed.
KIN.f+1
KIN.f+1*
To mitigate the issue of attacks whiffing partway through, the following changes have been made:
Changed the opponent's behavior on long-range hits to reduce the distance to the opponent.
Tracking ability upon contact with the attack has been improved.
Hitbox has been enhanced.
Fixed so that the attack does not track the opponent when it whiffs.
KIN.d+1,DB
Made it possible to transition to Crouch by inputting "DB"
MED.3
Fixed an issue where attempting to perform "BT.1" or "BT.d+1" immediately after this attack would cause an unintended attack to be directed away from the opponent.
DRG.1
Damage of the standard version has been changed from "15" to "22".
Damage during Heat has been changed from "20" to "26".
Consumption of remaining Heat has been changed from "180F" to "90F".
Tracking ability has been enhanced.
DRG.f+1+2
Consumption of remaining Heat has been changed from "180F" to "90F".
IND.2
Forward movement has been increased to extend the reach of the attack.
Hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
IND.3+4
Changed to a homing attack.

Zafina

df+4,2
Adjusted the collision detection to mitigate the issue of swapping positions with the opponent in certain situations.
ws1,2
The opponent's behavior on landing with the first and second hit has been modified. The second hit now launches the opponent into the air, allowing for more consistent follow-up attacks when the opponent is hit near the wall.
To minimize the impact of these changes on the overall damage of aerial combos, the damage of the first has been adjusted from "9" to "8", and the damage of the second hit has been adjusted from "18" to "8".
SCR.3
Changed the behavior when hitting a crouching opponent to match the behavior when hitting a standing opponent. This adjustment aims to mitigate the issue of the second hit whiffing in certain situations.