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 Version 1.06.01





Common

Move List
Text changes have been made in the move list to explain the new terms "Strong Parry" and "Strong Attack Reversal," which refer to special commands that can counter attacks that general parries and attack reversals cannot, such as elbow and knee strikes.
[Characteristics of "Strong Attack Reversal" and "Strong Parry"]
They can counter attacks like elbow strikes, knee strikes, headbutts, body charges, airborne attacks, and weapon attacks.
They cannot counter throws, unblockable attacks, and maximum hold moves.
They are ineffective against moves with reversal break effects (Rage Arts, Head Smash, Power Crush immediately after a successful intercept, and some unique moves)
Alisa: b+1+3,P (or b+2+4,P)
Bryan: SNE.f,F+1+2
Jin: b+1+3 (or b+2+4)
Leroy: P:b+2 (or P:HRM.b+2)
Leroy: 1,2,1 / 2,1,2 / uf+1 / d,df,f+3+4,F
Leroy: Taunt
Leroy: Hermit
Reina: b+1+3 (or b+2+4)
Yoshimitsu: 1+2
Reversal Break effect
A special animation has been added to the moves that possess the Reversal Break Property when they hit against the following:
Attack Reversals
Parries
Power Crushes

Note: Since Power Crush properties of Rage Arts can block even if Reversal Break properties, this special animation will not be played.

Stage Breakables
Fixed an issue where, in certain situations, choosing a specific recovery action did not transition to a downed state, causing the character to transition into a recovery action while stage gimmicks could still be activated.
Floor Breakables
Fixed an issue where the following throws would not trigger a floor break in certain situations.
Bryan: Left Throw
Devil Jin: FLY.2
Hwoarang: 2+4
Kazuya: DVK.f,n,d,DF+1
Kazuya: Left Throw
Lili: 1+3
Reina: CH (f+1+2,)3
Reina: CH df+3+4
Reina: 1+3
Reina: Left Throw
"Destruction"-type stage gimmicks
Wall Break
Hard Wall Break
Balcony Break
Floor Break
Hard Floor Break
Have an effect that reduces the opponent's recoverable gauge when triggered. The amount of this reduction has been changed from 20 to 15.
"Explosion"-type stage gimmicks
Wall Blast
Wall Bound
Floor Blast
Inflict recoverable damage to the opponent regardless of combo damage scaling when activated, have had their damage adjusted from 10 to 5.
Stage gimmicks involving walls
Wall Breaks
Hard Wall Breaks
Balcony Breaks
Wall Bounds
Wall Blasts
The damage scaling after the first use in the same combo has been changed from 90% to 70%.
The damage scaling after the second use in the same combo has been changed from 80% to 60%.
The damage scaling after the third use in the same combo has been changed from 70% to 50%.
Rage Art
The amount of recoverable gauge restored when hitting with a Rage Art has been standardized to a uniform amount across all characters. It will now recover 1 on the first hit and 13 after the final hit of the animation.
Fixed an issue where characters would exhibit unnatural movements when a Rage Art traded hits on the first hit.
Fixed an issue where the camera would behave unnaturally when hitting a Rage Art from the 1P side when choosing the RIGHT side for that match.
Heat Burst
Reduced the tracking ability against opponent sidesteps.
Removed Reversal Break attribute.
Heat Burst's strike damage can no longer cause a K.O.
Reduced the distance to the opponent on hit.
Heat Dash
Collision detection for the opponent and the wall has been adjusted, alleviating the issue where the positional relationship would become strange when activated near the wall.
When an attack hits and Heat Dash is performed with a wall on the opponent's right side, there were cases where it became difficult to do follow-up attacks. This issue has been alleviated.
Changed the opponent's behavior on block when Heat Dash is activated, removing the effect that includes wall stagger. This adjustment was made considering that it was a significant factor in facilitating unilateral attacks.
Added an effect where activating Heat Dash recovers 6 of the recoverable gauge on attack hit and 3 on block. This allows for a more advantageous situation when activated with a substantial amount of recoverable gauge remaining.
Heat Dash non-techroll-able knockdowns
Some Heat Engaers only allow for follow-up attacks on a downed opponent when hit on the ground and followed by a Heat Dash. The following changes have been made to the knockdown behavior that occurs in these situations.
1. Made it possible to perform a side ukem. As a result, some follow-up attacks with slower startup times may no longer connect.
2. Additional damage scaling has been applied on top of the original damage scaling.
3. For certain moves, where allowing a side ukemi would prevent follow-up attacks will still connect.

(Moves for which the opponent's behavior on hit has been changed due to reason 3)

Devil Jin: b+3
Hwoarang: df+3+4
Kuma/Panda: b+1
Lars: 1,1,1 (Including powered-up version occurring when intercepting attacks.)
Leo: BOK.1+2 (Including powered-up version occurring when intercepting attacks.)
Reina: df+1,2
Zafina: df+4,1
Throws
1. Normal throws (1+3 or 2+4) are now treated as Homing Attacks. Their tracking performance remains unchanged from version 1.04
2. The tracking performance of command throws has been reduced. This change introduces the possibility of sidestepping to avoid command throws.
3. The following command throws are exceptions and will be treated as Homing Attacks, making them track sidesteps.
Dragunov: f,F+2,1+2 / H.f,F+2,1+2 / 1.3,2,1+2 / H.1,3,2,1+2
Hwoarang: 2+4,B
King: f+1+3 / f+2+4 / b+1+2 / df+1+3 / df+2+4 / JGS.1+4 (or 2+3) / JGR.1+3 (or 2+4) / SS.2+4 / AIR.1+3 (or f+1+3) / AIR.2+4 (or f+2+4)
Paul: 2+4,B
Reina: SEN.1+3 (or 2+4) / WRA.1+3 (or 2+4)
Steve: H.EXD 1+3 (or 2+4)
Throws which can trigger stage hazards
Damage scaling of 80% has been added to throws that can follow-up from stage gimmicks and a wall splat. This change was made considering that conbo damage could become too high in certain situations.
Wall stagger
Regarding the wall stagger that is triggered when certain attacks hit or are blocked near a wall, the following changes have been made:
To stabilize the timing of the occurrence and the frame advantages when it occurs, the window of the wall stagger and the collision detection between the character and the wall have been adjusted.
Airborne Attacks
In TEKKEN 8 the removal of the "Reversal of Reversals" mechanic from previous games has led to an increase in moves that cannot be countered by attack reversals or parries (including low parries).
In addition to the elbow strikes, knee strikes, headbutts, body charges, weapon attacks, and running moves that could not be countered in previous games, 'Tekken 8' has added airborne attacks, unblockable attacks, and fully charged hold moves to the list of moves that cannot be countered by parries.
Based on this, we have corrected moves that, despite being airborne attacks, could still be countered by attacks reversals or parries.
-Common: uf,n+4
-Alisa: SBT.3/DBT.3
-Eddy: 4,4
-Hwoarang: 1,2,f+4 / 2,f+4 / df+3+4 (third hit) / CD.3
-King: db+4 / BT.d+4 / JGR.4
-Nina: 4,3 / d,3,4,3
-Shaheen: df+4,2,3 / SNK.df+2,3
-Law: uf+3+4 / f,F+4 / FC.3,4
-Lee: 4,3,4 / ub+3
-Lili: uf,n+3
-Paul: uf,n+3
-Raven: 1,2,4 / db+3
-Victor: uf+3
-Xiaoyu: uf+1 / BT.uf+1 / AOP.while landing 3 / AOP.while landing 4

Alisa

R.df+1+2
The Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
The 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 24~25F 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

R.df+1+2
The 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.[1]
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.
  1. The same adjustments have been applied to 'b+3,2' as well.

Azucena

R.df+1+2
The 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: Reduced the recovery time inflicted on the opponent by 1 frame when the move is blocked, resulting in a change from a frame advantage of -8F to -9F on block.[1]
3: The tracking ability against sidesteps has been reduced.
4:The attack hitbox in the horizontal direction 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 a crouching state.
df+1,4,B
Transitioning into BT state from the second hit of 'df+1,4,2' is now possible.
d+2,3
The following changes have been made to enhance stability, particularly when using them in aerial combos:
Adjusted the startup frames of the first attack 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+4,1,F
The second hit can now be canceled to transition to LIB
b+3+4
Recovery time reduced by 3F.
f,F+3+4
The opponent's behavior on hit has been changed, making it possible to perform a follow-up attack on a downed opponent.
uf+4
The 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
Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
Libertador (LIB)
Fixed an issue where evasive actions against low attacks would occur even when the opponent was behind you.
LIB.2
The opponent's behavior on hit has been altered to induce wall stun.
Changed the damage from 11 to 14.
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
The recovery time on the first hit has been decreased by 3F.
The recovery time on the 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 executable with 'b,b,n,1', it has now been changed to be executable only during 'B' input.

Bryan

R.df+1+2
The 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
The opponent's behavior on counter hit has been changed to improve the stability of aerial combos.
1+3+4
Damage scaling has been removed.
This change takes into account the reduced opportunities to use this move in situations where it is difficult to evade, due to Heat Dash no longer being able to induce wall stagger.
f+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 bloc, reducing the distance to the opponent.[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]
The 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 (or qcf+2,4)
Hitbox has been added along the midline, mitigating the issue of whiffing in certain situations.
SWA.4 (or qcb+4)
Attack hitbox has been expanded only for downed opponents, ensuring it hits opponents in a face-down position.

Claudio

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
2,1,2
Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
The recovery time has been decreased by 2F.
Reduced the recovery time inflicted on the opponent by 2 frames 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
The distance from the opponent on counter hit has been reduced.
This change is intended to mitigate the rare occurrence of 'f+2,2' the intended follow-up, whiffing on CH with 'f,F+4'.
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

R.df+1+2
The 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
The 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
The 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
The 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
The 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

R.df+1+2
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The hitbox of the first hit has been expanded downwards, alleviating the instances of whiffing for certain moves.
The 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
The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
d+2
The 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 +7F to +4F on hit.
SNK.3 (or qcf+3)
The hitbox has been expanded, alleviating instances of whiffing for certain moves.

Eddy

R.df+1+2
The 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' (One Two Galopantes) while using Special Style has been fixed.
2+3
The 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
The 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]
The 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.
f,F+3
Increased the recovery time by 1 frame only when the move is blocked, resulting in a change from a frame advantage of -13F to -14F on block.
ws2
The 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.
The hitbox has been expanded downwards, alleviating instances where the attack would miss in certain situations.
The collision detection with the wall has been adjusted to mitigate the issue of whiffing when attacking near the wall.
RLX.4,3
The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.

Feng

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The 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. The tracking ability against sidesteps has been reduced. This change does not apply if the opponent's attack is successfully intercepted.
2. The 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
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.
uf+2
Reduced the distance to the opponent on block.
qcf+1+2
The 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
The 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(or BT.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

R.df+1+2
The 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.
The 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 forward 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.
CD.3
Fixed an issue where the move was incorrectly set as immune to attack reversals.
b+1+3.P,4 (or b+2+4.P,4)
The tracking capability after a successful parry has been enhanced, mitigating the occurrence of whiffing in certain situations.
During RFF b,n
The input window has been adjusted to mitigate the occurrence of unintended dashes.

Jack-8

R.df+1+2
The 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
The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from +3F to +4F.
Throws
The throw range has been extended, making it easier to grab the opponent.
d+2
FC.2
The hitbox has been expanded, alleviating instances of whiffing for certain moves.
f+3.2
ub+1+2
ws1
FC.db+1,1
GMH.2
GMC.2
The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.

Jin

R.df+1+2
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
H.2+3,4
The tracking ability of the third hit has been adjusted to prevent it from tracking opponents who sidestep the first hit.
The hitbox of the third hit has been reduced.
H.2+3
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

R.df+1+2
The 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 recoverable gauge consumption from -8 to -12 and the health consumption from -4 to -6.
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 move when aiming for a combo.
f,F+2,2
Changes have been made to trigger tornado on 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).
The 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.
f+3+4,P (Low)
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.
f+3+4,P (Throw)
Health recovery has been changed to restore 8 health and an additional 8 recoverable gauge.

Kazuya

R.df+1+2
The 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.
The behavior of the opponent on hit of the second attack has been altered to allow for follow-up attacks.
The 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.
The 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
The 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
The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
ws1+2
The 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.
The 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.
The 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
The 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.
Left Throw
The camera behavior instability issue has been alleviated.

King

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
2+3
The 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
The 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
(After two steps).F+4
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:
The tracking ability against sidesteps has been reduced.
The 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.
The 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.
qcb+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/Panda

Panda-R.df+1+2
The 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
The 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
The tracking ability of the subsequent attacks has been enhanced on hit or block, mitigating the occurrence of whiffing midway through
d+2
FC.2
The hitbox has been expanded downward, alleviating the instances of whiffing for certain moves.
ROL.3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Lars

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The hitbox of the second hit has been enlarged to mitigate the occurrence of whiffing midway throguh.
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

R.df+1+2
The 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 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.P (Right Punch)
The behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.

Lee

R.df+1+2
The 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
The forward movement has been increased to extend the reach of the attack.
f+2,1
The 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
The 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: The 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

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The 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
The behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
b+2+3
The 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.
OTG.d+3+4
Changed the damage from 22 to 21.
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.P (Right Punch)
The behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.
After ub+1 succeeds, 4
The tracking ability and the hitbox after a successful parry has been enhanced, mitigating the occurrence of the counterattack whiffing in certain situations.

Leroy

R.df+1+2
The 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.
OTG.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.P,1 (or P:b+2.P,2)
Changed the damage from 15 to 20. This change was made to account for the increased recovery time of 'OTG.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

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
3+4
The 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
The hitbox has been expanded to alleviate situations where the attack may whiff in certain circumstances.
SS.3
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.
SS.4
The behavior of the opponent on counter hit has been modified to enable potential aerial combos.
DEW.3 (or qcf+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

R.df+1+2
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.

Paul

R.df+1+2
The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
f+2
The 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.
The 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*'. 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
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
The 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
The startup of the first attack has been changed from 15F to 14F.
The damage of the first attack has been changed from 17 to 10.
The behavior of the opponent on hit for the second attack has been altered to allow for follow-up attacks.
The 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.
OTG.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".
PAB.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.4,2
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 (Hypnotist)
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.P (Right Punch)
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.