| Version 2.00.01 | |
|---|---|
| Released | 2025-04-01 |
| Official notes | [1] |
| Chronology (view all) | |
| â Version 1.13.00 | Version 2.00.02 â |
- Anna added to the game.
Common
- Heat Engagers
- During Heat Activation, pressing 'DB' or 'D' or 'DF' at the start of the running animation now allows a transition into a crouching state.
- Fixed an issue where the opponent's knockback distance was excessively large on side hits in certain situations.
- Ki Charge
- Removed the mechanic where attacks would count as counter-hits when landing on the opponent while in Ki Charge state.
- Adjusted the first hit's damage scaling to 150% when striking the opponent during Ki Charge state.
- Ki Charge state now ends if the attack is blocked.
- Before Round Starts
- Adjusted to allow buffered inputs, making it easier to perform moves at the start of the round.
- Sidestep
- Adjusted so that 'd,n' now allows sidestepping to the foreground while in a crouching state.
- Side Walk
- Adjusted to allow buffered input for sidestep walking, making it easier to perform after an action's recovery.
- Moves that knock opponent back, that can be teched (Quick Recover and Quick Back Slide)
- Adjusted so that Quick Back Slide is now performed automatically.
Example: Dragunov's f,f,F+2
- Getting up from downed state
- Reduced Risk When Getting Up
When in a downed state, depending on the direction faced, attempting to get up could result in being launched from behind upon taking a hit. This could make the wake-up process extremely risky. To address this, during Quick Recovery and Quick Back Slide, the downed state will now remain active until the recovery is fully completed, reducing the risk of getting launched.
- Unified Block Timing
Previously, the timing at which a character could guard differed between Quick Recovery and Quick Back Slide. In Season 2, the guard timing for both types has been standardized, making it easier to understand and improving the overall gameplay experience.
- Quick Back Slide from a Face-Down State
When in a face-down position and taking further attacks, it was not possible to perform a Quick Back Slide. This limitation often caused issues, especially when pinned against a wall, where attempting a recovery using 'b' could result in receiving continued attacks. To resolve this, characters will now be able to perform a Quick Back Slide even when in a face-down state after being hit.
- Combo starter
- When hitting the opponent from the front while the axis was misaligned, the opponent will now turn to face your direction.
- Moves performed FC with 'db' or 'df' and a button
- Made it possible to perform the move even immediately after crouching under a high attack from the opponent.
- 1+3
- 2+4
- Expanded the attack hitbox to reduce instances where the move would whiff against the opponent's sidestep, despite being a homing attack.
- Increased the recovery time by 5F on whiff.
- BT.1+3
- BT.2+4
- The hitbox has been enhanced.
- Changed to a homing attack. This adjustment has been made to align with the homing performance with that of a frontal throw.
- Heat
- When taking damage from a grounded hit during Heat state 30% of the damage received will now be converted into recoverable health.
- The chip damage multiplier applied when guarding has been adjusted from 30% to 25%.
- Heat Dash
- Changed so that Heat Dash will not activate when the move hits a downed opponent.
- Adjusted the amount of recoverable damage dealt when using Heat Dash after a move is blocked from 10 to 7.
- Adjusted the recoverable damage dealt when using Heat Dash after a move is blocked against an opponent with Rage from 10 to 1. (Now included under the chip damage reduction effect during Rage.)
- Standardized the opponent's behavior when a move lands as ground hit but cannot be followed up with an air combo.
The following moves have had their opponent behavior adjusted when Heat Dash is used on hit.
- -Alisa: 3,2
- -Asuka: db+1,2
- -Bryan: 1,2,4
- -Claudio: 3,2
- -Heihachi: FUJ.1,1
- -Kazuya: db+1,2
- -Lars: DEN.3
- -Lee: 4,4,4 (Perfect) / df+4,4
- -Lili: BT.1,4
- -Reina: SEN.3
- -Steve: 1+2
- -Victor: f+4,1
- -Yoshimitsu: KIN.f+2
- -Zafina: MNT.df+1
- Spring Attack
- Changed the damage from 20 to 15.
- The frame advantage on block has been changed from -21~-10F to -24~-13F.
- Increased the recovery time by 5F on whiff.
- Ultimate Tackle
- The startup of the attack has been changed from 26F to 32F.
Applicable Characters: Paul, Azucena, King
- Strong Ground Spike
- Adjusted the timing for entering the downed state to be 15F earlier, preventing follow-up attacks from resulting in an airborne hit.
Example: Dragunov's f+4,3
- Devil Jin 'b+4' down hit opponent reaction, etc.
- Adjusted the timing for entering the downed state to be 16F earlier, preventing follow-up attacks from resulting in an airborne hit.
- Making contact with the opponent after running for for four more or more steps
- The Power Crus properties were the same as those of a Rage Art, so this has been corrected.
- Homing Properties
- When selecting the RIGHT side, homing properties of certain moves behaved unintentionally, so this has been corrected.
- Wake-Up Low Kick
- In certain situations, the opponent's behavior after being hit by a wake-up low kick was unintended, so this has been corrected.
- Super slow-motion sequences
- Mitigated an issue where certain attacks would whiff when a super slow-motion effect occurred.
- Fixed an issue where inputting follow-up attacks during a Super Slow-motion effect could cause unintended changes in attack timing.
- Stage (ARENA)
- Stage (FALLEN DESTINY)
- Fixed a timing discrepancy between the "FIGHT!' round call display and the "FIGHT!" text on the floor in the ARENA stage.
- Reduced the background wind effect in the FALLEN DESTINY stage during battles to mitigate clipping issues where hair and clothing would intersect with the character's body.
Alisa
- DBT.f+1+2
- Added new move 'Hello World'.
- H.f,F+2,1+2
- Added new move 'Hello World - Emergency'.
- H.DES.f+2,1,3 (or f+2,1,4)
- 'H.DES.f+2,1' Now transitions to Dual Boot.
- During Evasive Action 3 (or 4)
- *DES.d+3/u+3/d+4/u+4
- During Evasive Action 3 (or 4) now transitions to Dual Boot.
- BKP.1
- 'BKP.1,3 (or 1,4)' now transitions to 'Boot'.
- 'BKP.1,f+3 (or 1.f+4)' now transitions to 'Dual Boot'.
- df+1,4
- 'df+1,4,1+2' now transitions to 'Destructive Form'.
- The combo damage scaling after a counter hit has been adjusted to 70%.
- DES.f+1+2
- DES.f+1+2,3 (or f+1+2,4) now transitions to 'Dual Boot'.
- The damage distribution has been changed from 3, 3, 3, 3, 3, 3, 3, 13 to 3, 3, 3, 3, 3, 3, 3, 8.
- The opponent's recovery time when blocking has been changed from +5F to +1F.
- The distance between the player and the opponent on block has been increased.
- DES.d+2
- 'DES.d+2,3 (or d+2,4)' now transitions to 'Dual Boot'.
- The distance from the opponent on hit or block of the first hit was reduced, in order to alleviated whiffing midway through.
- The damage distribution has been changed from 3, 3, 20 to 3, 3, 17.
- The opponent's behavior on blocking the second hit has been modified, and they will now block continuously until the third hit.
- The opponent's recovery time on hit has been decreased by 4F, and the advantage on hit has been changed from +4F to +0F.
- Distance to opponent on hit has been increased.
- b,B+2+3 (or b+2+3)
- Input changed to 'b,B+2+3'.
- H.f+2+3
- The consumption of remaining Heat was changed from -300F to -150F.
- The timing for executing attacks during 'Dual Boot' has been sped up by 4F.
- H.d+1+2
- The consumption of remaining Heat was changed from -150F to -60F.
- Recovery time reduced by 8F.
- DBT.f+1
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -11F to -9F.
- DBT.B
- The ability to transition into a standing block has been added during the middle of the stopping animation.
- db+4
- The startup of the attack has been changed from 24F to 20F.
- Reduced 3 frames of recovery time, changing the frame advantage on block from -17F to -14F.
- Changed the damage from 23 to 17.
- The behavior of the opponent on hit has been changed.
- The behavior of the opponent on counter hit has been changed.
- uf+3+4
- Reduced recovery by 5F on hit.
- The behavior on landing a down-hit has been modified.
- Changed the damage from 28 to 20.
- DBT.f+2,2
- Can now transition to 'Destructive Form' after the 1st attack.
- The recovery time has been decreased on the first hit by 4F, and the advantage on block has been changed from -16F to -12F.
- The opponent's recovery time on the first hit has been increased by 8F, and the advantage on hit has been changed from -6F to +6F.
- Changed the damage from 16, 20 to 13, 25.
- uf+1
- The behavior of the opponent upon the second hit in mid-air has been altered.
- The hitbox of the third hit has been reduced.
- DES.1
- The behavior of the opponent on hit has been changed.
- DES.f+1
- Modified the chip damage on block from 10 to 7 when in Heat state.
- DES.f+2,1,2
- Modified the chip damage on block from 21 to 14 when in Heat state.
- DES.d+1
- Changed the damage distribution from 3, 3, 3, 3, 8 to 3, 3, 3, 3, 5.
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -12F to -13F.
Asuka
- f,F+2,1
- 'f+1+2' is no longer a Heat Engager. Instead, 'f,F+2,1' has been changed to a Heat Engager.
- f+1+2
- This move is no longer a Heat Engager.
- uf+1,2
- uf+1,2,D
- Added new move 'Ikutama Bash'.
- NWG.uf+1,2
- NWG.uf+1,2,D
- Added new move 'Ikutama Festival Bash'.
- NWG.f+2,1+2
- Added new move 'Demon Slayer Vigil'.
- f,F+2
- Now able to transition to crouch from
- Increased the opponent's recovery time by 1F, changing the frame advantage on hit from 1F to 2F.
- f,F+2,3
- Can now be enhanced by holding the input.
- The recovery time has been decreased by 1F, and the advantage on block has been changed from -8F to -7F.
- Expanded the hit detection downward, making it easier to hit opponents in a downed state.
- FC.df+3
- While crouching can now be enhanced by holding the input.
- Changed the opponent's behavior on aerial hit.
- f+3+4
- Spinning Heel Chop (f+3+4) can now also be performed with 'f,F+3+4'
- 1,2,3
- The opponent's behavior on hit has been altered to induce wall stun.
- 1,2,3 or 1+4,3
- 1,2,3 hold or 1+4,3 hold
- Expanded the hit detection downward to make it easier to use in aerial combos.
- 1,2,3 (or 1,2,3 hold)
- 1+4,3 (or 1+4,3 hold)
- f+3+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- 2,3
- Changed the damage from 16 to 20.
- The behavior of the opponent on hit has been changed.
- d+2
- Changed the damage from 18 to 20.
- The opponent's behavior on hit has been altered to induce wall stun.
- NWG.u+1+2 (or ub+1+2)
- Changed the damage from 24 to 33.
- Changed the chip damage on block from 9 to 16.
- Reduced the distance to the opponent on block.
- The behavior of the opponent on hit has been modified to enable potential aerial combos.
- df+3
- Expanded the hit detection downward, making it easier to hit opponents in a downed state.
- f,F+1+2 (or NWG.f,F+1+2)
- Expanded the hit detection downward, making it easier to hit opponents in a downed state.
- Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
- ws2,1+2
- Changed the damage from 8 to 12.
- DST.2
- Adjusted the animation to make the mix-up with 'DST.4' harder to distinguish.
- ws1,4
- The hitbox around the main body has been expanded to alleviate issues of whiffing at close range.
Azucena
- 3,3
- 'f+1+2' is no longer a Heat Engager. Instead, '3,3' has been changed to a Heat Engager.
- f+1+2
- f+3,4
- Added new move 'Sumatra Patadas'.
- f,f,F+3,2
- 'f,f,F+3,2'now transitions to 'Libertador'.
- Increased both players' recovery time by 3 frames, slowing down the overall pace of the interaction.
- ws4,1,3
- 'ws4,1,F'now transitions to 'Libertador'.
- The distance to the opponent upon the first hit has been reduced.
- Adjusted the pushback collision on the first hit to mitigate instances where the second hit would whiff.
- The damage for the third hit has been increased from 23 to 28.
- The opponent's recovery time when blocking the third attack has been increased by 3F, and the advantage on block has been changed from -14F to -13F.
- Reduced the distance to the opponent on block for the third attack.
- FC.df+4
- Added new move 'Etching Blade'.
- LIB (Libertador)
- Heat Burst can now be performed with 'LIB.2+3'
- Can now perform 'Daylight Disk' with 'LIB.uf+3,4'
- Can now perform 'Tacones Drip' with 'LIB.uf+4'.
- Can now perform 'Ortiz Molino' with 'LIB.uf+3+4'.
- Can now perform 'UFO Roll' with 'LIB.d+1+2'.
- Now possible to perform back-turned moves when the opponent is behind you.
- LIB.d+3
- Added new move 'Pedalada Tron'.
- uf+3+4 (before: f,F+3+4)
- Input changed to 'uf+3+4'.
- Hitbox was expanded, and adjustments were made to the collision detection in order to mitigate whiffing in certain situations.
- The behavior of the opponent on hit has been changed.
- H.b+2,F
- The consumption of remaining Heat has been changed from -210F to -150F.
- The character now automatically turns to face the opponent after the move, improving stability of follow-up attacks when the move hits at an off-axis angle.
- H.LIB.d+3+4
- The opponent's recovery time when blocking has been increased by 13F, and the advantage on block has been changed from -9F to +4F.
- 'H.LIB.d+3+4,D' now allows the character to transition into a crouching state.
- 3,2
- Damage changed from 11, 18 to 13, 20.
- The behavior of the opponent on hit has been modified, and the frame advantage has been changed from +6F to +23F.
- 4,3
- The damage for the second hit has been increased from 17 to 20.
- The opponent's behavior on normal hit has been changed to match that of on counter hit.
- b+3+4
- Jump status frames have been adjusted from 8~22F to 6~22F.
- d+1
- The opponent's recovery time when blocking has been increased by 6F, and the advantage on block has been changed from -2F to +4F.
- The opponent's recovery time on hit has been increased by 6F, and the advantage on hit has been changed from +4 to +7F.
- d+4,1~2
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Hitbox has been expanded downward, alleviating the situation where it would occasionally whiff under certain circumstances.
- The opponent's behavior on hit has been altered to induce wall stun.
- LIB 3+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- The timing at which the Power Crush can absorb attacks has been adjusted from 8F to 7F.
- Reduced recovery time by 3F, changing the frame advantage on block from -5F to -2F.
- Reduced the recovery time after absorbing an attack with Power Crush by 3F, changing the frame advantage on block from ±0F to +3F.
- BT.1,2
- The opponent's behavior on blocking the first hit has been modified, and the advantage on block has been changed from ±0F to +2F.
- The opponent's behavior on blocking the second hit has been modified, and the advantage on block has been changed from -7F to -1F
- BT.4,3
- Increased the opponent's recovery time on block for the first hit by 2F, adjusting the frame advantage on block from -5F to -3F.
- The second hit now triggers a Tornado on counter-hit.
- BT.3+4
- Now deals chip damage on block.
- BT.f+3+4
- Adjusted jump status frames from 9~24F to 6~26F.
- d+1+3 (or d+2+4)
- Damage changed from "30" to "35".
- b+3
- The startup of the attack has been changed from 22F to 19F.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +4F to +2F.
- b+1,1,2
- Changed to natural combo on counter-hit of first hit.
- Adjusted the behavior on block so that the first and second hits now form a block string. Frame advantage on block has been changed from -8F to -3F.
- Damage changed from 14, 16, 20 to 10, 14, 20.
- Increased the recovery time of the second hit by 5F, changing the frame advantage on hit from +BF to +3F.
- Reduced the opponent's recovery time on block for the second hit by 6F, changing the frame advantage on block from +3F to -BF.
- uf+2
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- Reduced recovery time by 2F, changing the frame advantage on block from -7F to -5F.
- Changed the damage from 23 to 20.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- df+4,1
- The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
Bryan
- f+1+2
- Removed Power Crush properties.
- Recovery time reduced by 1F.
- The opponent's recovery time when blocking has been increased by 9F, and the advantage on block has been changed from -9F to +1F.
- Now deals chip damage on block.
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
- SNE.b+1+2
- SNE.b+1+2,D
- Added new move 'Neo Murderous Strikes'.
- SNE.FC.df+3
- Added new move 'Neo Grim Reaper'.
- uf+1
- Added new move 'Berserker Volley'.
- 4,1
- 4,1,B
- Added new move 'Viper Bite'.
- SNE.f,F+1+2
- The behavior of the opponent on hit has been changed,
- Increased damage from 20 to 30 on successful reversal.
- SNE.3+4,2
- Reduced the distance between characters when first attack hits from behind, mitigating instances where the second hit would whiff.
- Increased the window by 5F for releasing the button mid-hold to perform the non-hold version of the second hit.
- 4,3,4
- The behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
- 4,3,4 hold
- The behavior of the opponent on counter hit has been modified to enable potential aerial combos.
- 1+2,1
- Increased the tracking of the second hit, but only when the first hit connects, mitigating instances where it would whiff mid-sequence.
- Expanded the hitbox downward on the second hit to improve consistency, especially when used in aerial combos.
- f+4
- Increased the opponent's recovery time on hit by 1F, changing the frame advantage on hit from ±0F to +1F.
- This change ensures that the move will still connect as a natural combo even when fully delayed.
- d+2
- By inputting 'd+2,D' it is now possible to transition into a crouching state.
- FC.df+4
- The behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
- b+1+3 (or b+2+4)
- Adjusted punch parry behavior. After a successful parry, only Steve was able to evade attacks with "Swaying"; this is no longer possible.
- SWA.1 (qcb+1)
- The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
- The behavior of the opponent on hit has been changed.
- SLS.1+2 (qcf+1+2)
- Reduced tracking against sidestepping by adjusting the attack startup from 15F~16F to 15F.
- 3+4
- df+2,3
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you,
- db+1+2
- Increased the tracking of the second hit, but only when the first hit connects or is blocked, mitigating instances where it would whiff mid- sequence.
- Reduced the tracking of the second hit, but only when the first hit whiffs, mitigating instances where it would unexpectedly track the opponent mid-sequence.
- SNE.f+2,1,2
- Reduced the tracking of the third hit, but only when the second hit whiffs, mitigating instances where it would unexpectedly track the opponent mid-sequence.
- SNE.uf+2,2,2,2,2,3
- Adjusted the fourth and fifth hits so that they can no longer be countered by reversal moves.
- 4
Claudio
- f,F+3,2
- f,F+3,2 hold
- STB.f,F+3,2
- STB.f,F+3,2 hold
- Added new move 'Purgatorio'.
Note: When used during Starburst, the move changes to 'Purgatorio Burst.'
- uf+3+4,2
- Added new move 'Orion's Belt'.
- uf+2
- Inputting 'uf+2,D' now transitions into a crouching state.
- Recovery time reduced by "4F",
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -8F to +4F.
- Now deals chip damage on block.
- Fixed an issue where delaying the input of '2' caused the attack to occur faster than intended.
- 4,3
- b+3
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from ±0F to +1F.
- f+2,1,1+2
- Increased the input window for the third hit by 2F.
- df+2
- Now grants Starburst state on counter hit.
- The opponent's behavior on counter hit has been changed to improve the stability of aerial combos.
- df+3,2
- Reduced recovery time by 1F, changing frame advantage on block from -2F to -1F, and +4F to +5F on hit.
- df+1,2
- Changed the opponent's behavior on aerial hit.
- b+3,n,3
- Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
- Reduced recovery time by 2F, changing frame advantage on block from -12F to -10F, and +7F to +9F on hit.
- b,B+2+3 (before:b+2+3)
- Input changed to 'b,B+2+3.
- STB.f,f,F+1+2
- Modified the chip damage on block from 9 to 22.
- ws1,1
- Now grants Starburst state on hit.
- The opponent's behavior on hit has been altered to induce wall stun,
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -12F to -7F.
- 3+4
- Damage changed from 20 to 28.
- Recovery time reduced by 5F.
- Reduced the opponent's recovery time on block by 5F. There is no change to the frame advantage.
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on aerial hit.
- The behavior on landing a down-hit has been modified,
- uf+3+4
- The startup of the attack has been changed from 20F to 17F.
- The damage for the second hit has been decreased from 14 to 12.
- The opponent's behavior on hit has been altered to not induce wall stun.
- Fixed an issue where delaying the input of '1+2' caused the attack to occur faster than intended.
- uf+3
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- Modified the opponent's behavior on block, changing the frame advantage from +2F to -6F.
- Chip damage on block has been removed.
- b+1
- The distance between the player and the opponent on block has been increased,
- Increased recovery time by 3F, adjusting the frame advantage on block from -5F to -8F.
- Changed the damage from 25 to 17.
- db+3
- The startup of the attack has been changed from 24~25F to 21~22F.
- Changed the damage from 23 to 17.
- The behavior of the opponent on counter hit has been changed.
- db+1+2
- Added crouching status.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- STB.db+1+2
- Added crouching status.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -2F to -9F.
- ws3
- Increased recovery time by 4F, adjusting the frame advantage on block from -8F to -12F.
- d+1+2
- The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
- b+4,3,2
- The behavior when hitting an opponent during wall splat was inconsistent, so the third hit's startup timing has been delayed by 1F to improve stability. There is no change to frame advantage.
- 3
- The downward hitbox size of the first attack has been reduced, making it less likely to connect with opponents in a downed state.
Clive
- qcf+1
- qcf+1*
- qcf+1,n,F (or 4)
- Added new move 'Deadly Embrace'.
- f,F+1+2
- f,f,F+1+2
- 1+4
- SS.1+2,D
- f+2,2,1+2
- Increased Zantetsuken gauge gain on block from 5 to 15.
- Increased Zantetsuken gauge gain on hit from 15 to 35.
- db+1
- Now deals chip damage on block.
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -8F to ±0F.
- 3+4
- Reduced the distance between characters after a successful low parry.
- WOL.3
- The distance from the opponent on hit has been reduced.
- f,F+2
- The opponent's behavior on hit has been altered to induce wall stun.
- The startup of the attack has been changed from 21~22F to 19~20F.
- Expanded the hitbox forward, increasing the attack's reach.
- The tracking ability has been enhanced.
- GAR.1
- The opponent's recovery time when blocking has been increased by "7F", and the advantage on block has been changed from -12F to -5F.
This change does not apply to 'ub+1'.
- GAR.2
- Adjusted the hitbox when transitioning from 'db+1+2,1' only on aerial hit, reducing instances where the attack would whiff against certain characters.
- ws1,2
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -13F to -12F.
- 1+2
- 2,2,2
- b+1+2
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- 1,f+2
- Fixed an issue where the second hit would connect if the opponent input crouch guard after the first hit, ensuring it now correctly transitions into standing guard instead.
- PHX.2,1
- Adjusted the opponent's behavior on down-hit from the first attack, fixing an issue where aerial combos were possible against a downed opponent in certain situations.
- f+1+2
- Adjusted the opponent's behavior on block for the first hit. There is no change to frame advantage.
Devil Jin
- f,n,d,DF+4,H.3
- Added new move 'Spinning Demon Leviathan'.
- df+1,4
- df+1,4,F
- Added new move 'Dark Twin Apparition'.
- MCR.4,2,1,UF
- FLY.4,2,1,UF
- Added new move 'Cursed Starstorm'.
- MCR.4,1
- FLY.4,1
- Added new move 'Forsaken Soul'.
- MCR.1+2
- Added new move 'Inner Turmoil'.
- b,f+2,3
- Now transitions to Mourning Crow with 'b,f+2,3 on hit F'.
- Enhanced the tracking of the second hit, only when the first hit connects or is blocked, reducing instances where it would whiff mid- sequence.
- The opponent's behavior on hit has been altered to induce wall stun,
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -9F to -5F.
- ub+1+2
- Hellfire Cannon 'u+1+2' can now also be performed with 'ub+1+2'.
- H.MCR.1+2 (before: H.MCR.2+3)
- Input changed to 'H.MCR.1+2'.
- Previously, using this move would end the Heat, but now it consumes -300F of the Heat Timer.
- Adjusted the collision detection, making it easier to hit the opponent.
- db+1+4 (before: ub+1+2)
- Hellfire Blast 'u+1+2' command was changed to 'db+1+4'.
- 4~3,H.1+2
- b,f+2,1,3,H.1+2
- f,n,d,DF+1+2,H.1+2
- Reduced the distance to the opponent on block.
- MCR.3
- Tornado is now triggered upon hit.
- Adjusted the opponent's behavior when hit in a downed state, making follow-up attacks possible.
- MCR.4,2,on hit 1+2 (before MCR.4, on hit 2,1+2)
- FLY.4,2, on hit 1+2 (before FLY.4, on hit 2,1+2)
- Adjusted so that the second hit can now be performed even if the first hit is blocked or whiffs.
- Expanded the collision detection on the first hit to reduce instances where character positions would switch.
- df+1,2
- Adjusted so that the second hit now connects as a natural combo when the first hit lands.
- The behavior of the opponent on hit has been changed.
- df+2
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the right.
- d+1
- The hitbox has been expanded downward, alleviating instances where the attack would miss in certain situations.
- b+4
- Reduced the distance to the opponent on hit.
- f,n,d,DF+4,4
- Increased the opponent's recovery time on hit by 3F, adjusting the frame advantage on hit from +4F to +7F.
- f,n,d,df+1+2
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -9F to -5F.
- ws4,4
- Increased the opponent's recovery time on hit by 3F, adjusting the frame advantage on hit from +4F to +7F.
- MCR.2,2
- Reduced the recovery time of the first hit by 4F, adjusting the frame advantage on block from -13F to -9F, and the frame advantage on hit from -5F to -1F.
- 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.
- Expanded the hurtbox after the move, mitigating instances where certain attacks would whiff.
- Reduced the tracking of the second hit, only when the first hit whiffs, mitigating instances where it would unexpectedly track the opponent mid-sequence.
- b+1+2
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -1F to +3F
- Changed the chip damage on block from 6 to 4.
- d+3+4
- 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.
- uf+4
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- u+4
- The collision detection with the opponent has been adjusted, mitigating cases where the opponent's punish would not connect.
- 3+4
- FUFT.u+3+4
- FLY.1+2
- FLY.f+1+2
- Expanded the hurtbox after landing, mitigating instances where certain attacks would whiff.
Dragunov
- ws1+2
- The crouch throw is no longer a Heat Engager. Instead, 'ws1+2' has been changed to a Heat Engager.
- d+1+3 (or d+2+4)
- db+3,1+2
- Changed the damage from 30 to 35.
- No longer a Heat Engager.
- 3+4,2
- Added new move 'Frozen Scythe'.
- 3+4,3
- Added new move 'Frozen Heel Hook'
- 2,1,3+4 (or d+3+4)
- '2,1,3+4 (or d+3+4)' now transitions to Pigeon Roll.
- df+1,3+4 (or d+3+4)
- 'df+1,3+4 (or d+3+4)' now transitions to Pigeon Roll.
- b+3+4
- Now transitions into a throw on frontal hit.
- Now transitions into a throw with 'b+3+4 on block 1+2 (Perfect)'.
- Now transitions into a throw with 'H.b+3+4 on block 1+2'.
- b+3
- Now transitions into a throw on counter hit.
- 3+4 or u+3+4 or d+3+4 (before: SS.3+4)
- Input changed to '3+4 or u+3+4 or d+3+4'.
- Reduced the hurtbox size.
- f+3+4 (before: 3+4)
- Input changed to 'f+3+4'.
- OTG.db+3 (before: OTG.d+3+4)
- Input changed to 'OTG.db+3'.
- 4,3
- Increased the opponent's recovery time on hit by 1F, adjusting the frame advantage on hit from +13F to +14F.
- The combo damage scaling after hit has been adjusted to 70%.
- df+3
- f+3,3
- On close-range frontal hit, this move has been changed to a Recoverable Gauge Extinguisher move, which removes the opponent's recoverable gauge on hit.
- uf+1
- The startup of the attack has been changed from 15F to 14F.
- The behavior of the opponent on hit has been changed.
- SS.2,3
- On hit, this move has been changed to a Recoverable Gauge Extinguisher move, which removes the opponent's recoverable gauge on hit.
- b+1+2
- The behavior of the opponent on hit has been changed.
- SNK.3 (or qcf+3)
- Now transitions into a throw on aerial hit.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- b+4,2,1
- Changed the opponent's state on hit for the second hit from crouching to standing.
- Reduced the hitbox of the third hit, mitigating unintended hits against opponents positioned behind you.
- SNK.1 (or qcf+1)
- The opponent's recovery time when blocking has been reduced by 5F, and the advantage on block has been changed from -3F to -8F.
- SNK.4 (or qcf+4)
- The startup of the attack has been changed from 19~21F to 19~20F.
- qcb+2
- The behavior of the opponent on hit has been changed.
- b+4,3
- 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.
- 1,3,1,2,4,1+2
- Adjusted so that the fifth hit no longer connects as a natural combo after the fourth hit lands.
- uf+1+2
- Changed the damage from 45 to 40.
Eddy
- Mandiga Level
- Mandiga level now increases by 1 upon Heat activation.
- b+3+4
- No longer a Heat Engager.
- uf+1,3
- uf+1,3,F
- Added new move 'OxĂłssi'.
- uf+1,4
- Added new move 'Oxum'.
- qcb+4
- Added new move 'Voragem'.
- 1,2,3
- Added new move 'One Two Lunging Brush Fire'.
- MD.HSP level 1 or more, receive low attack
- When at MD1 or higher, Eddy will now automatically counter with Ogum Mandinga upon receiving a low attack during HSP stance.
- 2+3
- Heat Burst can now be performed with 'RLX.2+3'.
- The 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).
- MD1.HSP.b+4 or b+4,D
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- The recovery time has been decreased by 1F, and the advantage on block has been changed from +6F to +7F.
- MD2.HSP.b+4 or b+4,D
- The behavior of the opponent on hit has been modified to enable potential aerial combos.
- The recovery time has been decreased by 1F, and the advantage on block has been changed from +6F to +7F.
- 1,2,F
- When transitioning to Bananeira, adjusted the timing for executing moves, making it 3F faster. Changed frame advantage on block from -8F to -5F. Changed frame advantage on hit from +3F to +6F.
- 3,3
- Adjusted the startup frames of the second hit from 23~24F to 23~25F prevent instances where it would whiff on aerial hit.
- 1+2
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from ±0F to +3F.
- Increased the opponent's recovery time on counter hit by 1F, changing the frame advantage on counter hit from +13F to +14F.
- f+3,4,F
- Adjusted the startup frames of the first attack from 18~20F to 16~18F.
- When transitioning to HSP, adjusted the timing for executing moves, making it 3F faster. Changed frame advantage on block from -17F to -14F. Changed frame advantage on hit from -5F to -2F.
- db+1+2
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +12F to +14F
- db+4,4
- The recovery time has been decreased by l0F, and the advantage on block has been changed from -9F to +1F.
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- uf+3+4
- Adjusted the opponent's behavior on hit for the first hit.
- Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
- Enhanced the tracking of the second hit, but only when the first hit connects or is blocked, to mitigate instances where it would whiff mid-sequence.
- f,F+3+4
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +3F to +5F.
- Adjusted the collision detection, reducing the distance between characters after the move.
- ws1,4
- Reduced the distance between characters on aerial hit.
- ws3+4
- The opponent's recovery time when blocking has been increased by 14F, and the advantage on block has been changed from -9F to +5F.
- Now deals chip damage on block.
- The character now turns towards the opponent upon hitting, This change makes follow-up attacks more stable when hitting in an off-axis state.
- SS.3+4
- The distance to the opponent upon the first hit has been reduced,
- Expanded the hitbox of the second hit forward, reducing instances where it would whiff mid-sequence.
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- HSP.4,2
- The opponent's recovery time when blocking the first hit has been increased by 2F, and the advantage on block has been changed from -3F to -1F.
- The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- The hitbox of the second attack has been expanded downwards, alleviating instances where the attack would miss in certain situations.
- HSP.n,d (or n,u)
- RLX.n,d (or n,u)
- Adjusted the timing for executing follow-up moves, making it 3F faster.
- Fixed an issue where the move behaved unnaturally when performed while the opponent was behind you.
- RLX.1
- Changed the damage from 7 to 11.
- Fixed an issue where crouching status was not retained after transitioning into a crouching state with 'RLX.1,D'.
- RLX.3,3
- The damage for the second hit has been decreased from 27 to 30.
- Reduced the hitbox size of the first and second hits, mitigating instances where they would unintentionally hit opponents positioned behind.
- Adjusted the clean hit conditions specifically for Kuma and Panda, making it easier to land clean hits against them,
- d+3
- The behavior of the opponent on hit has been modified, and the frame advantage has been changed from +1F to +4F.
- Changed the opponent's state on hit from "standing" to "crouching".
- The behavior of the opponent on counter hit has been changed.
- db+3
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the right.
- The startup of the attack has been changed from 28~29F to 28F.
- HSP.1+2
- Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
- Reduced recovery time by 1F and, to maintain the frame advantage on block, also reduced the opponent's recovery time on block by 1F.
- Changed the damage from 23 to 20.
- b+3,3
- Shortened the input window for the second hit by 3F.
- 4
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- f,F+3
- Hitbox has been expanded upwards, alleviating instances where the attack would miss in certain situations.
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- RLX.4,3
- The hitbox of the first hit has been expanded downward, alleviating instances of whiffing against opponents with low stances.
- The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
- RLX.3+4
- The hitbox has been expanded downward, alleviating instances where the attack would miss in certain situations.
- f+3+4
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- f,f,F+3
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
- d+4,3
- b+2,4
- SS.4
- Enhanced the tracking of the second hit, but only when the first hit connects, to reduce instances where it would whiff mid-sequence.
- HSP.1
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- ws2
- The attack animation has been altered to mitigate the occurrence of slipping through opponents when executed at close range.
Feng
- f+1+2
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the left.
- No longer a Heat Engager.
- Fixed an issue where certain inputs allowed moves to be performed while facing away from the opponent.
- The behavior of the opponent on hit has been changed.
- ws1,3
- Changed to a Heat Engager.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- BT.2
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -13F to -9F.
- Adjusted the opponent's behavior on grounded hit from Heat Dash, making aerial combos possible.
- Removed Power Crush properties.
- Changed the damage from 27 to 20.
- b+4,2
- b+4,2 on hit or block DF (CD.DB to shift to crouching state)
- Added new move 'Lapping Waves'.
- b+4,H.3+4
- Added new move 'Gulfing Sea Splitter'.
- b+3 on hit or block DF (CD.DB to shift to crouching state)
- 'b+3 on hit or block DF' now transitions to 'CD (Lingering Shadow)'.
- STC.2 on hit or block DF (CD.DB to shift to crouching state)
- 'STC.2 on hit or block DF' now transitions to 'CD (Lingering Shadow)'.
- H.2+3
- Now transitions to a throw on hit.
- Changed the damage from 48 to 55
- Adjusted the opponent's behavior on wall hit.
- STC.3
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from +3F to +6F.
- Changed the opponent's behavior on block, reducing the distance to the opponent.
- f+4
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the left.
- 1+2
- ws1+2
- Reduced the distance between characters after a successful punch parry.
- BT.1
- Reduced the distance to the opponent on hit.
- f,F+3,F
- BT.3,F
- The frame advantage on block has been changed from +4F to +8F.
- The frame advantage on hit has been changed from +4F to +8F.
- H.f,F+1+2*
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from +11F to +12F.
- qcf+1
- The startup of the attack has been changed from 22~23F to 18~19F.
- Reduced the distance to the opponent on hit.
- Now allows a transition into a crouching state by inputting 'qcf+1,D'.
- Reduced the attack hitbox, making it easier to evade with sidesteps.
- Changed the damage from "23" to "20",
- Reduced the opponent's recovery time on hit by 2F, adjusting the frame advantage on hit from +2F to ±0F.
- The behavior of the opponent on counter hit has been changed.
- The behavior on landing a down-hit has been modified.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- qcf+2
- The startup of the attack has been changed from 22~23F to 18~19F.
- The recovery time has been decreased by 2F, and the advantage on block has been changed from -14F to -12F.
- The attack hitbox has been expanded downward, primarily to increase the variety of aerial combos.
- Tornado is now triggered upon hit.
- ub+1 (before: b,f+1)
- Input changed to 'ub+2'
- Changed the damage from 25 to 20.
- The behavior of the opponent on counter hit has been changed.
- H.3+4
- Reduced recovery time on hit by 3F.
- Changed the opponent's behavior on aerial hit.
- Changed the damage from 30 to 23.
- df+3
- Changed the damage from 21 to 17.
- Increased recovery time by 2F, adjusting the frame advantage on block from -7F to -9F.
- b+4
- Added 2 frames of recovery time, changing the frame advantage on hit from +4F to +2F.
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -9F to -10F.
- b+3
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +6F to +4F.
- The behavior of the opponent on hit has been changed.
- uf+3
- The opponent's recovery time when blocking has been reduced by 6F, and the advantage on block has been changed from -1F to -7F.
- ws2
- The opponent's behavior on hit has been altered to not induce wall stun.
- d,DF
- Fixed an issue where inputting 'B' during the move allowed standing guard.
- FC.df+4,1
- The distance from the opponent has been reduced when the first hit connects, in order to alleviate whiffing midway through.
- uf+3+4
- ws1,2
- Adjusted the behavior when the first hit connects on a downed opponent, preventing the second hit from landing as an aerial hit.
- STC.4
- Reduced the backward movement after the move.
- BT.d+3
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Heihachi
- f,f,F+1+2
- f,f,F+1+2,F
- Added new move 'Roaring Stonehead',
- b+3,3,H.2
- Added new move 'Hooking Battering Ram'.
- d+1+2, etc.
- WAR can now be performed with 'FUJ.1+4' while at Ultimate Count 3.
- 1,2,4*
- Wailing Demon Otoko Geri '1,2,4' can now be enhanced by holding the input.
- 4*
- Otoko Geri '4' can now be enhanced by holding the input.
- 1,1
- Adjusted collision detection, reducing the distance between characters on hit.
- f+3
- The tracking ability has been enhanced.
- b+3,2
- The behavior of the opponent on hit has been changed.
- ub+2
- Adjusted the opponent's behavior on hit after a successful parry.
- Increased damage after a successful parry from 25 to 28.
- f,f,F+3
- Changed the damage from 28 to 30.
- db+2
- Reduced the distance to the opponent on hit.
- The tracking ability against sidesteps has been reduced.
- WAR.1+2
- Changed the daamge from 34 to 31.
- df+1,2* (Perfect)
- b+2* (Perfect)
- Adjusted health recovery on hit or block from 6 to 3.
- f,n,d,df+3
- f,n,d,DF+3
- Hitbox has been adjusted to alleviate instances of hitting targets from areas other than the front.
- 1,b+2,1
- 1,b+2,2
- 1,b+2,4
- 1,b+2,WAR.2
- The hitbox of the second attack has been expanded downward, alleviating instances of whiffing for certain moves.
- df+1
- df+4
- b+4
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- df+2
- Expanded the attack hitbox and adjusted collision detection to make the move less likely to whiff against certain attacks.
- FUJ.1+2
- Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
- WAR.RAI.2
- Removed unintended guard-piercing properties.
- WAR.f,n,d,DF+4
- The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
- d+1,2,F
- Fixed an issue where certain moves could not be performed during FUJ (Wind God's Kamae).
- uf+4
- uf+4,H.1
- The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
Hwoarang
- d+3+4
- Added new move 'Dark Halberd'.
- b+2
- Added new move 'Right Back Elbow'.
- RFF.b+1
- Added new move 'Left Back Elbow'.
- ws1,4
- Added new move 'Twin Mustang'
- RFS.4,3
- Added new move 'Double Phalanx'.
- 2+3
- 'LFS.2+3' can now perform Heat Burst.
- The attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
- u+3
- 'u+3' can now also be performed with 'ub+3'
- ub+3+4 (before: ub+3)
- Input changed to 'ub+3+4'
- 1,2,f+3
- 2,f+3
- The hitbox has been expanded, alleviating instances of whiffing for
certain moves.
- u+4
- Reduced the distance between characters on hit, making it less likely for 'RFS.f+4' to whiff after landing.
- u+3+4
- Hitbox was expanded, and adjustments were made to the collision detection in order to mitigate whiffing in certain situations.
- RFF.b+2
- Now deals chip damage on block.
- f,n,d,df+3
- Tornado is now triggered upon airborne hit.
- H.2+3
- Reduced the distance between characters on the second hit when hitting from behind, mitigating instances where the third hit would whiff.
- Relaxed the input window of '2+3' to make it easier to execute.
- Adjusted the tracking ability of the move to address cases where the second hit displayed unnatural tracking when the first hit missed.
- ws3
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- The startup of the attack has been changed from 14~18F to 14~16F.
- RFS.4
- The frame advantage on block has been changed from -13F to -9F.
- Changed the damage from 20 to 17.
- The behavior of the opponent on hit has been changed.
- 2
- The combo damage scaling after a counter hit has been adjusted to 70%.
- db+3+4
- Adjusted the attack startup from 61~63F to 61~62F, making it less likely to hit a grounded opponent.
- ws4,4
- Changed the damage from 16 to 13.
- Increased the opponent's recovery time on block by 3F.
- Increased the recovery time on whiff by 3F.
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -5F to -9F.
- Adjusted collision detection to mitigate whiffing against certain moves. Also expanded the hurtbox.
- RFF.2,4,F
- The opponent's recovery when blocking has been reduced by 1F, and the advantage on block has been changed from 5F to 4F.
- RFF.df+4,F
- The opponent's recovery when blocking has been reduced by 1F, and the advantage on block has been changed from +5F to +4F.
- RFF.df+3
- Chip damage on block has been removed.
- LFS.b+3
- RFS.b+4
- Removed jump status.
- Made it possible to defend against it with a reversal move.
- RFF.f+4~4
- The attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
- ub+2
- Adjusted homing properties to mitigate whiffing in certain situations.
- RFF.f,f,F
- Fixed an issue where running behavior differed between LFF and RFF.
- LFS.df+3
- Fixed an issue where inputting 'LFS.df+3~3+4' would incorrectly trigger 'df+3+4'.
Jack-8
- GMC (Gamma Charge)
- Gamma Charge is now retained even after Heat ends.
- Added an icon below the health bar to indicate the activation status of Gamma Charge.
- 3+4
- Gamma Charge acquired by absorbing an opponent's attack is now retained even after the action ends.
- f+1,2,2*
- df+1,2*
- db+2*
- b+2*
- b+3,2,2*
- uf+1*
- f,F+2*
- FC.df+3+4*
- FC.db+1,1,1*
- Now grants Gamma Charge on hit or block.
- H.f+3+4
- Added new move 'Hyper Merkabah Headbutt.
- H.uf+3
- Added new move 'Hyper Terrapulser'.
- 2,1,UF
- 2,1,UF+3+4
- Added new move 'Jab Elbow > Flying Fortress'.
- Added new move 'Jab Elbow> Make Some Noise'.
- FC.df+3+4
- FC.df+3+4,UF
- Fc.df+3+4,UF+3+4
- Atomic Shoulder Tackle can now be enhanced by holding the input.
- Added new move 'Atomic Shoulder Tackle > Flying Fortress'.
- Added new move 'Atomic Shoulder Tackle > Make Some Noise'.
- GMH.f
- Added new move 'Walking Fortress'.
- GMC.3+4
- Added new move 'Particle Barrier - Gamma'.
- GMH.uf+1+2
- Added new move 'Make Some Noise'.
- Automatically transitions into Gamma How upon making contact with the opponent.
- 3+4, etc.
- Heat Burst can now be performed with 'GMH.2+3'.
- Meteor Raid can now be performed with 'H.GMH.2+3'.
- f+3
- Can now also be performed with '3'.
- 2,1,1+2
- Now deals chip damage on block.
- f+1,2,2*
- Recovery time reduced by 2F.
- Modified the opponent's behavior on block, increasing the frame advantage from -12F to -10F.
- b+3,2,2*
- Recovery time reduced by 2F.
- Modified the opponent's behavior on block, increasing the frame advantage from -9F to -7F.
- 1+4,df+1 (quick)
- HCF.df+1 (quick)
- Adjusted opponent's behavior on hit to enable higher-damage aerial combos.
- uf+3
- Increased forward movement. No changes were made to forward movement when inputting 'ub or u+3'.
- GMC.2
- Reversal Break effect has been added so that it is no longer possible to mitigate with a Power Crush or Attack Reversal.
- uf+2
- u+2
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- The startup of the attack has been changed from 24~26F to 24~25F.
- uf+2,1*
- Changed the damage from 50 to 40. Now grants GMC on hit, ensuring consistent access to GMC-exclusive combos.
- b+2
- The opponent's recovery when blocking has been reduced by 3F, and the advantage on block has been changed from +5F to +2F.
- qcb+2
- Reduced opponent's recovery by 7F, adjusting frame advantage from +12F to +5F.
- 1
- ws1
- Adjusted collision detection to mitigate unintended whiffs in certain situations.
- df+3,2
- d+1
- d+2
- FC.2
- ws1
- GMH.1
- GMC.1
- Expanded the downward hitbox to reduce unintended whiffs in certain situations.
- GMH.f+1
- Adjusted damage when Tornado is triggered on airborne hit to match standard damage values.
- 3+4
- Fixed an issue where quickly inputting a move during GMH and absorbing an attack with Power Crush did not trigger the GMC acquisition action.
Jin
- ZEN.1,2
- Changed to a Heat Engager.
- Increased the forward movement of the second hit, extending its reach.
- Expanded the hitbox of the first hit to improve consistency in aerial combos, reducing instances where it would whiff against certain characters.
- ZEN.2
- The startup of the attack has been changed from 21~22F to 18~19F.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- No longer a Heat Engager.
- The hitbox has been reduced.
- Changed the damage from 27 to 25.
- DVS (Devil Step)
- The special movement triggered on hit or block from 'db+1+2' is now officially referred to as Devil Step.
- DVS.1
- DVS.2
- DVS.3
- DVS.DF+4
- DVS.4,4
- Updated the command notation for follow-up moves from the special movement triggered on hit or block from 'H.db+1+2' (now referred to as "Devil Step").
- H.f,F+1+2
- Added new move 'Awakened Black Wing', Transitions into Devil Step on hit or block. Cancel the transition into Devil Step by inputting 'f,F+1+2,B'.
- df+2,4
- Added new move 'Fiendish Talon Rend'.
- f,f,F+3
- f,f,F+3,F now transitions to 'ZEN'.
- FC.df+4
- 'FC.df+4' now transitions to 'ZEN'.
- ZEN.1+2,DF
- ZEN.1+2 during hit 'DF' now transitions to 'Breaking Step'.
- b+3+4
- Heat Burst can now be performed with 'ZEN.2+3'.
- Hellfire Trespass Slayer can now be performed with 'H.ZEN.2+3'.
- Hellfire Darkside Slayer can now be performed with 'H.ZEN.2+3,4'.
- df+2+4 (before: df+2+3)
- Input changed to 'df+2+4'
- ZEN.2+4 (before: ZEN.2+3)
- Input changed to 'ZEN.2+4'
- H.db+2+3
- Adjusted tracking properties so that the move now correctly faces the opponent even when hitting at an off-axis angle.
- df+3~3
- ws1,3~3
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- b,f+2
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the left.
- f,n,d,df#1
- To ease command input difficulty, Electric Thrusting Uppercut can now be executed by inputting 'f,n,df+1' as well.
- f,n,d,df#2
- To ease command input difficulty, Electric Wind Hook Fist can now be executed by inputting 'f,n,df+2' as well.
- f,n,d,df+2
- Reduced recovery time on hit by 2F and standardized it with the recovery time on hit for 'f,n,d,DF#2'.
- f,F+4
- Changed the damage from 28 to 32.
- ZEN.4
- Changed the damage from 24 to 25.
- The behavior on landing a down-hit has been modified.
- Enhanced tracking on hit or block, reducing instances where the character would end up backturned after the move.
- Adjusted collision detection to prevent instances where the opponent's punish would whiff after landing on the ground.
- ZEN.1+2
- The startup of the attack has been changed from 24F to 2lF.
- Reduced the distance to the opponent on hit.
- Increased both players' recovery time by 8F ( no change to frame advantage).
- Adjusted to transition to a throw even if it hits off-axis.
- H.db+1+2,4,4
- Adjusted the behavior on block so that the first and second hits now form a block string,
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block for the second attack has been changed from -16F to -14F.
- Changed the damage from 10, 28 to 10, 25.
- Adjusted the opponent's behavior on hit, making the first and second hits connect as a natural combo while grounded,
- The frame advantage on hit for the second hit has been changed from +4F to +3F.
- 2,1,4~4
- Adjusted the behavior on block, changing the frame advantage on block from -31F to -12F.
- Increased the recovery time by 2F.
- The behavior of the opponent on hit has been changed.
- 2,3
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Recovery time increased by 4F, resulting in changes from the frame advantage of -9F to -13F on block and from +11F to +7F on hit.
- d+2
- The 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).
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- FC.df+4
- The startup of the attack has been changed from 25-26F to 21-22F.
- Changes have been made to trigger tornado upon counter hit.
- Increased the recovery time by 3F.
- The behavior of the opponent on hit has been changed.
- Reduced the distance to the opponent on block.
- H.2+3,4
- Reduced the distance between characters on hit, making it less likely to trigger wall splat from long range.
- 2,1,4
- The forward movement of the second attack has been reduced, resulting in shorter reach.
- Increased the recovery time of the third hit by 1F, Adjusted the frame advantage on block from -9F to -10F and from,+4F to +3F on hit.
- Reduced the distance between characters when the third hit is blocked or lands.
- b+2
- The hitbox has been reduced,
- uf+2
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -7F to -10F.
- Increased recovery time on whiff by 3F.
- b+4
- The 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).
- d+1
- df+1,4~4
- d+3,4~4
- Adjusted the size of the hitbox to make it less likely to hit opponents behind you.
- ws4,4
- Fixed an issue where damage on aerial hit was different from that of a ground hit.
- ZEN.3+4
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
Jun
- Kazama Essence
- A new enhancement feature called Kazama Essence has been added.
- Kazama Essence be accumulated by landing or blocking specific moves, or by activating Heat.
- When Kazama Essence reaches its maximum value, certain moves will be enhanced.
- Like Lidia's Heaven and Earth level, Kazama Essence accumulation does not reset at the end of a round.
- d+1+2
- IZU.4 during hit 1
- MIA.2
- Changed so that the move's performance is only enhanced when Kazama Essence is at MAX.
- MIA.1+2
- Added new move 'Yakumodachi'.
- f,F+1+2,F
- f,F+1+2,B
- 'f,F+1+2,F' now transitions to 'GEN (Genjitsu)'.
- 'f,F+1+2,B' now transitions to 'MIA (Miare)'.
- 2+3
- Now possible to use Heat Burst with 'IZU.2+3'.
- H.2+3
- Now possible to use Ametsuchi-no-Ooyumi with 'H.IZU.2+3'.
- Changed to transition to a throw on hit.
- Adjusted opponent's behavior on wall hit.
- IZU.1+3 (or 2+4) (before: IZU.1+4 (or 2+3))
- Input changed to 'IZU.1+3 (or 2+4)'.
- Kazama Essence will now accumulate on hit.
- On hit, now restores 8 health and additionally restores 8 recoverable health, for a maximum total recovery of 16.
- IZU.4 on hit 1 (before: IZU.4,1)
- Input changed to 'IZU.4 on hit 1'.
- Adjusted the startup frames of the first attack from 21~22F tp 19~20F.
- The damage for the first hit has been decreased from 15 to 10.
- H.GEN.1,1+2 (before: H.GEN.1,2+3)
- Changed from a Heat Smash, Command adjusted to 'H.GEN.1,1+2'.
- Previously, using this move would end the Heat, but now it consumes -4S0F of the Heat Timer.
- Kazama Essence now accumulates on hit or block.
- The damage for the second hit has been decreased from 40 to 35.
- Reduced the opponent's recovery time on guard for the second hit by 2F, changing the frame advantage on block from -12F to -14F.
- Reduced recoverable gauge restoration on hit for the second hit from 12 to 6.
- Reduced recoverable gauge restoration on block for the second hit from 6 to 3.
- ub+1+2 (before: b+2+3)
- Input changed to 'ub+1+2'.
- 2,1,4,1
- f+2 on hit or block 1+2
- f+1+2
- df+2 on hit or block 1+2
- b+2,1,2 / b+3,2 / uf+2
- uf+1
- f,F+1+2
- IZU.2
- IZU.4,1
- GEN.3,2
- MIA.1
- MIA.1+2
- ws1,1,2
- FC.df+1
- H.2+3
- Kazama Essence now accumulates on hit or block.
- 1,1 / f+1
- 1,2,2 / f+3,2 / u+2
- 3+4
- db+1,1,1+2
- uf+4,3
- SS.2
- IZU.1,1
- IZU.f+1+2
- GEN.2
- f+3+4.P (Low)
- f+3+4.P (Throw)
- Kazama Essence now accumulates on hit.
- IZU.f+1+2
- Reduced the recovery time by 2F, and changed the frame advantage on counter hit from +23F to +25F.
- Changed the opponent's behavior on hit, and adjusted the frame advantage on hit from +2F to +5F.
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -9F to -6F.
- GEN.1
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the left.
- 1,2,2
- Changed so that when the second hit lands, the third hit now connects as a natural combo.
- Changed the damage from 5, 8, 17 to 5, 8, 12.
- b+1+2
- Kazama Essence now accumulates at the timing of health recovery during 'MIA (Miare)'.
- The timing of health recovery during Miare has been changed from 30F, 80F to 50F.
- Recoverable gauge recovery during Miare has been adjusted from 2, 2 to 3.
- b+1+2
- b+2,1,B
- f,F+2,B
- f,F+1+2,B
- IZU.1,B
- Removed health recovery that occurred during the transition into 'MIA (Miare)'.
- f,F+2,2
- Reduced the distance to the opponent on block.
- MIA.2
- Changed the damage from 30 to 28.
- f,F+2
- Changed the opponent's behavior on hit, reducing the distance to the opponent.
- FC.df+3
- Adjusted the collision detection with the opponent to mitigate situations where clean hits were difficult to achieve.
- Modified the opponent's behavior on side hits to match that of front hits.
- uf+4,3
- The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
- The hitbox of the second attack has been expanded downwards, alleviating instances where the attack would miss in certain situations.
- Expanded the attack stun of the first hit, alleviating situations where certain attacks would whiff.
- d+1+2
- Adjusted the damage to unify it with ground hit damage by changing it from 30 to 28 on aerial hit, as the damage previously differed between aerial and ground hits.
- df+3
- Adjusted the opponent's behavior on block.
- df+2 on hit or block 1+2
- Adjusted the opponent's behavior on block.
Kazuya
- uf+1
- Added new move 'Raijin Uraken'.
- uf+1,3
- Added new move 'Devil Trample', Replenishes remaining Heat Timer on hit.
- df+3,1
- Added new move 'Impaling Knee Elbow Slash'.
- SS.4,1
- Added new move 'Hanetoguro'.
- SS.1+2
- 'SS.1+2' now transitions to 'Wind God Step'.
- The behavior of the opponent on hit has been changed.
- Now deals chip damage on block.
- Changed to a homing attack.
- DVK.db+3+4
- Previously, this move dealt "O" damage on hit, but it now deals 10 recoverable damage. This move cannot cause a K.O.
- f,n,d,df+1
- f,n,d,df+4,1,1
- Adjusted the strike throw on hit to restore 30F of the remaining Heat Timer.
- f+1+2
- Adjusted the opponent's behavior on hit after a successful parry.
- Increased damage after a successful parry from 20 to 25.
- df+3+4,1,2
- The tracking ability of the fourth hit has been enhanced only when landing with the third attack, mitigating the occurrence of whiffing midway through.
- Changed to recover remaining Heat time by 60F on hit.
- db+1,2
- Changed to recover remaining Heat time by 60F on hit.
- uf+3
- The hitbox has been expanded downwards, alleviating instances of whiffing for certain moves.
- df+4,4
- ws4,4
- The behavior of the opponent on hit has been modified, changing the frame advantage on hit from -4F to ±0F.
- 1,1,2
- DVK.1,1,2
- The damage for the third hit has been increased from 12 to 14.
- Adjusted the spacing when the first hit is blocked near a wall, reducing instances where the second hit would whiff due to unintended distance from the opponent.
- f,n,d,df+4,1
- Reduced the hitbox of the second hit, mitigating instances where the attack would unintentionally hit opponents positioned behind you.
- df+1,DF+2
- Changed the opponent's behavior on block, reducing the distance to the opponent.
- DVK.f,n,d,df+3
- Expanded the hitbox of the second hit to prevent instances where it would whiff on block.
- f,F+3
- Adjusted the opponent's behavior on side or back hit, making it consistent with their behavior on frontal hit.
- 3,1,DF
- Adjusted the input window for "Wind God Step", allowing it to be performed SF earlier.
- 2+3
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
King
- 3,2,2
- 3,2,2*
- Added new move 'Stampede Crush'.
- f+3+4, etc.
- Jaguar Sprint follow-up moves now power up if the stance is maintained for a certain duration.
- In Heat state, follow-up moves are always powered up.
- ws2,2
- Now transitions into Jaguar Sprint on hit.
- 2+3
- The downward hitbox size of the first attack have been increased primarily to stabilize behavior when used in aerial combos.
- Heat Burst can now be performed with 'JGR.2+3'.
- H.2+3
- Ultimo Jaguar can now be performed with 'H.JGR.2+3'.
- JGR.1+2 (before: 2+3)
- Input changed to 'JGR.1+2'.
- CD.1+3 (before: CD.1+4)
- Input changed to 'CD.1+3'.
- CD.2+4 (before: CD.2+3)
- Input changed to 'CD.2+4'.
- JGS.1+3 (or 2+4) (before: JGS.1+4 (or 2+3))
- Input changed to 'JGR.1+3 (or 2+4)'.
- f,HCF+1
- f,HCF+2
- f,f,F+2+4
- Now functions as a homing attack only when performed in Heat state.
- db+2+3
- Removed the ability to transition into "Reverse Figure Four Leg Lock" when the opponent inputs '3+4' at the right timing during a throw.
- JGS.3
- Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
- 1+2,1
- The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
- f+2
- The hitbox has been expanded.
- H.JGR.2
- The behavior of the opponent on hit has been changed.
- JGR.2
- Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
- Changed the chip damage on block from 7 to 4.
- d+3+4,4,4
- Reduced recovery time by 4F, adjusting frame advantage on block from -29F to -25F.
- Modified the opponent's behavior on hit, changing frame advantage on hit from +7F to -9F.
- Adjusted so that 'd+3+4,4,4,2' no longer connects as a natural combo.
- db+1+2,2
- Now transitions into Jaguar Sprint by inputting '3+4' after a hit.
- Adjusted the opponent's behavior when hitting after Heat state ends, changing frame advantage on hit from +8F to +35F.
- Increased the distance to the opponent on hit.
- b+1+2
- b+1+2,1+2
- The move's startup is listed as 12F, but it often made contact at 14F, so the animation has been adjusted accordingly.
- Increased the opponent's wall stun duration by 6F, making them unable to block during the stun.
- Applied a 70% damage scaling on combos when the opponent hits the wall.
- db+1+2
- Increased the recovery time by 10F.
- Adjusted the damage scaling when absorbing an opponent's attack from 50% to 100%.
- JGR.1
- The behavior of the opponent on hit has been changed.
- d+3+4,4,4,2
- The behavior of the opponent on hit has been changed.
- f,HCF+1
- Adjusted the damage when the opponent does not perform an ukemi from 65 to 50.
Kuma/Panda
- b+1
- Now deals chip damage on block.
- Reduced the recovery time by 2F when transitioning into Hunting with 'b+1,D' or 'b+1,3+4' Adjusted the frame advantage on block from -15F to -13F.
- Increased chip damage on block when absorbing an attack with Power Crush from 9 to 12.
- When absorbing an attack with Power Crush, adjusted the opponent's behavior on block, increasing their recovery time by 4F. Changed the frame advantage on block from -7F to -3F.
- No longer a Heat Engager.
- d,df,f+2,1
- Changed to a Heat Engager.
- Adjusted the startup frames of the first attack from 18~19F to 17~18F.
- Extended the input window for the second hit by 5F.
- Increased both characters' recovery time by 3F on hit or block of the first hit. There is no change to frame advantage.
- Reduced the recovery time of the second hit by 4F, adjusting the frame advantage on block from -14F to -10F.
- The issue where performing certain inputs resulted in unintended moves has been fixed.
- Reduced the distance to the opponent on block.
- HBS.d+1+2
- The behavior of the opponent on counter hit has been changed.
- Adjusted the opponent's behavior on hit, changing the frame advantage on hit from ±0F to +4F.
- The opponent's recovery time when blocking has been increased by 6F, and the advantage on block has been changed from -9F to -3F.
- No longer a Heat Engager.
- HBS.3+4
- Changed to a Heat Engager.
- The startup of the attack has been changed from 25~30F to 20~24F.
- Adjusted the timing at which Power Crush can absorb attacks from 8F to 7F.
- The hitbox has been enhanced.
- The collision detection with the opponent has been expanded upwards to reduce the instances of positional swapping.
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on aerial hit.
- The behavior on landing a down-hit has been modified.
- Removed the crouching status.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from -12F to -14F.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- HBS.df+1
- Added new move 'Hornet Buster'
- SS.1+2,D
- SS.1+2,3+4
- Now allows a transition into Hunting after the move.
- f+2,1
- Delayed the timing by 5F at which the second hit becomes blockable after the first hit connects.
- db+1,2*
- Adjusted the startup frames of the second attack from 34~35F to 33~34F.
- Adjusted so that the second hit always connects as a natural combo on counter hit of the first hit.
- ws1,2*
- Adjusted the startup frames of the second attack from 35F to 33F.
- Adjusted so that the second hit always connects as a natural combo on counter hit of the first hit.
- HBS.1,2*
- Changed the damage from 20 to 23.
- Adjusted so that the second hit always connects as a natural combo on counter hit of the first hit.
- SS.1+2
- Reduced the recovery frames by 3F.
- The opponent's recovery time when blocking has been increased by 6F, and the advantage on block has been changed from -9F to ±0F.
Adjusted the opponent's behavior on hit so that a follow-up attack is guaranteed only when transitioning into Hunting.
- Now deals chip damage on block.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- db+1,2
- Reduced both characters' recovery time by 2F on hit or block of the first hit. There is no change to frame advantage.
- Adjusted the startup frames of the second hit from 17F-18F to 22~23F, ensuring that the first and second hits no longer form a block string.
- Adjusted the startup frames of the first attack from 14~15F to 14F.
- Reduced the input window for the second hit by 2F.
- ws1,2
- The recovery time on the first hit has been decreased by 2F.
- Reduced the opponent's recovery time on block for the first hit by 2F, ensuring that the first and second hits no longer form a block string.
- Reduced the opponent's recovery time on hit for the first hit by 3F, adjusting the frame advantage on hit from +2F to +3F
- Adjusted the startup frames of the second attack from 18~19F to 16~17F.
- Adjusted the startup frames of the first attack from 13~15F to 13F.
- Reduced the input window for the second hit by 3F.
- HBS.1,2
- Increased the opponent's recovery time on hit for the first hit by 3F, adjusting the frame advantage on hit from +2F to +5F.
- The damage of the second attack has been changed from 20 to 23.
- Increased the opponent's recovery time on normal hit for the second hit by 2F, adjusting the frame advantage on hit from +4F to +6F.
- Adjusted the startup frames of the first attack from 12~13F to 12F.
- Reduced the input window for the second hit by 2F.
- HBS.f+1+2
- Adjusted the animation to make it harder to distinguish from 'HBS.df+1' as a mix-up.
- Changed the damage from 35 to 40.
- Reduced the opponent's recovery time on hit by 2F to prevent unintended follow-up attacks.
- HBS.b+1+2
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -25F to -20F, This adjustment ensures that the first and second hits no longer form a block string.
- Adjusted the opponent's behavior on hit for the first hit.
- d+1+2
- Added a clean hit effect when hitting a grounded opponent.
- Increased the recovery time on hit by 7F.
- Changed the damage from 28 to 23.
- 1
- The attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
- df+2,1
- The hitbox of the second attack has been expanded downward, alleviating instances of whiffing for certain moves.
- Adjusted the second attack's collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
- ws2
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
- b+1+2
- Adjusted the opponent's behavior on side or back hit for the first hit, reducing instances where the second hit would whiff.
- FC.3+4
- Can now also be performed with 'FC.df+3+4'.
- hcb.f+1+2
- The issue where performing certain inputs resulted in unintended moves has been fixed.
- HBS.F
- HBS.B
- Can now cancel the action and transition into Hunting by inputting 'HBS.F,n or B,n'.
- HBS (Hunting)
- Fixed an issue where transitioning into Hunting from a move allowed buffered inputs to alter stance, causing opponent counterattacks to whiff.
- ROL (Bear Roll)
- Fixed an issue where unintended moves could be executed under specific inputs.
Changed the post-move state from "standing" to "crouching,"
- Kuma - H.2+3
- Now transitions into a throw on hit.
- Increased the recovery time by 5F.
- The opponent's recovery time when blocking has been reduced by 5F, and the advantage on block has been changed from +10F to ±0F.
- The hitbox of the first attack has been reduced to make it easier to evade through sidesteps.
- Kuma - H.df+2+3
- Kuma - H.f,d,df+2
- The distance between the player and the opponent on block has been increased.
- The consumption of remaining Heat has been changed from -120F to -180F.
- Panda - H.db+1+3 (or db+2+4)
- Added new move 'So Shoe Me (Panda Style)'.
- Panda - H.uf+3+4
- Panda - H.ROL.uf+3+4
- The consumption of remaining Heat has been changed from -240F to -180F.
- Panda - H.2+3
- Now transitions into a throw on hit.
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +7F to +9F.
- Removed transition into Bear Roll and Bear Sit on hit.
Lars
- DEN.4
- Now deals chip damage on block.
- Modified the opponent's behavior on block, increasing the frame advantage from -9F to +4F.
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- The downward hitbox size has been expanded primarily to stabilize behavior when used in aerial combos.
- Power Crush properties have been removed.
- Changed the damage from 28 to 23.
- Increased the recovery time by 4F.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- SEN.1+2
- Power Crush properties have been added.
- Increased recovery time on block or whiff by 6F.
- Increased the recovery time inflicted on the opponent by 2F when the move is blocked, resulting in a change from a frame advantage of -9F to -13F on block.
- H.SS.2
- Added new move 'Shockwave Insurgence'.
- H.DEN.3+4
- Added new move 'Stack Up Insurgence'.
- df+1,1,3
- df+1,1,D
- Added new move 'Lightning Barrage'.
- df+1,3
- Added new move 'Lightning Spark'.
- f,f,F+1
- Added new move 'Flash Blade'.
- WALL.d+3,1
- Added new move 'Tesla Gravity Thrust'.
- FC.1+2
- Now possible to transition to DEN with 'FC.1+2,n on hit D'.
- Changed the opponent's state on hit from "standing" to "crouching".
- DEN (Dynamic Entry f+3, etc.)
- Now possible to use Heat Burst with 'DEN.2+3'.
- 'H.DEN.2+3' now performs Thunderbird Descent.
- ub+1+2 (before: b+2+3)
- Input changed to 'ub+1+2'.
- DEN.2+4 (before: DEN.2+3)
- Input changed to 'DEN.2+4'.
- H.2+3
- Adjusted the startup of the second hit from 36~41F to 38~41F to address inconsistencies in block frame advantage, which varied depending on the distance or the opponent's character size when blocking.
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from +9F to +13F.
- DEN (Dynamic Entry) / SEN (Silent Entry) / LEN (Limited Entry)
- Changed to recover remaining Heat time by 30F.
- 1,4,D
- DEN.4,D
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +lF to +3F.
- db+1,3,D
- Increased the opponent's recovery time on hit by 4F, changing the frame advantage on hit from -lF to +3F.
- db+4
- The startup of the attack has been changed from 21-22F to 20~21F.
- b+1
- The opponent's behavior on counter hit has been altered to induce wall stun.
- f,F+4,2
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +9F to +11F.
- f,f,F+3
- The behavior of the opponent on hit has been changed.
- ws1
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- DEN.3
- Changed the chip damage on block from 4 to 9.
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- SEN.2
- Changed the timing for entering crouch status from 9F to 1F.
- SEN.3
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -14F to -13F.
- Adjusted the collision detection and expanded the hitbox downward to make it easier to hit opponents in a downed state.
- LEN.1
- The behavior of the opponent on hit has been changed.
- LEN.2
- Changed the damage from 20 to 25.
- 1,1,1
- Reduced the distance between characters on hit of the first attack to mitigate instances where the second hit would whiff.
- The tracking ability of the third hit has been adjusted to prevent it from tracking opponents who sidestep the first hit.
- 3+4
- The forward movement has been increased to extend the reach of the attack.
- Adjusted the collision detection to reduce the distance between characters on block.
- df+2
- Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
- Adjusted the opponent's behavior on aerial hit to allow for increased aerial combo variety.
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- The forward movement has been reduced, resulting in shorter reach.
- df+3
- Increased the opponent's recovery time by 7F, As a result of this change, 'df+3,3' now connects as a natural combo, and following a hit with 'df+3,D', 'DEN.1,2' will also connect as a natural combo.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- Increased the recovery time by 4F, changing the frame advantage on block from -7F to -11F
- The combo damage scaling after hit has been adjusted to 70%.
- db+1+2
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +6F to +5F.
- Adjusted the transition timing into 'DEN.db+1+2,D' to be 2F faster and increased the frame advantage on hit from + 7F to +11F.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- Changed the damage from 18 to 12.
- Reduced the distance to the opponent on block.
- b+4 during front hit on ground 1+2 (before: b+4 (Counter Hit))
- Input changed to 'b+4,1+2'.
- L Throw damage has been changed from 28 to 15.
- f,F+2
- Expanded the downward size of the attack hitbox, making it easier to hit opponents in a downed state.
- Reduced the distance to the opponent on block.
- DEN.3+4
- Adjusted the counter hit animation to make it easier to confirm the situation.
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
- SEN (Silent Entry)
- Added crouching status.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- df+1
- Changed the damage from 14 to 12.
- SEN.1
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- db+2,1
- Adjusted the opponent's behavior on first hit to mitigate instances where the second hit would whiff after a side hit of the first hit.
- b+2,3
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- u+4
- Made it possible to execute with 'ub+4' in addition to 'u+4'.
Law
- DSS (Dragon CHarge)
- When transitioning into Dragon Charge from an attack, it is now possible to buffer inputs to execute moves more smoothly.
- Along with the addition of input buffering, frame display during transitions into Dragon Charge has been adjusted accordingly.
- DSS.f+3
- The recovery time has been decreased by 4F, and the advantage on block has been changed from -13F to -9F.
- Changed the opponent's behavior when performing a Heat Dash on hit, allowing for combo follow-ups.
- Removed Power Crush properties.
- Changed the damage from 30 to 27.(Powered-up version changed from 34 to 32).
- uf+2
- H.uf+2
- Added new move 'Gale Claw'.
- df+1,2
- H.df+1,2
- Added new move 'Blast Claw'.
- f,F+3
- Replaced with new move Dragon Divide.
- 2+3
- Now possible to use Heat Burst with 'DSS.2+3'.
- db+1+2,1 (before: SS.1+2,1)
- Input change to 'db+1+2,1'.
- Changed the damage distribution from 8, 8, 8, 25 to 8, 8, 8, 28.
- Reduced the distance to the opponent on block.
- ub+1,1+2,2 (before: ub+1,2,1,2)
- Input change to 'ub+1,1+2,2'.
- Adjusted opponent's behavior on hit of the fourth hit.
- Changed to a natural combo up to the fourth hit when the first hit lands as a counter hit.
- Changed the damage distribution from 8, 8, 8, 28 to 3, 3, 3, 25.
- Reduced the opponent's block stun by 7F, changing the frame advantage on block for the fourth hit from -7F to -14F.
- df+1
- The downward hitbox size have been increased primarily to stabilize behavior when used in aerial combos.
- f+3,1
- Changed the damage from 10, 12 to 12, 15.
- The downward hitbox size of the first attack have been increased primarily to stabilize behavior when used in aerial combos.
- The downward hitbox size of the second attack have been increased primarily to stabilize behavior when used in aerial combos.
- f,F+4
- The behavior of the opponent on hit has been changed.
- Recovery time reduced by 1F.
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -11F to - 9F.
- f+2~1
- f,F+2,f+1+2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +2F to +4F. (When transitioning into Dragon Charge, the frame advantage changes from +5F to +6F).
- b+1,2,2
- Only when the second hit lands, the tracking of the third hit has been improved to mitigate instances where it would whiff partway through.
- The input window for the second hit has been shortened by 4F.
- The input window for the third hit has been shortened by 7F.
- DSS.f+1
- A powered-up version can now be performed with a perfect input.
- The recovery frames have been increased by 1F.
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -9F to - 11F.
- 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.
- b+1+3
- Fixed an issue where certain moves could not be performed upon transitioning into DSS (Dragon Charge).
- Adjusted timing inconsistencies where only specific moves could be executed at different timings during Dragon Charge.
- Applied a 90% damage scaling to combos following a successful parry.
- H.1+2
- Changed to recover remaining Heat time by 60F on hit.
- In certain situations, only 'H.1+2' would whiff. Adjusted its homing performance to match that of '1+2'.
- Changed Heat timer consumption on block or whiff from -240F to -270F.
- 1+2
- Reduced the distance to the opponent on block.
- ws4
- Reduced the opponent's recovery time on hit by 3F, adjusting the frame advantage on hit or counter hit from +7F to +4F.
(When transitioning into Dragon Charge, the frame advantage changes from +15F to +12F).
- FC.df,d,df+3
- Changed the damage from 20 to 17.
- DSS.3
- Changed the damage from 30 to 25.
- DSS.4
- The behavior of the opponent on counter hit has been changed.
- 1
- Adjusted the collision detection with the opponent to mitigate situations where the move would whiff under certain conditions.
- d+4,3
- Expanded the hitbox downward to mitigate instances where the second hit would whiff after the first hit connects.
- f,F+3+4
- Adjusted to now induce wall splat.
- FC.ub or u or uf
- Corrected an issue where transition to jumping was faster when initiated from a crouching position.
Lee
- HMS.1,1,1
- Changed to a Heat Engager.
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- HMS.u+3
- Changed the damage from 24 to 32.
- Expanded the downward hitbox to improve stability when used as a follow-up after certain moves.
- No longer a Heat Engager.
- df+3,2,3
- Changed to a Heat Engager.
- Adjusted the startup frames of the first attack from 15~16F to 14~1SF.
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- Increased the opponent's recovery time on block of the first hit by 1F, making the first and second hits a natural block string.
- Increased the opponent's recovery time on guard of the third hit by 2F, changing the frame advantage on block from -l6F to -14F.
- Increased the recovery time on block or whiff of the second hit by 6F, changing the frame advantage on block from -6F to -10F.
- b+3+4
- No longer a Heat Engager.
- H.d+1+2
- H.d+1+2,3+4
- Added new move 'Phantom Rose'.
- H.df+3+4
- H.df+3+4,F
- Added new move 'Crimson Howl'.
- b+2,4,3,F
- 'b+2,4,3,F' now transitions to Mist Step.
- 2+3
- Now possible to use Heat Burst with 'HMS.2+3'.
- ub+3+4 (before: d+3+4)
- Input changed to 'ub+3+4'.
- qcf+4 (before: d,DB+4)
- Input changed to 'qcf+4'
- Expanded the attack hitbox, making it easier to hit opponents in a downed state.
- The behavior on landing a down-hit has been modified.
- FC.df,d,DF+3
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +3F to +5F.
- FC.df,d,df#3
- H.df,d,DF+3
- Changed the damage from 23 to 26.
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +3F to +5F
- MS.3+4
- Changed the damage from 17 to 20.
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +3F to +5F.
- f,F+2
- The startup of the attack has been changed from 20~21F to 15~l6F.
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- f,F+2 (quick)
- H.f,F+2
- The startup of the attack has been changed from 18~19F to 15~l6F.
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- f+4,1
- Changed the damage from 13, 20 to 13, 24.
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- The attack hitbox have been adjusted to mitigate the issue of whiffing when used as a follow-up attack near the wall.
- f+4,1 (Perfect)
- H.f+4,1
- Changed the damage from 13, 25 to 13, 27.
- Adjusted to mitigate instances where, on airborne hit of the first attack, the second attack would pass underneath the opponent.
- The attack hitbox have been adjusted to mitigate the issue of whiffing when used as a follow-up attack near the wall.
- FC.df+4
- Increased the opponent's recovery time on hit by 6F, changing the frame advantage on hit from -3F to +3F.
- Reduced the distance to the opponent on hit.
- MS.b,n+4
- Changed the damage from 18 to 20.
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +3F to +5F.
- Added a camera effect on counter hit to improve situational awareness.
- Applied a 70% combo damage scaling on counter hit.
- b+3,3
- The hitbox has been expanded, reducing the occurrence of some moves whiffing at close range.
- Changed the damage from 9, 12 to 9, 9.
- HMS.u+4
- Adjusted the opponent's behavior on block and changed the frame advantage from -7F to +5F on block.
- Changed the opponent's state on counter hit from "crouching" to "standing".
- Now deals chip damage on block.
- The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
- Reduced the opponent's recovery time on normal hit by 5F, adjusting the frame advantage on normal hit from +13F to +8F.
- ws2,3
- Adjusted the opponent's behavior on hit for the first hit only when the second hit is input.
- The second hit now induces Tornado on hit.
- Reduced the opponent's recovery time on block for the second hit by 1F, changing the frame advantage on block from -13F to -14F.
- b+4
- Changed the damage from 20 to 17.
- f,F+3
- Changed the damage from 26 to 23.
- Reduced the distance to the opponent on block.
- df+2
- d+2
- f,F+4
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- 3,3
- Adjusted the startup frames of the second attack from 17F to 17~l8F.
- Extended the reach of the second hit to mitigate instances where it would whiff after the first hit connects.
- HMS.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+2,1
- Adjusted to mitigate instances where the second hit would pass under the opponent when the first hit connects as an air hit.
- d+4,n+4
- Reduced the distance to the opponent on hit or block of the second hit to mitigate instances where the third hit and onward would whiff.
- MS (Mist Step)
- Fixed an issue where unintended moves could be performed when using Special Style.
- FC.ub or u or uf
- Corrected an issue where transitioning to a jump from crouching was faster than other characters.
Leo
- KNK.1,4
- KNK.1,4,D
- Added new move 'Bai She Lian Tui'.
- BOK.3+4
- Added new move 'Shuang Sao Tui'.
- f,f,F+3
- 'f,f,F+3' now transitions to 'BOK (Fo Bu)'.
- Reduced the distance to the opponent on block.
- Recovery time reduced by 4F.
- Reduced the opponent's recovery time on block by 4F. There is no change to frame advantage.
- KNK (Jin Ji Du Li (f+4, etc.)
- Now possible to use Heat Burst with 'KNK.2+3'.
- Now possible to use Ultimate Feng Huo Lun Kick with 'H.KNK.2+3'.
- Now possible to use Shuang Pai Shou with 'KNK.uf+1+2'.
- KNK.4,LTG.1+2 (before: H.KNK.2+3)
- Changed from a Heat Smash to a move that can be used with 'KNK.4,LTG.1+2'.
- Previously, using this move would end Heat, but now it consumes -300F of the Heat Timer.
- Changed the opponent's behavior on block and adjusted frame advantage on block from -13F to -14F.
- KNK.1+2
- The startup of the attack has been changed from 25~27F to 22~24F.
- 1,2,4
- f+4
- b+1,4
- b+4,1~4
- BOK.4
- Reduced the distance to the opponent on hit or counter hit.
- The hitbox has been expanded,
- 1,4
- Reduced the distance to the opponent on hit or counter hit.
- Corrected the block frame advantage display, which was previously incorrect.
- f+2
- Reduced the distance to the opponent on hit.
- df+2+3
- Hitbox has been expanded upward.
- b+1
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -12F to -9F.
- b+2,1
- b+2,1+2
- Increased the opponent's recovery time on block of the first hit by 2F, changing the block frame advantage from -11F to -9F.
- The tracking ability of the second attack has been enhanced when landing the first attack.
- CD.3+4
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- f+2,4,LTG.3
- f+2,4,LTG.3,D
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +1F to +3F, When transitioning into Fo Bu, the frame advantage on block changes from +4F to +6F.
- ub.b
- Recovery time reduced by 16F.
- OTG.d+3+4
- Changed the damage from 21 to 22.
- b+4,1,LTG.2
- Adjusted the opponent's behavior on block so that the second and third hits no longer result in a natural block string.
- Increased the opponent's recovery time on block for the third hit by 1F, changing the frame advantage on block from -13F to -12F.
- The consumption of remaining Heat has been changed from -300F to -210F.
- Reduced the distance to the opponent on block for the third attack.
- H.2+3
- Increased recovery time on hit by 5F.
3,2,3
- The damage for the third hit has been decreased from 26 to 23.
- KNK.2
- The startup of the attack has been changed from 13~l5F to 13~14F.
- KNK.1,2
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -9F to -10F.
- Reduced the distance to the opponent on block.
- BOK.3
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- b+1+2,1+2,2
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- b+2+3
- f+2+3
- df+2+3
- b+2+3
- Fixed an issue where certain moves could not be performed from running state.
Leroy
- SS.3+4
- NMS.3+4
- Added new move 'Lone Dragon Tempest'.
- HRM.1,2
- Added new move 'Tan Zhang Lian Zhao'.
- H.b+1+2
- Added new move 'Outcast Dark Deluge'.
- HRM (Hermit (3+4, etc.))
- 'HRM.2+3' can now perform Heat Burst.
- 'H.HRM.2+3' can now perform Twin Dragon Thunder Clap.
- 'HRM.uf+1' can now perform Pulsing Fist.
- 'HRM.uf+2' can now perform Zhuan Shen Long Fang Quan.
- 'HRM.uf+3' can now perform Floating Kick.
- 'HRM.uf+4' can now perform Floating Axe Drop.
- 'HRM.uf+1+2' can now perform Lian Jin Xuan Feng Jiao.
- 'HRM.uf+3+4,1+2' can now perform Biting Dragons.
- '(Only once per match) HRM.f+2+3' can now perform Master's Lesson.
- '(Only once per match) HRM.db+2+3' can now perform Master's Sermon.
- b+2.P
- b+2:P
- After successful Twin Dragon Gate or Superior Twin Dragon Gate, '2+3' can now perform Heat Burst.
- HRM.d (or u)
- 'NMS.4' can now perform Lone Dragon Slice.
- HRM.b+3,2 (before: HRM.b+3,1+2)
- Input changed to 'HRM.b+3,2'.
- df+3+4
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -9F to -2F.
- The forward movement has been increased to extend the reach of the attack.
- f+2+3
- Adjusted the startup frames of the first attack from 22~23F to 16~17F.
- Changed the opponent's orientation to face forward when the first hit connects from the side.
- b+3+4
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -14F to -8F.
- Modified the opponent's behavior on hit, preventing a throw transition on grounded hit.
- Reduced homing capability.
- f,F+3
- Adjusted the opponent's behavior on block. (No change to frame advantage).
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on aerial hit to "Strong Aerial Tailspin" to increase the variety of aerial combos.
- Damage changed from 23 to 20.
- HRM.1
- Reduced the distance to the opponent on hit.
- Adjusted the opponent's behavior on counter hit to match that of a normal hit.
- SS.4
- Increased the opponent's recovery time on counter hit by 2F, adjusting the frame advantage on counter hit from +12F to +14F.
- The combo damage scaling after a counter hit has been adjusted to 70%.
- Reduced the distance to the opponent on block.
- SS.1+2
- Adjusted the opponent's behavior on hit for the third hit, allowing it to trigger wall splat.
- Increased the recovery time on whiff for the third hit by 5F.
Lidia
- f+3,2
- Added a new move Viola Mandshurica.
- HRS.3+4
- Added a new move Higekiri.
- f+3,4
- f+3,qcf+4
- Changed to transition into HRS (Horse Stance) on hit or block.
- qcf+4
- Changed to transition into HRS (Horse Stance) on hit or block.
- The forward movement has been increased to extend the reach of the attack.
- SS.2
- Changed to transition into HRS (Horse Stance) on hit or block.
- Changed the opponent behavior on counter hit or when hitting a crouching opponent, allowing for ground follow-up attacks.
- qcf+1+2,2*
- Now able to enhance Red Poppy 'qcf+1+2,2' via hold input
- db+1+2,2
- db+1+2,2*
- Now able to perform Red Poppy 'qcf+1+2,2' with a simplified command. Damage is reduced.
- H.2+3
- Now increases HAE (Heaven and Earth) level by 1 on hit.
- H.1+2
- H.1+2*
- H.1+2**
- Adjusted the damage values from 25, 30, 40 to 35, 50, 55.
- Now induces wall splat once during aerial combos.
- HRS.3
- Changed the opponent's behavior on hit to allow for follow-up attacks on the ground.
- Reduced recovery time on hit by 3F, resulting in a frame advantage of +14F on hit.
- Now deals chip damage on block.
- AIR.f,F+4,3
- Further increased damage output based on HAE (Heaven and Earth level.
- Now removes the opponent's recoverable gauge on hit at HAE (Heaven and Earth) level 3.
- At HAE (Heaven and Earth) level 3, this move can now induce a wall splat once per combo during air combos.
- CH db+3
- Reduced recovery time when transitioning to the throw by 8F, changing the frame advantage from -10F to -2F.
- Further increased damage output based on HAE (Heaven and Earth) level.
- Now removes the opponent's recoverable gauge on hit at HAE (Heaven and Earth) level 3.
- b+3,4,1+2
- Changed the move to power up based on HAE (Heaven and Earth) level.
- uf+1+2
- Increased damage only when HAE (Heaven and Earth) level is 3.
- Now removes the opponent's recoverable gauge on hit at HAE (Heaven and Earth) level 3.
- CAT.3
- Damage changed from 10 to 14.
- WLF.1
- Changed the chip damage on block from 4 to 9.
- WLF.1*
- Changed the chip damage on block from 13 to 17.
- 3+4
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
- The tracking ability of the second hit has been enhanced on hit or block of the first attack.
- qcf+1+2
- The recovery frames have been increased by 1F.
- The opponent's recovery time on block has been increased by 1F. Frame advantage on block remains unchanged at -12F.
- Increased the opponent's recovery time on hit by 4F, changing frame advantage on hit from -1F to +2F.
- Changed the opponent's behavior on counter hit to match that of normal hit.
- qcf+1+2,2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -6F to -4F.
- CAT.1
- Changed opponent's behavior on block, adjusting frame advantage on block from -8F to -4F.
- The distance between the player and the opponent on block has been increased.
- CAT.1+2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -3F to -1F.
- WLF.4
- Changed the move to power up based on HAE (Heaven and Earth) level.
- Reduced recovery time on hit by 10F, and on block/whiff by 5F.
- Adjusted opponent's behavior on hit at HAE (Heaven and Earth) level 0-2 so they no longer fall down, resulting in +8F frame advantage, At HAE (Heaven and Earth) level 3, no change to opponent's behavior on hit, but a camera effect has been added.
- The opponent's recovery time when blocking has been reduced by 3F, and the advantage on block has been changed from -16F to -14F.
- Prevented the second hit from activating when the first hit connects on a downed opponent.
- db+4
- Expanded the hitbox downward to make the move more likely to connect against downed opponents.
- HAE.1
- Expanded the hitbox downward to allow the move to hit downed opponents.
- Adjusted the behavior on aerial and downed hit to make ukemi possible, fixing an issue where unintended follow-ups were possible.
- HAE.2
- Adjusted the distance between characters on hit at HAE (Heaven and Earth) level 3, making the opponent remain closer and reducing the likelihood of triggering a wall splat from long range.
- 1,2,3
- Expanded the attack hitbox upward to improve consistency, primarily when used during aerial combos.
- H.1+2
- H.1+2**
- H.f,f,F+1
- Adjusted to ensure that the remaining Heat time does not reach zero while performing attacks.
- OTG.d+1+2
- Fixed an issue where damage on airborne hit did not increase when at HAE (Heaven and Earth) level 1.
- HRS.2
- Corrected an issue where the amount of health recovered during Heat activation was lower than intended.
Lili
- H.2+3
- Added a new move 'Le Rosier Millénaire Mezzon Forte'.
- f,f,F+1+2
- Added a new move 'Zephyranthes'.
- RAB (Feisty Rabbit (b+3, etc.)
- Now possible to use Heat Burst with 'RAB.2+3'.
- 'H.RAB.2+3' now performs Rosier Millénaire Mezzo Forte.
- d+2,2,b+3 (or d+2,2,b+4)
- 'd+2,2,b+3 or d+2,2,b+4' now transitions to RAB (Feisty Rabbit).
- FC.df+3
- Now also possible to perform this move with 'DEW.df+3'.
- The startup of the attack has been changed from 23~22F to 19~28F.
- SS.4
- Now possible to perform this move with 'FC.df+4', 'd,DF+4', or 'DEW.DF+4'.
- Decreased opponent's recovery time on block by 2F, changing frame advantage from -2F to -4F.
- Adjusted pushback collision with the opponent, reducing distance between characters after the move.
- u+1+2* (before: f,F+1+2*)
- Input changed to 'u+1+2*' hold or 'ub+1+2*'.
- Reduced the distance between character on airborne hit.
- u+1+2 (before: f,F+1+2)
- Input changed to 'u+1+2' hold or 'ub+1+2'.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Damaged changed from 28 to 20.
- H.3+4~3+4 (before: H.2+3)
- No longer a Heat Smash, now usable with the command 'H.3+4~3+4'.
- Previously, using this move would end Heat, but now it consumes -300F of the Heat Timer.
- Changed the damage when transitioning to a throw after the first hit connects from 55 to 45.
- Changed the damage distribution when the first hit whiffs from 15, 15, 15, 30 to 10, 10, 15, 20.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +9F to +7F.
- 1
- The hitbox has been expanded downward, alleviating instances where the attack would miss in certain situations.
- d+1
- Reduced the distance to the opponent on hit.
- uf+4
- The forward movement has been increased to extend the reach of the attack.
- qcf+3+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- BT.1,2
- BT.1,4
- Second attack can now be delayed.
- BT.4,3+4
- Increased the opponent's recovery time on block for the second hit by 4F, changing the frame advantage on block from -11 to -7F.
- Adjusted so that the second hit now combos on hit after the first hit connects.
- Hitbox of the fourth hit has been enlarged to mitigate the occurrence of whiffing midway through.
- d+2,2,4
- Recovery time reduced by 2F.
- Increased the opponent's recovery time on block by 2F, changing the frame advantage on block from -17F to -13F.
- Reduced the distance to the opponent on block.
- df+3
- Damage changed from 23 to 20.
- b+1
- Reduced the opponent's recovery time on block by 2F, changing the frame advantage on block from -6F to -8F.
- uf+4,3
- Damage changed from 18, 30 to 18, 25.
- BT.3
- Reduced the distance to the opponent on block.
- f,F+3,3+4
- u+3,3,3+4
- Fixed so that floor break occurs on the final hit. The floor break was occurring during the middle of the string, resulting in less damage than intended, prompting this adjustment.
- qcf+3
- qcf+1+2
- The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
Nina
- f+1+2
- Tracking ability has been enhanced, but only when absorbing an attack as a Power Crush.
- This move is no longer a Heat Engager.
- f+3+4,1
- Added a new move 'Impact Palm Bomb'.
- f+3+4,2
- Added a new move 'Quick Kiss Shot'.
- SS.1+2,1+2
- Added a new move 'Spiral Kiss Shot'.
- 1+4,F
- '1+4,F' now transitions to CD (Ducking Step).
- d+2,2
- 'd+2,F' now transitions to CD (Ducking Step).
- f,F+2
- 'f,F+2,F' now transitions to CD (Ducking Step).
- Changed the opponent's behavior on block, increasing the distance to the opponent.
- f,f,F+1+2
- This move can now also be performed during 'CD.F+1+2'.
- b,B+2+3
- Input changed to b,B+2+3'.
- b+1+2
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -7F to -4F.
- b+3+4,1+2
- Adjusted the tracking of the first hit, making it more effective against the opponent's left sidestep.
- The recovery time on the first hit has been decreased by 2F.
- Increased the opponent's recovery time on block for the first hit by 2F, adjusting the frame advantage on block from -9F to -5F.
- Extended the input window for the second hit by 7F.
- f,f,F+3,3
- Now deals chip damage on block.
- qcF+1
- Changed the opponent's behavior on block, reducing the distance to the opponent.
- Changed the chip damage on block from 3 to 5.
- qcF+2
- The startup of the attack has been changed from 17~18F to 16~17F.
- OTG.d+3+4
- Damage changed from 20 to 30.
- 1,2,1+2
- df+1,2,1+2
- df+3,2,1,2,1+2
- Reduced recovery time on hit by 6F.
- The behavior of the opponent on counter hit has been changed.
- df+1,2
- Enhanced the tracking of the second hit, but only when the first hit connects or is blocked, to reduce instances where it would whiff mid-sequence.
- The forward movement of the second hit has been increased to extend the reach of the attack.
- Increased the opponent's recovery time on hit and counter hit by 2F. The frame advantage are as follows.
- 'df+1,2,F': Hit changed from +5F to +7F, Counter hit changed from +12F to +14F.
- 'df+1,2,D (or U): Hit changed from +4F to +6F, Counter hit changed from +11F to +13F.
- The damage for the first hit has been decreased from 13 to 10.
- Increased the recovery time by 2F, adjusting the frame advantage on block from -3F to -5F.
- b+3,4
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- The combo damage scaling after hit has been adjusted to 70%.
- SS.1+2
- The recovery time has been decreased by 1F, and the advantage on block has been changed from -9F to -8F.
- The behavior of the opponent on normal hit has been changed.
- ws4
- Fixed an issue where the move had stronger than-intended tracking when performed in certain situations.
- d,DF
- Fixed an issue where inputting 'B' during the move allowed standing guard.
- df+3,2,B
- Fixed an issue where certain inputs allowed unintended cancellation of recovery frames.
Paul
- H.f,F+2,1+2
- H.FC.df+2,1+2
- Added a new move 'Phoenix Demolisher'.
- DPD.DF+1
- Added a new move 'Phoenix Axe'.
- f+3+4
- 'f+3+4' now transitions to CS (Cormorant Step).
- df+3+4
- 'df+3+4' now transitions to DPD (Deep Dive).
- b+3+4
- 'b+3+4' now transitions to SWA (Sway).
- f+2,DF
- 'f+2 during hit from front DF' now transitions to DPD (Deep Dive).
- f+1+2,DF
- f+1+2*,DF
- 'f+1+2,DF' now transitions to DPD (Deep Dive).
- uf+2,DF
- 'uf+2,DF' now transitions to DPD (Deep Dive).
- ub+2*
- 'ub+2' can now be held to perform a powered-up version of the move.
- During Heat, Paul's hold moves are enhanced, and this move is now included among those that benefit from that power-up.
- 2,3
- Added a new move 'Goodnight'.
- DPD.DF+4
- FC.df+4
- Added a new move 'Eigetsu'.
- f+1+4
- Shoulder Tackle 'f+1+4' can now also be performed with 'ub+1+2' or 'u+1+2' inputs.
- db+3
- 'db+3' can now also be performed with 'd+3'
- uf+1 (before: b,f+1)
- Input changed to 'ub+1' or 'u+1' or 'uf+1'.
- Damage changed from 22 to 26.
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on aerial hit.
- 2,d+3
- Removed command.
- H.d+1,2
- H.d+1,2*
- Added a Reversal Break effect.
- 1+2
- Reduced recovery time by 3F, changing the frame advantage on block from -13F to -10F.
- The consumption of remaining Heat has been changed from -210F to -120F.
- Added a Reversal Break effect during Heat.
- 1+2*
- Reduced recovery time by 3F, changing the frame advantage on block from ±0F to +3F.
- The consumption of remaining Heat has been changed from -210F to -120F.
- Fixed an issue where transitioning into CS (Cormorant Step) with '1+2*,F' could be quickly canceled with a sidestep.
- Added a Reversal Break effect during Heat.
- 1+2**
- The consumption of remaining Heat has been changed from -210F to -120F.
- Fixed an issue where transitioning into CS (Cormorant Step) with '1+2*,F' could be quickly canceled with a sidestep.
- Added a Reversal Break effect during Heat.
- f+1+2*
- Changed the opponent's state on block from standing to crouching.
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +5F to +7F.
- qcb+1
- Reduced the distance to the opponent on hit.
- DPD.DF+2,1
- The recovery time has been decreased by 9F, and the advantage on block has been changed from -5F to +4F.
- 2
- Hitbox has been expanded upward.
- Reduced the distance to the opponent on hit.
- Damage changed from 10 to 8.
- d+1+2
- Hitbox has been expanded upward.
- The behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
- Damage changed from 30 to 28.
- Increased recovery time on block and whiff by 2F, and changed frame advantage on block from -16F to -18F.
- ub+2
- The collision 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.
- Adjusted spacing when this move is blocked near a wall to reduce the occurrence of the opponent being pushed back an unnatural distance.
- H.qcf+2
- The consumption of remaining Heat has been changed from -240F to -210F.
- The opponent's recovery time when blocking has been increased by 7F and the advantage on block has been changed from -13F to -6F.
- Added a Reversal Break effect.
- Reduced the distance to the opponent on hit, making it less likely to cause a wall splat from long range.
- H.df+1+3,qcf+2
- Reduced the distance to the opponent on hit, making it less likely to cause a wall splat from long range.
- Fixed an oversight where damage scaling was not applied to this throw when triggering stage gimmicks.
- f+2
- Damage changed from 12, 26 to 12, 22.
- b+1
- Damage changed from 12 to 10.
- f,f,F+2
- Damage changed from 20 to 19.
- AIR.f,f,F+2
- Damage changed from 34 to 29.
- ws2
- Reduced the distance to the opponent on block.
- qcb+4
- Damage changed from 21 to 17.
- f+3,1
- Fixed an issue where the second hit would not connect as a combo after a side hit with the first hit.
Raven
- f,F+2
- Changed to Heat Engager.
- The startup of the attack has been changed from 16~17F to 15~16F.
- f+1+2
- Tracking performance has been enhanced only when absorbing attacks with Power Crush.
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -14F to -13F.
- The hitbox of the second hit has been expanded to alleviate situations where it would whiff against opponents at close range.
- No longer a Heat Engager.
- BT.d+2
- BT.d+2,B
- BT.d+2,D
- Added new move 'Revenant Stab'.
- SZN (Soulzone (3+4, etc.))
- Now possible to use Heat Burst with 'SZN.2+3'.
- 'H.SZN.2+3'. will now execute Pandemonium.
'SZN.F' now allows use of CD (Shadow Sprint).
- df+3+4
- 'df+3+4' now transitions to 'Crouch Step'.
- 2,4,F
- SZN.1,F
- BT.2,1,F
- Input 'CD.ub+1+2' to perform Gatekeeper.
- Input 'CD.u+3,3,3' to perform Deathbringer Low > Shadow.
- Input 'CD.uf+3' to perform Shadow Scythe.
- Input 'CD.uf+4,4' to perform Stormbringer.
- Input 'CD.uf+3+4,4,2' to perform Chakram.
- Input 'CD.uf+3+4,3+4' to perform Spinning Chakram.
- SZN.3
- SZN.3,B
- SZN.3,D
- After the move, Raven now warps and returns to standing position.
- Input 'SZN.3 on hit or block then B' to transition into back turned.
- Input 'SZN.3 on hit or block then D' to transition into crouching.
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -4F to -1F.
- 2,4
- 2,4,B
- 2,4,D
- 2,4,F (before: 2,4)
- After the move, Raven now warps and returns to standing position.
- Input '2,4 on hit then B' to transition into back turned.
- Input '2,4 on hit then D' to transition into crouching.
- Transition into CD (Shadow Sprint) has been changed to '2,4 on hit then F'.
- The timing to perform moves after transitioning into CD (Shadow Sprint) has been made 2F faster, and the frame advantage on hit has been changed from +8F to +10F.
- BT.b+2,4
- BT.b+2,4,B
- BT.b+2,4,D
- After the move, Raven now warps and returns to standing position.
- Input 'BT.b+2,4 on hit or block then B' to transition into back turned.
- Input 'BT.b+2,4 on hit or block then D' to transition into crouching.
- The opponent's behavior on block has been adjusted; frame advantage on block has been changed from -9F to ±0F.
- The opponent's behavior on hit has been adjusted; frame advantage on hit changed from +2F to +5F.
- The distance to the opponent upon first hit has been reduced.
- Adjusted so that only on counter hit of the first hit, the second hit now connects as a natural combo.
- 1
- Adjusted collision detection with the opponent to alleviate instances where the move would whiff in certain situations.
- The hitbox has been expanded downward, alleviating instances where the attack would miss in certain situations.
- df+1,4 / b+2,4,2
- qcf+1,2 / ws3,2
- BT.f+2,4,2
- SZN.1,4
- SZN.3,2
- Reduced recovery time on block by 1F, changing the frame advantage from -14F to -13F.
- db+2,1,1
- BT.2,2,1
- Reduced recovery time on block by 1F, changing the frame advantage from -14F to -13F.
- The damage for the third hit has been decreased from 21 to 24.
- b+1+2
- Changed the damage from 25 to 30.
- f,f,F+3
- The startup of the attack has been changed from 26~28F to 22~24F.
- Changed the opponent's behavior on aerial hit.
- qcf+2
- The startup of the attack has been changed from 25~26F to 22~23F.
- Recovery time for 'qcf+2,B' has been reduced by 2F.
- ws3+4
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -12F to -9F.
- SZN.1
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -3F to +1F.
- SZN.1+2
- Changes have been made to trigger tornado upon counter hit.
- BT.2,1
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been adjusted from -3F to -1F.
- BT.3+4
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- Adjusted the opponent's behavior on first hit, allowing the second hit to connect as a grounded hit.
- Enhanced tracking on the second hit only when the first hit lands or is blocked, mitigating situations where the move would whiff midway.
- Modified the opponent's behavior on block of second hit, changing the block frame advantage from -20F to -14F.
- BT.b+2,3
- The hitbox of the second hit has been expanded downward, alleviating instances of whiffing for certain moves.
- Adjusted the opponent's behavior on the second hit, allowing the third hit to connect as grounded hit.
- Strengthened the tracking of the third hit only when the second hit lands or is blocked, reducing instances where it would unexpectedly whiff mid-sequence.
- Adjusted the opponent's behavior when the third hit is blocked, changing the frame advantage on block from -20F to -14F.
- BT.1+2
- Adjusted the timing at which the move can absorb attacks with Power Crush, changing it from 8F to 6F.
- BT.b+3
- The downward hitbox size has been increased primarily to stabilize behavior when used in aerial combos.
- b+1+3 (or b+2+4)
- After a successful reversal, it is now possible to input 'b+1+3 (or b+2+4)' in sync with the opponent's attack to perform a move during the recovery time.
- qcf+3
- The downward hitbox size has been increased primarily to stabilize behavior when used in aerial combos.
- Adjusted the size of the attack hitbox to make it less likely to hit opponents positioned behind.
- qcf+1+2
- Adjusted opponent behavior on block to reduce distance, changing frame advantage on block -9F to +5F.
- Improved tracking on the second hit only when the first hit lands or is blocked, reducing instances where the second hit would whiff partway through.
- Removed reversal property
- Damage changed from 12, 21 to 10, 20.
- The hitbox of the second hit has been reduced.
- Reduced tracking on the second hit only when the first hit whiffs.
- SZN.4
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -16F to -14F.
- Increased the opponent's recovery time on hit by 2F, changing the frame advantage on hit from +2F to +4F.
- The behavior of the opponent on counter hit has been changed.
- 3~4,F
- BT.f+3+4,F
- BT.3,4,4,F
- Adjusted the move so that Raven disappears when switching positions with the opponent. While vanished, Raven has no hurtbox.
- Increased forward movement distance.
- The recovery frames has been increased by 2F.
- BT.f,f,f (near)
- Adjusted the move so that Raven disappears when switching positions with the opponent. While vanished, Raven has no hurtbox.
- Increased forward movement distance.
- Increased the recovery time by 6F.
- Reduced the timing required to transition into the warp by 8F.
- H.2+3
- Adjusted the animation to mitigate instances where certain attacks would unintentionally whiff.
- b+2,4
- The damage for the second hit has been decreased from 17 to 13.
- f+3,2
- Increased the forward movement of the second hit to mitigate the issue of the second hit whiffing when the first hit connects.
- db+4
- Expanded the attack hitbox to mitigate the issue of the attack whiffing when in close proximity to the opponent.
- b+2,2
- Expanded the attack hitbox upwards to mitigate the issue of the second hit whiffing when the first hit is blocked.
- The distances to the opponent upon the second hit has been reduced.
- BT.4
- Expanded the attack hitbox to mitigate the issue of whiffing when the opponent is in close range.
- Increased the collision downward to prevent the occurrence of position swapping.
- FC.df+3
- The attack hitbox has been expanded to alleviate the issue of whiffing when the opponent is in close range.
- Expanded the hurtbox alleviating situations where certain attacks would whiff.
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- FC.df+3+4
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- df+2+3
- It has been fixed so that you can no longer perform the move while facing away from the opponent.
Reina
- UNS.d+4
- WDS.4
- Added new move 'Santai Gedan-gen'.
- H.d+2,1+2
- Added new move 'Demon's Lethal Fury'.
- 2,2,2,D
- '2,2,2,D' now transitions to WRA (Heaven's Wrath).
- WRA.1,4
- 'WRA.2,D (or U)' now transitions to UNS (Unsoku).
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- The opponent's behavior on counter hit of the first strike has been adjusted, and the frame advantage on counter hit has been changed from +13F to +14F. When transitioning into SEN (Sentai) with 'WRA.1,F', the frame advantage becomes +18F.
- The forward movement of the second hit has been increased to extended the reach of the attack.
- WRA (Heaven's Wrath (d+1+2, etc.))
- Now possible to use Heat Burst with 'WRA.2+3'.
- Now possible to use Divine Dominance of Annihilation with 'H.WRA.2+3'.
- WDS.3
- You can now use the move with 'UNS.3'.
- SEN.2
- 'SEN.2,D' now transitions to 'WRA (Heaven's Wrath)'.
- Adjusted the opponent's behavior on hit, increasing the distance between character after a successful hit.
- 1,2,2
- Now possible to transition into UNS (Unsoku) with '1,2,2,D (or U)'.
- Damage changed from 5, 8, 14 to 5, 6, 14.
- H.WRA.d+3+4 (before: H.WRA.2+3)
- Changed from a Heat Smash to a Heat Timer consumption move with the new command 'H.WRA.d+3+4'.
- Previously, using this move would end the Heat, but now it consumes -300F of the Heat Timer.
- Damage changed from 40 to 35.
- 1,2,3,4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- d+2
- The forward movement has been increased to extend the reach of the attack.
- Adjusted the collision detection with the opponent to make it easier to hit.
- f,F+2
- Increased the opponent's recovery time on hit by 1F, changing the frame advantage on hit from +1F to +2F. If transitioned into SEN (Sentai) with 'f,F+2,F'. the frame advantage becomes +13F.
- WGS.DF+3
- Adjusted the opponent's behavior on hit to match that of 'f,n,d,df#3'
- WRA.3+4
- Changed the opponent's behavior on block and adjusted the frame advantage on block from -5F to +3F.
- f+2,3
- Changed the opponent's behavior on counter hit and adjusted the frame advantage on counter hit +2F to +6F.
- When transitioning to SEN (Sentai) with 'f+2,3,F', the frame advantage becomes +13F.
- The combo damage scaling after a counter hit has been adjusted to 70%.
- f,f,F+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Damage changed from 28 to 23.
- ws3,4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Damage changed from 14, 21 to 14, 19.
- UNS.4
- Added crouching status.
- Changed the chip damage on block from 12 to 9.
- SEN.1+2
- The hitbox of the first hit has been expanded downwards, alleviating instances of whiffing for certain moves.
- The behavior of the opponent on hit has been changed.
- 2,2,1
- Damage changed from 6, 6, 20 to 5, 5, 20.
- ws1
- Increased the recovery time by 7F on block and whiff.
- The opponent's recovery time when blocking has been increased by 4F, and the advantage on block has been changed from -10F to -13F.
- f+2,d (or u)
- Increased the recovery time by 19F.
- FC.df+3
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- 2~1
- Enhanced the tracking performance of the second hit only when the first his lands, reducing instances where the second hit would whiff mid-combo.
- df+1,1
- df+1,2
- Fixed an issue where the range of the first hit was shorter only when the second hit was input.
Shaheen
- SNK.df+1,3
- The tracking performance of the first hit has been adjusted to more effectively catch opponents sidestepping to the left.
- Changed to a Heat Engager.
- b+3+4
- No longer a Heat Engager.
- d+1
- Added new move 'Hermit Needle'.
- SS.1+2
- Added new move 'Haboob'.
- 1,2,2,DF
- You can now cancel the third hit of Spica Gut Punch '1,2,2' and transition to SNK (Stealth Step).
- f+3
- 'f+3,DF' now transitions to SNK (Stealh Step).
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the right
- Both characters recovery time has been increased by 5F. There is no change to frame advantage.
- The startup of the attack has been changed from 20~21F to 20F.
- SNK (Stealth Step (df+3+4, etc.)
- Now possible to use Heat Burst with 'SNK.2+3'.
- 'SNK.uf+1+2' now performs Wezen.
- H.f,F+1+2 (before: H.2+3)
- No longer a Heat Smash. The command has been changed to 'f,F+1+2'.
- Previously, using this move would end the Heat, but now it consumes -450F of the Heat Timer.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +6F to +4F.
- Damage changed from 25, 36 to 15, 25.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- Now no longer transitions into SNK (Stealth Step) on whiff.
- H.2+3
- H.SNK.2+3
- 'H.SNK.2+3' can now be performed from standing position.
- Now transitions into a throw on hit of the first hit.
- Expanded hurtbox after the move to reduce instances where follow-up attacks would unintentionally whiff.
- b+2
- The startup of the attack has been changed from 15~16F to 14~15F.
- SNK.4
- Damage changed from 17 to 20.
- Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
- SNK.1+2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +2F to +4F.
- uf+1
- Changed the chip damage on block from 7 to 10.
- 1,2,3
- Adjusted so that all three hits now connect as a natural combo when the first hit lands as a counter hit.
- Shortened the input window for the third by 5F.
- Adjusted the collision detection to reduce distance between characters after the move, preventing unintended whiffs.
- D*,u+2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from +4F to +6F.
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- Changed the chip damage from 9 to 12.
- Expanded the hurtbox after the move to reduce instances where certain attacks would unintentionally whiff.
- f+3
- Damage changed from 21 to 24.
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -2F to ±0F.
- Expanded the attack hitbox downward.
- The behavior of the opponent on hit has been changed.
- f+2,4,4
- Damage changed from 10, 12, 21 to 10, 16, 21.
- Adjusted so that the second hit now connects as a natural combo when the first hit lands.
- Increased recovery time on hit for the second hit by 4F, changing the frame advantage on hit from -2F to +2F.
- Modified the opponent's reaction on counter hit for the third hit to improve follow-up opportunities.
- df+3
- The behavior of the opponent on hit has been altered to allow for follow-up attacks.
- The recovery frames have been increased by 3F.
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -9F to -13F.
- b+3
- Now deals chip damage on block.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +3F to +1F.
- SS.2
- Reduced the recovery time by 1F, adjusting the frame advantage on block from -13F to -12F, and on hit from ±0F to +1F.
- Damage changed from 17 to 14.
- Adjusted the opponent's behavior on counter hit to match that of a normal hit.
- 2,3
- Damage changed from 10, 18 to 10, 13.
- f+2,3
- The behavior of the opponent on hit has been changed.
- df+4,1,3
- The collision detection with the opponent has been adjusted, mitigating cases where the opponent's punish would not connect.
- d+4
- Damage changed from 13 to 10.
- f,f,F+2
- The behavior of the opponent on hit has been changed.
- FC.df+4,1
- Adjusted the opponent's behavior on counter hit for the second hit to match that of a normal hit.
- FC.df,d,DF+3
- Damage changed from 20 to 17.
- df+2
- d+3
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- ws4
- The collision detection with the wall has been adjusted to mitigate the issue of whiffing when attacking near the wall.
Steve
- b+1+2
- Added new move 'Fox Fury.
- H.b+1+2,1+2
- H.b+1+2,1+2.B
- Added new move 'Five Fox Fury'.
- LNH.1
- 'LNH.1,B' now transitions to FLK (Flicker).
- The opponent's behavior on hit has been altered to induce wall stun.
- The opponent's recovery time when blocking has been reduced by 5F, and the advantage on block has been changed from -4F to -9F.
- DCK.f+2
- After the move, it now transitions into LNH (Lion Hart).
- 'DCK.f+2~1' now allows you to perform Swindler.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Changed the opponent's behavior on block, increasing the distance to the opponent.
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- Removed the transitions to LWV (Ducking Left) / RWV (Ducking Right) / DCK (Ducking) / SWY (Swaying).
- EXD.f+2
- After the move, it now transitions into LNH (Lion Hart).
- 'EXD.f+2~1' now allows you to perform Swindler.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Changed the opponent's behavior on block, increasing the distance to the opponent.
- Removed the transitions to LWV (Ducking Left) / RWV (Ducking Right) / DCK (Ducking) / SWY (Swaying).
- PAB.2
- After the move, it now transitions into LNH (Lion Hart).
- 'PAB.2~1' now allows you to perform Swindler.
- Changed the opponent's behavior on block, and adjusted the frame advantage from -3F to +5F.
- Changed the opponent's behavior on normal hit, and adjusted the frame advantage from +2F to +14F.
- Now deals chip damage on block.
- The opponent's behavior on counter hit has been changed to match the that of on normal hit.
- PAB.df+1,2
- After the move, it now transitions into LNH (Lion Hart).
- 'PAB.df+1,2~1' now allows you to perform Swindler.
- Changed the animation of the second hit and adjusted its startup from 18~19F to 17~18F.
- Changed the second hit to a homing attack.
- Reduced the distance to the opponent on hit.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Changed the opponent's behavior on block, and adjusted the frame advantage from -6F to +3F.
- Chip damage on block has been removed.
- 2+3
- Made it possible to use Heat Burst from LNH (Lion Hart) / PAB (Peakaboo) / FLK (Flicker).
- H.2+3
- Made it possible to use Bretwalda from LNH (Lion Hart).
- H.df+3+4
- Made it possible to use EXD (Ducking In) direct from LNH (Lion Hart) / PAB (Peakaboo) / FLK (Flicker).
- Added low parry effect.
- u+2
- FLK.u+2
- Made it possible to perform using 'PAB.uf+2'
- *Note: When the move is executed with 'u+2', its properties have been changed as follows:
- Damage: 23 to 14, jump status: 9~35 to 12~35.
- Receive opponent attack during H.LNH
- Changed the reversal condition from "mid attacks" to "high or mid attacks".
- 1,1,3 / 1,1,4
- 1,2,3 / 1,2,4
- 1,2,1,3 / 1,2,1,4
- 1,2,1,2,3 / 1,2,1,2,4
- df+1,3 / df+1,4
- df+1,2~3 / df+1,2~4
- df+1,2~f+1+2,3 /df+1,2~f+1+2,4
- df+2,3 / df+2,4
- d+2,1,3 / d+2,1,4
- ws1,1,3 / ws1,1,4
- ws2,3 / ws2,4
- Now possible to block when transitioning into LWV (Ducking Left) / RWV (Ducking Right) from an attack.
- df+2
- Increased the opponent's recovery time on counter hit by 2F, and adjusted the frame advantage on counter hit from +8F to +10F.
- f,f,F+2
- The behavior on landing a down-hit has been modified.
- The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
- LWV.1
- The startup of the attack has been changed from 15F to 14F.
- RWV.2
- The startup of the attack has been changed from 15~16F to 14~15F.
- ub+2
- Now deals chip damage on block.
- Changed the opponent's behavior on block and adjusted the frame advantage on block from +3F to +5F.
- Increased the recovery time of 'ub+2,B' by 4F, adjusting the frame advantage on block from +3F to +1F, and on hit from +14F to +10F.
- 1,1,2
- Damage changed from 5, 7, 15 to 5, 7, 13.
- db+1+2
- LNH.2
- Decreased the distance between character on block, making it easier for the opponent's counterattack to connect.
- ws1,2
- Damage changed from 20 to 17.
- f,f,F+2
- Fixed an issue where, after blocking the attack, the opponent could unnaturally crouch under follow-up high attacks at an unusually fast timing.
- ALB.2
- Fixed an issue where, under certain conditions, the attack would be performed in an unnatural direction.
- Mitigated an issue where the attack would whiff when performed near a wall.
Victor
- b+1+2
No longer a Heat Engager.
- f,f,F+1+2
- Added new move 'Tear Drop Cut'.
- IAI.d+1
- Added new move 'Passelande'.
- FC.1+2,F
- 'FC.1+2,F' now transitions to PRF (Perfumer).
- uf+1,1,F
- IAI.1,1,F
- 'uf+1,1,F' now transitions to PRF (Perfumer).
- 'IAI.1,1,F' now transitions to PRF (Perfumer).
- PRF.3+4
- 'PRF.3+4' now transitions to IAI.
- PRF.1+2,D
- 'PRF.1+2,D or 1+2,3+4' now transitions to IAI.
- 1,1,2,F
- '1,1,2,F' now transitions to PRF (Perfumer).
- Damage changed from 5, 7, 5, 10 to 5, 5, 5, 7.
- PRF (Perfurmer (f+3, etc.))
- Now possible to use Heat Burst with 'PRF.2+3'
- 'H.PRF.2+3' now activates Elimination Samourai.
- b+2
- Now possible to perform Strobing Memories with 'PRF.b+2'.
- The startup of the attack has been changed from 12F to 10F.
- Expanded the attack hitbox to increase the move's reach.
- Recovery time reduced by 3F. No change in frame advantage.
- IAI.1+2
- Changed to a homing attack.
- IAI.1,1+2
- Changed the second hit to a homing attack.
- d+4
- Reduced recovery time by 1F, adjusting frame advantage on block from -14F to -13F, and hit on -3F to -2F.
- uf+4
- Changed the timing for jump status activation from 14F to 9F.
- H.2+3
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -15F to -14F.
- H.db+1+2
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from +6F to +9F.
- IAI.3
- The opponent's recovery time when blocking has been increased by 1F, and the advantage on block has been changed from -14F to -13F.
- ws3
- The startup of the attack has been changed from 15F to 14F.
- 2,2
- The opponent's recovery time when blocking has been increased by 2F, and the advantage on block has been changed from -12F to -10F.
- Reduced the distance to the opponent on block
- f+1+2
- The opponent's recovery time when blocking has been increased by 12F, and the advantage on block has been changed from -9F to +3F.
- Damage changed from 35 to 30.
- db+3
- Changed to induce Tornado on normal hit.
- The opponent's recovery time when blocking has been reduced by 3F, and the advantage on block has been changed from -8F to -11F.
- Reduced the distance to the opponent on block.
- b+4
- PRF.4
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- Reduced the distance to the opponent on block.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- 1+2
- Reduced the distance to the opponent on block.
- The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -8F to -9F.
- u+1+2
- Damage changed from 37 to 32.
- df+3+4
- Damage changed from 32 to 28.
- db+4
- The forward movement has been reduced, resulting in shorter reach.
- ws1+2
- Damage changed from 10, 17 to 10, 12.
- IAI.d+2
- Changed the chip damage on block from 11 to 6.
- IAI.2
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from -7F to -9F.
- PRF.1
- Damage changed from 17 to 15.
Xiaoyu
- df+2,1+2
- Added new move 'Moon Scorched Feather Tackle'.
- BT.b+1+2
- Added new move 'Scorched Feather Tackle'.
- df+2,3,D
- The second hit of Moon Swallow 'df+2,3' can now be canceled into crouch.
- BT.1,2,D
- The second hit of Double Serving 'BT.1,2' can now be canceled into crouch.
- f+3+4,3+4
- Can now also be performed from AOP (Phoenix) with 'f+3+4,3+4'.
- AOP (Phoenix (d+1+2, etc.))
- Heat Burst can now be performed with 'AOP.2+3' when Heat activation is available.
- Divine Shooting Star can now be performed with 'H.AOP.2+3' in Heat State.
- FC.df+2,1
- Can now be performed with 'AOP.f+2,1'.
- Changed so that the second hit will connect as a combo if the first hit lands.
- The distance to the opponent upon the first hit has been reduced.
- Fixed an issue where unintended reversals would succeed against the first hit.
- Damage changed from 10, 14 to 8, 10.
- Adjusted the startup of the second hit from 21F to 18F, making the second hit a guaranteed block string.
- The input window for the second hit has been reduced, preventing delays in its execution.
- Changed the first and second hit to transition into Rain Dance stance upon completion.
- f+1+2
- Damage changed from 25 to 30.
- db+2
- Changed the opponent's behavior on counter hit to prevent guarding during stun, and adjusted the frame advantage on counter hit from +18F to +12F.
- b+1+2
- The tracking capability of the second hit has been enhanced exclusively when the first hit connects, alleviating the occurrence of whiffing midway through.
- f,F+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- AOP.1,2
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -6F to -3F.
- AOP.1+2
- The distance from the opponent on counter hit has been reduced.
- BT.1
- Fixed an issue where the opponent's recovery time was reduced when the second hit was input.
- BT.d+3,4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- HYP.4
- The behavior of the opponent on hit has been modified to enable potential aerial combos.
- HYP.3+4
- The opponent's recovery time when blocking has been increased by 6F, and the advantage on block has been changed from +2F to +8F.
- db+1
- Adjusted the clean hit damage scaling from 120% to 140%.
- Removed the clean hit effect against opponents in a downed state.
- Damage changed from 25 to 22.
- BT.2,2
- The distance to the opponent upon the first hit has been reduced.
- Adjusted so that the second hit no longer connects as a guaranteed follow-up when the first hit lands.
- BT.3
- Increased the opponent's recovery by 5F, adjusting the frame advantage on hit from +7F to +12F.
- Modified the opponent's behavior when hit from the back.
- Damage changed from 18 to 13.
- Changed the opponent's behavior on counter hit, matching that of a normal hit.
- BT.d+4
- The startup of the attack has been changed from 24~26F to 20~22F.
- The behavior of the opponent on clean hit has been changed.
- The behavior of the opponent on counter hit has been changed.
- H.BT.2+3
- The opponent's recovery time when blocking has been reduced by 9F, and the advantage on block has been changed from +18F to +9F.
- No changes were made when transitioning to the standing state.
- ws4
- The downward hitbox size has been reduced, making it less likely to connect with opponents in a downed state.
- HYP.2
- Adjusted the frame advantage on block when performing a move on the second step from +5F to ±0F.
- HYP.3
- Damage changed from 20 to 17.
- Adjusted the damage when performing a move on the second step from 25 to 22.
- Adjusted the damage when performing a move on the third step from 30 to 27.
Yoshimitsu
- uf+1,1
- Added new move 'Kasane Kaishaku'.
- KIN.f+1+2
- Added new move 'Oyashiro Kuzushi'.
- FLE.4
- Adjusted the opponent's behavior on hit, changing the frame advantage on hit from +12F to +15F.
- Now transitions to IND (Indian) on hit.
- MED.1
- Shiset Genman 'BT.d+1' can now also be performed with 'MED.1'.
- ub+1 (before: u+1)
- u+1 (before: uf+1)
- Changed 'ub+1' to perform a vertical jump attack, while 'u+1' will perform a forward jump attack.
- 4,4
- Damage changed from 12, 12 to 16, 16.
- Adjusted the opponent's behavior on hit, changing the frame advantage on hit from -2F to +4F.
- f,F+2,2
- Now transitions into a throw regardless of the follow-up input timing.
- Standard version deals 18 damage, while the perfect input version deals 20 damage.
- ws1
- The startup of the attack has been changed from 14~15F to 13~14F.
- SS.2
- Damage changed from 20 to 22.
- The startup of the attack has been changed from 18~19F to 16~17F.
- Adjusted the opponent's behavior on hit to make aerial combos easier to perform.
- FLE.2
- FLE.3
- FLE.4
- Adjusted FLE (Flea) to allow moves input during it to be executed 18F faster.
- NSS.f+1+2 or H.f+1+2
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -12F to -7F.
- The distance between the player and the opponent on block has been increased.
- The consumption of remaining Heat has been changed from -180F to -270F.
- Adjusted the opponent's behavior on hit after Heat activation.
- d+2,2
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
- Damage changed from 17 to 15.
- b+2,2
- Recovery time reduced by 3F.
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -13F to -9F.
- Reduced the distance to the opponent on block.
- NSS.b+2
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -10F to -9F.
- Reduced the distance to the opponent on block.
- FLE.1+2
- Changed the attack property from "high" to "mid".
- Damage changed from 20 to 16.
- Adjusted the opponent's behavior on block, changing the frame advantage on block from -8F to -9F.
- Reduced the distance to the opponent on block.
- The behavior of the opponent on normal hit has been changed.
- FLE.uf (or ub or u)
- The behavior of the opponent on hit has been modified to enable potential aerial combos.
- Enabled input buffering to execute moves immediately after this move.
- Now deals chip damage on block.
- Changed the attack property from "unblockable" to "mid".
- 1
- Damage changed from 7 to 5.
- NSS.1,1
- The opponent's behavior on hit has been altered to not induce wall stun.
- 3,1
- Damage changed from 22 to 20.
- NSS.3,1
- Damage changed from 25 to 22.
- 3,2,1+2
- Damage changed from 29 to 26.
- NSS.3,2,1+2
- Damage changed from 30 to 27.
- FC.df+1
- Changed the damage dealt on hit to recoverable damage.
- 1+4
- NSS.1+4 or H.1+4
- KIN.1+4
- NSS.KIN.1+4 or H.KIN.1+4
- b,B+1+4,B
- NSS.b,B+1+4,B or H.b,B+1+4,B
- Increased recovery time on block by 3F, changing the frame advantage on block -15F to -20F.
- Increased recovery time on whiff by 5F.
- Added visual effect.
- f+1+2
- The behavior on landing a down-hit has been modified.
- No changes to 'H.NSS.f+1+2'.
- f+3+4
- Damage changed from 20 to 18.
- NSS.1,1 or H.1,1
- NSS.3,1 or H.3,1
- NSS.3,2,1+2 or H.3,2,1+2
- NSS.f+1+2 or H.f+1+2
- NSS.ub+1+2 or H.ub+1+2
- NSS.d+1 or H.d+1
- NSS.df+3,1 or H.df+3,1
- NSS.DGF.1 or H.DGF.1
- NSS.DGF.f+1+2 or H.DGF.f+1+2
- NSS.KIN.1,1 or H.KIN.1,1
- NSS.KIN.2,1+2 or H.KIN.2,1+2
- NSS.KIN.2,1+2* or H.KIN.2,1+2*
- NSS.KIN.f+1 or H.KIN.f+1
- NSS.KIN.f+1* or H.KIN.f+1*
- Adjusted health recovery on hit from 4 to 1.
- Health recovery for recoverable health on hit changed from 10 to 5.
- NSS.KIN.2,1+2* or H.KIN.2,1+2*
- The opponent's recovery time when blocking has been reduced by 3F, and the advantage on block has been changed from +14F to +11F.
- DGF.f+1+2
- Damage changed from 10, 10, 20 to 9, 9, 8.
- No changes to 'H.DGF.f+1+2'.
- uf+1+2
- Damage changed from 45 to 40.
- df+3,1
- Enhanced the tracking ability of the second hit when the first hit makes contact with the opponent. This adjustment is made to mitigate the occurrence of attacks whiffing partway through.
- d+1
- Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
Zafina
- ORB (Anathema)
- A new enhancement feature called ORB (Anathema) has been added.
- Gain ORB (Anathema) by successfully landing specific attacks.
- While in possession of Anathema, certain moves will be enhanced when used.
- Anathema is reset at the end of each round.
- During Heat, Zafina can always perform Anathema enhanced moves, through doing so will consumer her Heat Timer.
- Moves that consume Anathema will deal increased damage and chip damage if Zafina's remaining health is 42 or lower.
- (If Zafina's health recovers to 43 to above due to available recoverable health, this effect will no longer apply).
- f+1+2
- b+1+2
- df+1,2,1+2
- df+4,1
- db+2,1+2
- b+1,1
- SCR.2,1
- SCR.df+1
- SCR.b+1+2
- MNT.df+1
- TRT.df+1
- b+1+3 (or b+2+4)
- Successfully landing this move will now grant Anathema.
- H.SCR.df+1
- H.MNT.df+1
- H.TRT.df+1
- The enhanced properties during heat have been removed due to the introduction of the Anathema system.
- ORB.b+1,1+2
- ORB.b+3,1+2
- ORB.b+1+2,1+2
- Added new move 'Anathematic Claw'.
- Added new move 'Anathematic Stomp'.
- Added new move 'Anathematic Razer'.
- df+1,2,1+2
- Added new move 'Calamity Trifecta'.
- db+2,1
- Added new move 'Shulshaga'.
- db+2,1+2
- Added new move 'Calamity Vortex'.
- b+1+2
- Added new move 'Evil Razer'.
- df+1,2,1
- Enters SCR (Scarecrow) after the move.
- By inputting 'B' in advance, you can remain in standing state without transitioning to the stance.
- Reduced recovery on block by 1F, adjusting the block frame advantage from -13F to -12F.
- Damage changed from 20 to 16.
- Reduced the distance to the opponent on block.
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on aerial hit.
- The behavior on landing a down-hit has been modified.
- MNT.df+1
- Enters SCR (Scarecrow) after the move.
- By inputting 'B' in advance, you can remain in standing state without transitioning to the stance.
- The startup of the attack has been changed from 24~25F to 20~21F.
- Changed the chip damage on block from 9 to 12.
- SCR.b+1+2
- Inanna's Fury has been changed to Sinister Bite, a low attack using Azazel's Power.
- Damage changed from 16 to 20.
- The behavior of the opponent on hit has been changed.
- Increased the recovery time by 1F, and adjusted the frame advantage on block from -17F to -18F.
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- Changed to a move that uses Azazel's Power and now consumes health.
- ORB.SCR.df+3+4 (before: H.SCR.2+3)
- Changed Malice of Azazel from a Heat Smash, renamed to Anathematic Malice.
- Input changed to 'ORB.SCR.df+3+4'.
- Changed Zafina's behavior on hit.
- The damage for the first hit has been decreased from 10 to 6.
- The damage for the second hit has been decreased from 20 to 15.
- SCR (Scarecrow)
- Can now perform Heat Burst with 'SCR.2+3'.
- Made it possible to perform Curse of Azazel with 'H.SCR.2+3'.
- b+1,1 {before: b+1,1+2)
- Input changed to 'b+2 during hit from front 1'.
- Increased the input window for the second hit by 4F.
- uf+2 (before: df+2+3)
- Input changed to 'uf+2'.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- ub+1+2 (before: b+2+3)
- Input changed to 'ub+1+2'.
- SCR.3+4
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- TRT.1+2
- Changed to a homing attack.
- TRT.DB
- Adjusted so that standing guard is possible during the transition to the standing state.
- 1,4
- Reduced recovery time by 7F.
- Reduced the opponent's recovery time on block by 7F. The frame advantage on block remains unchanged.
- Adjusted the opponent's behavior on hit and reduced the frame advantage from +22F to +8F.
- Adjusted the opponent's behavior on hit on counter hit for the second hit.
- f+3
- The startup of the attack has been changed from 21F to 17F.
- Adjusted the tracking performance to make it more likely to hit opponents sidestepping to the left.
- Changed the opponent's behavior on hit, making follow-up attacks on the ground possible.
- The combo damage scaling after hit has been adjusted to 70%.
- f+1+2
- The forward movement of the first hit has been increased to extend the reach of the attack.
- Changed the health consumption when using Azazel's power from 8 to 18.
- df+4,1
- Adjusted the startup frames of the first attack from 14F to 13F.
- The opponent's recovery time when blocking has been increased by 3F, and the advantage on block has been changed from -12F to -9F.
- Changed the health consumption when using Azazel's power from 8 to 18.
- b+2
- Increased the opponent's recovery time on hit by 2F, adjusting the frame advantage on hit from +12F to +14F.
- The combo damage scaling after hit has been adjusted to 70%.
- uf+3
- Changed the action when using 'ub+3' to perform a vertical jump attack, and 'u+3' or 'uf+3' to perform a forward jump attack.
- Changed the opponent's behavior on aerial hit to Strong Aerial Tailspin to increase the variety of aerial combos.
- Damage changed from 25 to 19.
- f,f,F+1+2
- Reduced the distance between characters when the opponent is hit in the air.
- The opponent's recovery time when blocking has been reduced by 2F, and the advantage on block has been changed from +8F to +6F.
- SCR.df+1
- Changed the opponent's behavior on hit by the first attack.
- The damage for the second hit has been decreased from 20 to 30.
- Changed the chip damage on block from 8 to 15,
- Improved the tracking performance of the second attack when the first attack hits or is blocked, reducing instances where the second attack would miss.
- Changed the health consumption when using Azazel's power from 8 to 24.
- TRT.2
- Added Power Crush properties.
- Increased recovery on block by 4F and adjusted the frame advantage on block from -9F to -13F.
- Increased recovery on block by 4F.
- The behavior of the opponent on hit has been changed.
- df+1,4
- Increased the distance from the opponent on a down hit with the first hit.
- Adjusted the opponent's behavior on hit with the second hit, changing the frame advantage on hit from +12F to +7F.
- d+3
- The behavior of the opponent on counter hit has been changed.
- db+2
- The opponent's recovery time when blocking has been reduced by 4F, and the advantage on block has been changed from -9F to -13F.
- The behavior of the opponent on hit has been changed.
- The opponent's behavior on counter hit has been changed to match that of on normal hit.
- f,F+4
- Damage changed from 20 to 16.
- The behavior of the opponent on hit has been changed.
- ws3
- Damage changed from 20 to 16.
- SCR.2,1
- Changed the health consumption when using Azazael's power from 8 to 18.
- TRT.3
- The behavior of the opponent on hit has been changed.
- Changed the opponent's behavior on counter hit, making follow-up attacks on the ground possible.
- The combo damage scaling after a counter hit has been adjusted to 70%.
- b+1+3 (or b+2+4)
- Adjusted the behavior so that the character turns to face the opponent when the opponent is behind them.