Version 2.06.01

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Version 2.06.01
Released 2025-10-14
Official notes [1]
Chronology (view all)
← Version 2.05.00 Version 2.06.02 →





Common

Self-damaging moves
Fixed an issue where, during a self-damaging move, it was possible to achieve a KO by landing an attack that should only deal recoverable damage and not be able to KO.
Certain Power Crush moves
Fixed an issue where certain moves dealt different damage when absorbed by a Power Crush compared to when they hit normally, so that the damage is now consistent with a normal hit.
SE, Voices, Effects, etc.
Made some adjustments and changes to the move cinematics.

Anna

b+3
During a reversal move, throws are not supposed to be breakable.
However, due to an issue, throw escapes were possible within a 1-2F window for this particular move, so this has been fixed.

Asuka

b+1+3 (or b+2+4)
Adjusted the collision detection between characters to reduce instances where certain moves would whiff, preventing reversal techniques from activating properly.

Azucena

df+2,4
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.

Clive

2+4
Fixed an issue where the character positioning would become incorrect when a throw escape occurred near a wall.

Claudio

b+4,1
b+4,2
b+4,3
b+4,4
The tracking capability of the second attack has been enhanced exclusively when the first attack connects on ground, alleviating the occurrence of whiffing midway through.

Devil Jin

f,F+4
The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
uf+3+4
The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
Expanded the downward hitbox of the second hit to mitigate an issue where it would whiff against certain moves.

Dragunov

ws1,2
The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
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.
Increased tracking performance only when the counter throw is successful. This adjustment is intended to mitigate an issue where the follow-up attack would whiff even after a successful counter throw.

Eddy

uf+3
The collision detection for this attack has been expanded downwards to make it harder to jump over the opponent.
The hitbox has been expanded to mitigate whiffing for certain moves.

Fahkumram

ws4
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
GRF.f,F+4~3,2
Adjusted so that the second hit no longer whiffs after the first hit connects specifically against Kuma/Panda.
GRF.1+2
Fixed an issue where performing the input f+1~1+2 during Garuda Force would unintentionally trigger GRF.1+2 instead of the intended 1+2 input.
f+2,1,GRF.2
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
Adjusted the behavior so that after blocking the first and second hits, sidestepping right to evade the third hit no longer causes a position switch, which previously made counterattacks difficult.

Heihachi

df+1,1
Fixed an issue where, if the second hit had already been input, the hitbox for the first hit was unintentionally reduced.

Jack-8

ws4
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
H.uf+3
Corrected the displayed startup frame data, which was previously incorrect, so that it now accurately shows as 20F.

Jin

ZEN.3+4
Expanded the hurtbox after the move to mitigate situations where certain follow-up attacks would whiff.

Jun

b+1+3,P (or b+2+4,P)
Adjusted the collision detection between characters to reduce instances where certain moves would whiff, preventing reversal techniques from activating properly.

Kazuya

SS.4,1
The tracking capability of the second attack has been enhanced exclusively when the first attack connects on ground, alleviating the occurrence of whiffing midway through.

King

f,n,d,DF+2+4
You can now use the move with f,n,d,DF+2+3.
f,n,d,DF+1+3
You can now use the move with f,n,d,DF+1+4.
JGS.1+3 (or 2+4)
You can now use the move with JGS.1+4 (or 2+3).
uf+3+4
An issue was fixed where, when blocking an opponent's attack, the behavior that should have been registered as grounded was incorrectly registered as airborne.
f,f,F+3+4
In version 2.05, we adjusted the attack hit detection to fix an issue where attacks unintentionally hit opponents positioned behind the player. However, this caused some existing combos to become inconsistent, so we expanded the hitbox downward.

Kuma/Panda

db+4
The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.

Lars

f,b+2,1
The tracking capability of the second hit has been enhanced when anding the first hit, mitigating the occurrence of whiffing midway through.

Law

f+3+4
The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
SS.3+4
Adjusted the collision detection with the opponent to mitigate an issue where the attack would begin to whiff partway through.

Lee

qcf+4
You can now use the move with d,DB+4.
3,3
The tracking capability of the second hit has been enhanced when and in the first hit, mitigating the occurrence of whiffing midway through.
f,f,F+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.

Leo

db+2,4
The tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
f+2,4
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.
b+4,1,LTG.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.
Only when the second hit lands, the tracking of the third hit has been improved to mitigate instances where it would whiff partway through.

Lidia

FC.df+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.)

Lili

3+4
Expanded the downward hitbox of the second hit to mitigate an issue where it could whiff against opponents moving sideways.

Raven

qcf+1+2
The distance from the opponent was reduced when the first hit is blocked, in order to alleviate whiffing midway through.
2,4
The distance from the opponent was reduced when the first hit is blocked, in order to alleviate whiffing midway through.
BT.3,4,4
BT.f+3+4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
BT.f+3+4
Since the character entered a crouching state after the move, the crouching status has been removed to align with the behavior of BT.3,4,4.

Steve

b+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.
The distance from the opponent has been reduced when the first hit connects, in order to alleviate whiffing midway through.