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SFV s2 Patchnotes

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  1. OFFICIAL STREET FIGHTER® V SEASON 2 PATCH NOTES
  2. Hey everybody,
  3. Before we dive into the full patch notes, we here at Capcom want to thank everybody for a fantastic year and your continued support of Street Fighter V, the Capcom Pro Tour, and Capcom Cup. Next year marks the 30th Anniversary of the Street Fighter series and we hope you’ll join us in the festivities. Make sure to follow us on Facebook and Twitter to hear the latest news.
  4. As Combofiend mentioned in his blogpost, the team has been hard at work ensuring the 2017 season of Street Fighter V is its best yet! We’ve been paying attention all year long and these balance changes are the combined result of Capcom Pro Tour tournaments, online play, player feedback, and internal testing. The goal was to ensure a rich, diverse gameplay experience with each character that both players and spectators can enjoy.
  5. In addition to the balance changes, you’ll find a few other features included in the patch:
  6. Direct Input controller support
  7. We are happy to announce that Street Fighter V on Steam now officially supports Direct Input controllers. You’ll find this in the Other Settings section of Options.
  8. Background Music Select
  9. In Battle Settings, you’ll now be able to select your preferred music in Training and Versus Modes as well as Casual and Ranked matches.
  10. Fighter Profile Radar Charts
  11. Additional updates and fixes have been implemented into Fighter Profiles.
  12. Updated Rage Quit System
  13. The current Rage Quit System has resulted in a significant decrease in rage quitting. That said, we always planned to take this one step further and are ready to further address the issue with this update. In addition to losing League Points and being locked out of online matchmaking for a set time, the following additions have been made to the system:
  14.  Matchmaking Update - Players who frequently disconnect during matches will now be more likely to be matched up with other players who exhibit similar behavior. The same applies for honorable players who rarely, if ever disconnect; they will be matched up with similar players.
  15.  Player Profile Icons - The worst offenders and the most honorable players will also have a special icon displayed on their Fighter Profiles.
  16.  League Points Deduction – Anytime a player disconnects during a match, their League Points will be deducted as if it was a loss.
  17. Change Log
  18. System Changes
  19. Recoverable damage: Changed recovery speed from 10 points every 4F to 10 points every 8F
  20. Hold button moves: Changed so certain special moves that activate when the button is released can be used as a buffer
  21. Input latency: Shortened the inactive frames on input confirm from 12F to 6F after the last key for a charge attack has been input
  22. RYU
  23. Hurtbox:
  24.  Adjusted hurtbox when changing direction while crouching
  25.  Forward throw: Increased recovery on-hit by 8F
  26.  Reduced stun damage from 170 to 120
  27.  Reduced CA gauge accrual
  28.  Increased distance from opponent after hit
  29.  Standing LP (Normal/V-Trigger): Shrunk hitbox in upwards direction
  30.  Increased horizontal knockback on-hit in the air
  31.  Expanded hitbox in forward direction
  32. Standing LK:
  33.  Shrunk hitbox in forward direction
  34. Standing MP (Normal/V-Trigger):
  35.  Changed advantage on-hit from +6F to +7F
  36.  Expanded hurtbox that appears during 3-12F of action in forward direction
  37.  Shrunk hitbox in forward direction
  38.  Standing HP (Normal/V-Trigger): Changed startup from 7F to 8F
  39. o Increased overall animation by 1F
  40.  Only V-Trigger HP is cancellable
  41. Standing HK:
  42.  Changed action recovery from 18F to 20F
  43. o Recovery on-hit or block have not changed
  44. Crouching LP (Normal/V-Trigger):
  45.  Increased duration of hitbox from 2F to 3F
  46.  Expanded distance of pushback on-hit and block
  47.  Fixed bug that when mash canceling into a normal Crouching LP, was not recognized as not countered even when taking a hit before the first frame of attack startup
  48.  Crouching MP (Normal/V-Trigger): Changed startup from 5F to 6F
  49. o Increased overall animation by 1F
  50.  Somewhat expanded hitbox in forward direction
  51.  Expanded hurtbox around hitbox in forward direction
  52.  Shrunk upper hitbox
  53. Crouching MK:
  54.  Changed startup from 6F to 7F
  55. o Increased overall animation by 1F
  56.  Changed duration of hitbox from 2F to 3F
  57. Crouching HK:
  58.  Changed startup from 7F to 8F
  59.  Increased overall animation by 1F
  60.  Lowered damage from 100 to 90
  61.  Shrunk hitbox in forward direction
  62. Jumping LK:
  63.  Expanded active hurtbox in downward direction
  64.  Shrunk hitbox in downward direction
  65. Jumping MP (Normal/V-Trigger):
  66.  Changed damaged caused by normal version from 80(40+40) to 60(30+30)
  67.  Decreased damage caused by V-Trigger version from 80(40+40) to 60(30+30)
  68.  Block properties for 2nd hit changed from mid to high
  69. Jumping MK:
  70.  Shrunk lower hitbox
  71.  Axe Kick: Changed recovery on-block from ±0F to -2F
  72.  First and 2nd hits can be cancelled into specials, CA, and V-Trigger
  73. Collarbone Breaker (Normal/V-Trigger):
  74.  Changed startup from 20F to 22F
  75. o Increased overall animation by 2F
  76.  Changed recovery on-hit from ±0F to +1F
  77.  Changed recovery on-block from -4F to -6F
  78. Solar Plexus Strike (Normal/V-Trigger):
  79.  Increased stun damage (for normal: 100 to 150, for V-Trigger: 130 to 180)
  80.  Changed advantage on-hit from +6F to +8F
  81. Jodan Sanrengeki:
  82.  Increased damage of second hit from 60 to 70
  83.  Increased stun damage of second hit (for normal: 70 to 100, for V-Trigger: 100 to 130)
  84.  Increased stun damage of third hit from 80 to 100
  85.  Second hit can be cancelled by V-Trigger
  86.  Shrunk hit back on second hit
  87.  Increased duration that damaged side is suspended in when third hit hits
  88. V-Reversal Hashogeki:
  89.  Changed startup 15F to 17F
  90.  Changed distance and advantage on-hit
  91. V-Skill Mind's Eye:
  92.  Changed animation recovery on whiff from 29F to 32F
  93.  Increase V-Gauge accrual from 25 to 50 when successful
  94. Hadoken:
  95.  Changed overall animation (L: 46F to 47F, H: 48F to 47F)
  96.  Decreased amount of CA gauge accrued on activation
  97.  Increased amount of CA gauge accrued on-hit or block
  98.  Changed advantage on-block from -7F to -6F
  99. Hadoken (V-Trigger):
  100.  Decreased amount of CA gauge accrued on activation
  101.  Increased amount of CA gauge accrued on-hit or block
  102.  Fixed bug that even when hit during 1-7F of animation, was not registered as a counter
  103. EX Hadoken (Normal/V-Trigger):
  104.  Changed advantage on-block from -2F to +2F
  105.  Fixed bug that even when hit during 1-6F of animation during V-Trigger, was not registered as a counter
  106. L Shoryuken (Normal/V-Trigger):
  107.  Reduced damage from 120 to 110 during V-Trigger
  108.  Expanded hurtbox that appears during 1-3F in downward direction
  109.  Expanded hitbox on startup during V-Trigger in forward direction
  110. M Shoryuken (Normal/V-Trigger):
  111.  Decreased damage during V-Trigger from 140 to 130
  112.  Added hurtbox and throwable box during 1-2F
  113.  Changed physical strike/projectile invincibility to 3-6F
  114.  Added collision box to lower body during 6F
  115.  Expanded hitbox on startup in upward direction
  116. H Shoryuken (Normal/V-Trigger):
  117.  Decreased damage of normal version from 140 to 120
  118.  Decreased damage during V-Trigger from 160 to 130
  119.  Decreased stun damage of normal version from 200 to 150
  120.  Decreased stun damage during V-Trigger from 250 to 200
  121.  During 1-3F, removed invincibility and added hurtbox and throwable box
  122. EX Shoryuken (Normal/V-Trigger):
  123.  Expanded hitbox on startup both in forward and downward directions
  124. L Tatsumaki Senpukyaku:
  125.  Increased damage from 80 to 90
  126.  Decreased stun damage from 200 to 150
  127. M Tatsumaki Senpukyaku:
  128.  Changed recovery when landing from 12F to 14F
  129.  Decreased chip damage on-block from 25×2 to 17×2
  130.  Decreased stun damage from 200 to 150
  131. H Tatsumaki Senpukyaku:
  132.  Changed recovery when landing from 11F to 15F
  133.  Decreased damage from 120 to 110
  134.  Decreased chip damage on-block from 30×3 to 19×3
  135.  Decreased stun damage from 200 to 150
  136. EX Tatsumaki Senpukyaku:
  137.  Decreased stun damage from 200 to 150
  138. Airborne Tatsumaki Senpukyaku:
  139.  On-hit, can juggle with Shinku Hadoken or Denjin Hadoken
  140. EX Airborne Tatsumaki Senpukyaku:
  141.  Increased damage from 160 to 170
  142.  Increased stun damage from 200 to 250
  143. Shinku Hadoken:
  144.  Reduced pushback on-block
  145. CHUN-LI
  146. Hurtbox:
  147.  Changed hurtbox when changing directions while standing and crouching
  148.  Expanded hurtbox when crouching
  149. Stun meter:
  150.  Reduced from 1000 to 950
  151. Koshuto (Forward throw)/Tenshin Shushu (Reverse throw):
  152.  Expanded throw range
  153. Koshuto (Forward throw):
  154.  Reduced stun damage from170 to 150
  155.  Decreased CA meter gain
  156. Ryuseiraku (Airborne throw):
  157.  Expanded hurtbox during throw in downward direction
  158.  Shrunk throw range
  159. Standing LP (Normal/V-Trigger):
  160.  Moved position that animation begins after taking damage or cancelling attack forward
  161. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  162.  Increase pushback on-hit and block
  163.  Delayed attack activation by 5F when cancelling into from a special move
  164.  Shrunk hitbox
  165. Standing LK (Normal/V-Trigger):
  166.  Changed startup from 4F to 5F
  167. o Increased overall animation by 1F
  168.  Shrunk hitbox
  169.  Expanded hurtbox around hitbox
  170.  Increased horizontal knockback on-hit in the air
  171. Standing MP (Normal/V-Trigger):
  172.  Moved position that animation begins after taking damage or cancelling attack forward
  173. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  174.  Increased duration of hitbox from 2F to 3F
  175. Standing HP (Normal/V-Trigger):
  176.  Changed normal recovery from 16F to 18F
  177.  Changed recovery during V-Trigger from 14F to 16F
  178. o No changes to advantage on-hit and block, but total animation has increased by 2F
  179.  Changed advantage on-block from -3F to -5F
  180. Standing MK (V-Trigger):
  181.  Increased how long opponent is frozen in the air on Crush Counter
  182.  Increased air combo potential on Crush Counter
  183. Crouching LP(Normal/V-Trigger):
  184.  Changed startup from 3F to 4F
  185. o Increased overall animation by 1F
  186.  Increased normal damage from 20 to 30
  187.  Increased damage during V-Trigger from 30 to 40
  188.  For normal version, increased duration of hitbox from 2F to 3F
  189. Crouching LK(Normal/V-Trigger):
  190.  Changed normal advantage on-hit from +1F to +2F
  191.  Changed advantage on-hit during V-Trigger from +3F to +4F
  192.  Changed so the only special it can be cancelled into is Hyakuretsukyaku
  193. Crouching HP (Normal/V-Trigger):
  194.  Reduced pushback on-hit for first hit
  195. Crouching HK(Normal/V-Trigger):
  196.  Changed startup from 7F to 8F
  197. o Increased overall animation by 1F
  198.  Decreased normal damage from 100 to 90
  199.  Decreased damage during V-Trigger from 110 to 100
  200. Jumping MK (Normal/V-Trigger):
  201.  Shrunk lower hitbox
  202. Neutral Jumping HK (Normal/V-Trigger):
  203.  Changed startup from 5F to 7F
  204. Hakkei (Normal/V-Trigger):
  205.  Increased how long opponent is frozen in the air by 4F on Crush Counter during V-Trigger
  206.  Expanded hurtbox around feet in upward direction
  207.  Shrunk upper hitbox
  208.  Delayed attack activation by 4F when being cancelled into from a special move
  209. Senenshu (Normal/V-Trigger):
  210.  Changed normal advantage on-hit from ±0F to +2F
  211.  Changed advantage on-hit during V-Trigger from 3F to +4F
  212. Yokusenkyaku (V-Trigger):
  213.  Changed advantage on-hit from +3F to +4F
  214. Kakurakukyaku (Normal/V-Trigger):
  215.  Shrunk lower hitbox
  216.  Expanded hurtbox around hitbox
  217.  Increased duration of hitbox from 6F to 7F
  218. Yosokyaku (Normal):
  219.  Fixed bug that when hit during 1F of animation, was not registered as a counter
  220. V-Skill - Rankyaku (Normal):
  221.  When transitioning from V-Skill to a jumping attack, changed so that the jumping attack adds V-Gauge meter gain instead of CA Gauge on-hit or block
  222. o During V-Trigger, will gain CA Gauge
  223. V-Reversal – Sohakkei:
  224.  Changed startup from 10F to 12F
  225.  Changed attack recovery from 20F to 24F
  226. o No change to advantage on-block
  227.  Changed advantage on-hit from +1F to +2F
  228.  Changed physical strike/projectile invincibility during animation from 1-15F to 1-25F
  229. V-Trigger – Renkiko:
  230.  Can be cancelled into from Hyakuretsukyaku or Kikoken
  231.  Shortened duration of effect
  232. Hyakuretsukyaku/Airborne Hyakuretsukyaku/Spinning Bird Kick (Normal/V-Trigger):
  233.  Adjusted knockback distance and duration on air counter so that it is easier to hit opponents in the air
  234. Kikoken (Normal/V-Trigger):
  235.  Changed total animation (L: 45F to 46F, M: 43F to 45F, H: 41F to 44F)
  236. o No changes to advantage on-hit or block
  237.  Decreased CA meter gain on activation
  238.  Increased CA meter gain on-hit or block
  239.  Added hurtbox with projectile invincibility around hands
  240. L Hyakuretsukyaku (Normal/V-Trigger):
  241.  Decreased normal damage from 80 to 60
  242.  Decreased damage during V-Trigger from 90 to 70
  243.  Changed advantage on-hit from +3F to +4F
  244.  Can be performed by mashing LK in addition to current command (↓↘→+LK)
  245.  Expanded pushback on-hit for last hit
  246.  Fixed bug that when hit during 1F of animation, was not registered as a counter
  247. M Hyakuretsukyaku (Normal/V-Trigger):
  248.  Changed startup from 10F to 11F
  249.  Decreased normal damage from 100 to 80
  250.  Decreased damage during V-Trigger from 110 to 90
  251.  Increased stun damage from 100 to 120
  252.  Changed advantage on-hit from +2F to +3F
  253.  Can be performed by mashing MK in addition to current command (↓↘→+MK)
  254. H Hyakuretsukyaku (Normal/V-Trigger):
  255.  Decreased normal damage from 120 to 100
  256.  Decreased damage during V-Trigger from 130 to 110
  257.  Changed advantage on-hit from +1F to +2F
  258.  Can be performed by mashing HK in addition to current command (↓↘→+HK)
  259. EX Hyakuretsukyaku:
  260.  Increased stun damage from 150 to 200
  261.  Shrunk pushback
  262.  Increased distance Chun-Li moves forward during animation
  263.  Can be performed by mashing KK in addition to current command (↓↘→+KK)
  264. L Airborne Hyakuretsukyaku (Normal/V-Trigger):
  265.  Changed startup from 7F to 8F
  266.  Decreased normal damage from 80 to 70
  267.  Decreased damage during V-Trigger from 90 to 80
  268.  Changed advantage on-hit from +4F to +3F
  269.  Changed advantage on-block from +1F to -2F
  270.  Shrunk upper hitbox
  271. M Airborne Hyakuretsukyaku (Normal/V-Trigger):
  272.  Changed startup from 8F to 10F
  273.  Decreased normal damage from 100 to 90
  274.  Decreased damage during V-Trigger from 120 to 100
  275.  Changed advantage on-hit from +4F to +3F
  276.  Changed advantage on-block from +1F to -2F
  277.  Shrunk upper hitbox
  278. H Airborne Hyakuretsukyaku (Normal/V-Trigger) :
  279.  Changed startup from 7F to 12F
  280.  Decreased normal damage from 120 to 100
  281.  Decreased damage during V-Trigger from 130 to 110
  282.  Changed normal advantage on-hit from -3F to ±0F
  283.  Changed advantage on-block during V-Trigger from -6F to -3F
  284.  Shrunk upper hitbox
  285. EX Airborne Hyakuretsukyaku (Normal/V-Trigger):
  286.  Decreased normal damage from 175 to 160
  287.  Decreased damage during V-Trigger from 185 to 170
  288. L Spinning Bird Kick (Normal/V-Trigger):
  289.  Decreased normal damage from 120 to 100
  290.  Decreased damage during V-Trigger from 130 to 110
  291. M Spinning Bird Kick (Normal/V-Trigger):
  292.  Decreased normal damage from 140 to 120
  293.  Decreased damage during V-Trigger from 150 to 130
  294. H Spinning Bird Kick (Normal/V-Trigger):
  295.  Changed startup from 22F to 19F
  296.  Changed attack recovery from 26F to 24F
  297.  Decreased normal damage from 160 to 140
  298.  Decreased damage during V-Trigger from 170 to 150
  299. EX Spinning Bird Kick (Normal/V-Trigger):
  300.  Changed attack recovery from 27F to 31F
  301.  Decreased normal damage from 170 to 150
  302.  Decreased damage during V-Trigger from 180 to 160
  303. Hoyokusen:
  304.  Decreased damage from 340 to 330
  305.  Vertically expanded collision box
  306. KEN
  307. Hurtbox:
  308.  Changed hurtbox when changing directions while crouching
  309. Neutral Jump:
  310.  Changed duration of jump from 39F to 38F
  311. Knee Bash:
  312.  Decreased damage from 120 to 100
  313.  Decreased stun damage from 170 to 120
  314.  Decreased CA Gauge accrual
  315.  Increased recovery on-hit by 2F
  316. Standing LP:
  317.  Changed advantage on-hit from +4F to +5F
  318.  Unified values for hit stop on-hit and block
  319.  Fixed bug that was when hit during 1F of animation, was not registered as a counter when cancelled into by mashing
  320. Standing MP:
  321.  Changed advantage on-block from ±0F to +1F
  322.  Moved position that animation begins after taking damage or cancelling attack forward
  323. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  324. Standing MK:
  325.  Changed attack recovery from 17F to 19F
  326. o Advantage on-hit and block has not been changed
  327.  Increased pushback on-hit
  328. Standing HP:
  329.  Increased how long opponent reels from attack by 1F on Crush Counter
  330.  Expanded push back on-hit on Crush Counter
  331.  Moved position that animation begins after taking damage or cancelling attack forward
  332. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  333. Standing HK:
  334.  Changed attack startup from 13F to 14F
  335. o Increased overall animation by 1F
  336.  Changed attack recovery from 25F to 26F
  337. o Advantage on-hit and block has not been changed
  338.  Decreased damage from 90 to 80
  339.  Reduced push back on-hit
  340.  Adjusted knock back distance on Crush Counter
  341.  Added hurtbox around feet before 1F of attack startup
  342. Crouching LP:
  343.  Changed advantage on-hit from +3F to +4F
  344.  Increased how long hitbox stays out from 2F to 3F
  345. Crouching LK:
  346.  Changed advantage on-hit from +3F to +4F
  347. Crouching MP:
  348.  Changed attack startup from 5F to 6F
  349.  *Increased overall animation by 1F
  350.  Changed advantage on-hit from +4F to +5F
  351.  Changed advantage on-block from +1F to +2F
  352.  Shrunk upper hitbox
  353. Crouching HK:
  354.  Changed attack startup from 7F to 8F
  355. o Increased overall animation by 1F
  356.  Decreased damage from 100 to 90
  357. Jumping MP:
  358.  Expanded hitbox in forward direction
  359. Jumping MK:
  360.  Shrunk vertical hitbox
  361. Chin Buster:
  362.  Changed startup from 4F to 5F
  363. o Increased overall animation by 1F
  364.  Changed attack recovery from 15F to 17F
  365. o Advantage on-hit and block has not been changed
  366.  Changed pushback on-hit to be the same as that of light attack
  367.  Matched the values for pushback on both hit and block
  368. Chin Buster 2nd :
  369.  Decreased damage from 60 to 50
  370.  Changed so that can be performed even if Chin Buster is whiffed
  371.  Extended window that Chin Buster 2nd can be performed from Chin Buster
  372. Lion Breaker:
  373.  Decreased damage from 60 to 50
  374.  Can be cancelled with V-Skill on-hit or block
  375. Inazuma Kick:
  376.  Changed attack startup from 21F to 22F
  377. o Increased overall animation by 1F
  378.  Increased animation on-hit from ±0F to +1F
  379.  Increased animation on-block from -4F to -6F
  380. Thunder Kick:
  381.  Changed attack startup from 23F to 26F
  382. o Increased overall animation by 3F
  383.  Changed overall length of faint animation from 31F to 34F
  384.  Changed advantage on-hit from ±0F to +2F
  385.  Changed advantage on-block from -4F to -2F
  386.  Reduced pushback on-hit
  387. V-Skill - Quick Step:
  388.  Extended how long opponent is frozen in the air on-hit
  389.  Expanded height of collision box during attack animation
  390. V-Reversal - Senpu Nataotoshi:
  391.  Changed attack startup from 10F to 12F
  392.  Reduced active frames of hitbox from 4F to 2F
  393.  Made below changes to hurtbox during animation
  394. o 1F-10F: Physical strike/projectile invincibility
  395. o 11F-20F: Full invincibility
  396. o 1F-25F: Physical strike/projectile invincibility
  397.  Reduced pushback on-hit
  398. Hadoken (Normal):
  399.  Reduced CA meter gain on activation
  400.  Increased CA meter gain on-hit and block
  401.  Changed advantage on-hit from -4F to -2F
  402.  Changed advantage on-block from -10F to -8F
  403.  Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-block
  404. Hadoken (V-Trigger):
  405.  Changed total animation from 49F to 48F
  406. o As a result, advantages on-hit and block have changed
  407.  Decreased damage from 70 to 60
  408.  Decreased CA meter gain on activation
  409.  Increased CA meter gain on-hit or block
  410.  Delayed activation when cancelling into CA, making it easier for opponents to perform V-Reversal on-block
  411. EX Hadoken (Normal/V-Trigger):
  412.  Changed total animation during V-Trigger from 45F to 44F
  413. o As a result, advantages on-hit and block have changed
  414.  Reduced damage during V-Trigger from 120 to 110
  415.  Reduced stun damage during V-Trigger from 200 to 150
  416.  Expanded hitbox during 1F-2F of startup in upward direction
  417. L Shoryuken(Normal/V-Trigger):
  418.  Expanded hurtbox during 1F-5F in downward direction
  419.  Removed throw invincibility
  420.  Changed advantage on-block during V-Trigger cancel from -5F to -7F
  421. M Shoryuken(Normal/V-Trigger):
  422.  Reduced normal damage from 130 to 120
  423.  Reduced damage during V-Trigger from 150 to 140
  424.  Added hurtbox and throwable box during 1F-2F
  425.  Changed 3F-6F to physical strike/projectile invincibility
  426.  Changed advantage on-block during V-Trigger cancel from -5F to -7F
  427.  Expanded hitbox of first hit in upward direction
  428. H Shoryuken (Normal/V-Trigger):
  429.  Reduced normal damage from 140 to 130
  430.  Reduced damage during V-Trigger from 160 to 150
  431.  Removed both full invincibility during 1F-3F and throw invincibility during 4F-7F
  432.  Changed advantage on-block during V-Trigger cancel from -5F to -7F
  433. EX Shoryuken (Normal):
  434.  For first and second hits only, changed advantage on-hit during V-Trigger cancel from +3F to +7F
  435.  Changed advantage on-block during V-Trigger cancel from -5F to -7F
  436.  When first three hits hit opponent in the air, opponent can no longer perform quick recovery
  437. EX Shoryuken (V-Trigger):
  438.  Adjusted to make it easier for all hits to be successful when used as a part of an air combo
  439.  When first three hits hit opponent in the air, opponent can no longer perform quick recovery
  440. L Tatsumaki Senpukyaku (Normal):
  441.  Expanded hurtbox during 2F of animation in forward direction
  442.  Added hurtbox around hitbox of first hit
  443.  Shrunk hitbox during second active frame
  444.  Reduced pushback on-block
  445.  Changed advantage on-block when cancelling first hit into V-Trigger from +9F to +2F
  446. L Tatsumaki Senpukyaku (V-Trigger):
  447.  Expanded hurtbox of second frame of animation in forward direction
  448.  Added hurtbox around hitbox of first hit
  449.  Shrunk hitbox
  450.  Expanded hurtboxes that appear second hit onwards
  451.  Reduced pushback on-block
  452.  Reduced how long hitboxes stay out from second hit onwards from 4F to 2F
  453. M Tatsumaki Senpukyaku (Normal):
  454.  Reduced damage from 100 to 80
  455.  Expanded hurtbox during 3F-5F of animation in forward direction
  456.  Overall shrunk hitboxes during attack animation
  457.  Overall expanded hurtboxes during attack animation
  458.  Added hurtbox around hitbox of first hit
  459. M Tatsumaki Senpukyaku (V-Trigger):
  460.  Reduced damage from 120 to 100
  461.  Reduced stun damage from 200 to 150
  462.  Expanded hurtbox during 3F-5F of animation in forward direction
  463.  Changed how long forward hitbox stays out from 5F to 2F
  464.  Overall shrunk hitboxes during attack animation
  465.  Overall expanded hurtboxes during attack animation
  466.  Added hurtbox around hitbox of first hit
  467. H Tatsumaki Senpukyaku (Normal):
  468.  Changed attack startup from 16F to 14F
  469.  Adjusted damage distribution on-hit
  470. o No changes to total damage
  471.  Increased CA meter gain on activation, hit, and block
  472.  Changed advantage on-block from -2F to -4F
  473.  Increase distance Ken moves forward before attack startup
  474.  Reduced time between first and second hits
  475.  Reduced upward movement
  476. H Tatsumaki Senpukyaku (V-Trigger):
  477.  Adjusted damage distribution on-hit
  478. o No changes to total damage
  479.  Reduced stun damage from 250 to 200
  480.  Increased CA meter gain on activation, hit, and block
  481.  Increased air combo potential
  482.  Reduced time between first and second hits
  483.  Reduced upward movement
  484. EX Tatsumaki Senpukyaku (Normal):
  485.  Expanded collision box during attack animation in downward direction
  486.  Shrunk collision box on landing
  487. Airborne Tatsumaki Senpukyaku (Normal/V-Trigger):
  488.  Increased CA meter gain on activation, hit, and block
  489.  Expanded hurtbox
  490.  Changed when Ken begins to move from 1F to 2F
  491. EX Airborne Tatsumaki Senpukyaku (Normal):
  492.  Reduced damage from 90 to 70
  493.  Reduced block stun by 7F
  494.  Shrunk hitbox in downward direction
  495. EX Airborne Tatsumaki Senpukyaku (V-Trigger):
  496.  Reduced damage from 55×2 to 40×2
  497.  Shrunk hitbox
  498.  Expanded hurtbox
  499.  Reduced block stun by 6F
  500. Guren Enjinkyaku:
  501.  Expanded base hitbox in upward direction
  502. M.BISON
  503. Stun meter:
  504.  Changed from 950 to 100
  505. Psycho Impact:
  506.  Reduced damage from 130 to 110
  507.  Reduced stun damage from 170 to 120
  508.  Reduced CA meter gain
  509.  Increased advantage on-hit by 4F
  510. Psycho Fall:
  511.  Reduced stun damage from 200 to 170
  512.  Reduced CA meter gain
  513.  Decreased advantage on-hit by 2F
  514. Standing LP:
  515.  Changed attack recovery from 6F to 7F
  516. o Advantage on-hit and block has not been changed
  517.  Increased how long opponent reels on-hit by 1F
  518. o Advantage on-hit has not changed
  519. Standing LK:
  520.  Changed attack startup from 4F to 3F
  521. o Increased overall animation by 1F
  522.  Changed attack recovery from 8F to 10F
  523. o Advantage on-block has not been changed
  524.  Changed advantage on-hit from +4F to +2F
  525.  Shrunk forward hitbox
  526.  Moved position that animation begins after taking damage or cancelling attack forward
  527. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  528. Standing MP:
  529.  Changed attack recovery from 12F to 14F
  530. o Advantage on-hit and block has not been changed
  531.  Reduced pushback on-block
  532.  Expanded hurtbox around hitbox in forward direction
  533.  Added hurtbox around feet during attack recovery
  534.  Moved position that animation begins after taking damage or cancelling attack forward
  535. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  536.  Fixed bug that when hit before 1F of animation, was not registered as a counter
  537. Standing HP:
  538.  Increased damage from 80 to 90
  539.  Expanded hitbox in forward direction
  540.  Expanded hurtbox in forward direction
  541.  Added hurtbox around feet during attack recovery
  542.  Moved position that animation begins after taking damage or cancelling attack forward
  543. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  544. Crouching LP:
  545.  Expanded hitbox in forward direction
  546.  Expanded hurtbox in forward direction
  547.  Added hurtbox around feet
  548.  Increased pushback on-hit and block
  549.  Extended how long hitbox stays out from 2F to 3F
  550. Crouching LK:
  551.  Sped up when can be cancelled into mash cancel attacks by 1F
  552. Crouching MP:
  553.  Removed hurtbox before attack startup
  554.  Changed advantage on-block from ±0F to +1F
  555.  Extended how long hitbox stays out from 2F to 3F
  556.  Shrunk upper hitbox
  557.  Moved position that animation begins after taking damage or cancelling attack forward
  558. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  559. Crouching HP:
  560.  Reduced damage during 12F-14F from 70 to 80
  561.  Added hitbox during 12F-14F that will hit opponents behind M. Bison
  562. Crouching HK:
  563.  Added hurtbox before attack startup
  564.  Shrunk forward hitbox
  565.  Expanded hurtbox around hitbox in forward direction
  566. Jumping MK:
  567.  Shrunk lower hitbox
  568.  Reduced how long hitbox stays out from 8F to 6F
  569. Psycho Axe:
  570.  Changed attack startup from 16F to 18F
  571. o Increased overall animation by 2F
  572.  Increased stun damage from 100 to 150
  573.  Can juggle opponents who have been knocked back
  574.  Changed property on-hit in the air to knockdown
  575. Shadow Axe:
  576.  Changed startup of second hit from 16F to 14F
  577.  Reduced damage of second hit from 60 to 50
  578.  Increased stun damage from 60 to 120
  579.  Sped up transition from Standing MP
  580.  Changed advantage on-hit from +6F to +2F
  581.  Changed advantage on-block from -5F to -8F
  582. V-Skill - Psycho Reflect:
  583.  Changed so that can only fire projectile when performing V-Skill a second time after successfully countering an opponent's attack without following up with another attack
  584.  Expanded counter box in upward direction
  585.  Increased juggle potential on-hit with secondary attack
  586. V-Trigger - Psycho Power:
  587.  Extended duration of effect
  588.  Increased the amount of timer consumed for special moves
  589. V-Reversal - Psycho Burst:
  590.  Changed attack startup from 15F to 16F
  591.  Changed physical strike/projectile invincibility during animation from 1F-16F to 1F-30F
  592.  Changed pushback and advantage on-hit
  593. L Psycho Blast:
  594.  Increased CA meter gain on activation
  595.  Increased CA meter gain on-hit and block
  596.  Reduced pushback on-block
  597. M Psycho Blast:
  598.  Reduced CA meter gain on activation
  599.  Increased CA meter gain on-hit and block
  600.  Reduced knockback on-hit
  601.  Reduced pushback on-block
  602. H Psycho Blast:
  603.  Reduced CA meter gain on activation
  604.  Increased CA meter gain on-hit and block
  605.  Reduced knockback on-hit
  606.  Reduced pushback on-block
  607. Psycho Blast (V-Trigger):
  608.  Reduced CA meter gain on activation
  609.  Increased CA meter gain on-hit and block
  610.  Reduced knockback on-hit
  611.  Reduced pushback on-block
  612. EX Psycho Blast:
  613.  Changed total animation from 42F to 40F
  614.  Extended how long projectile remains on the screen
  615. EX Psycho Blast (V-Trigger):
  616.  Changed total animation from 43F to 38F
  617.  Reduced damage from 130 to 120
  618.  Somewhat reduced projectile speed
  619.  Changed so that can only have one of the same type of projectile on the screen at a time
  620. Head Press:
  621.  Increased damage on-hit in the air from 80 to 100
  622. EX Head Press:
  623.  Reduced recovery on-hit on the ground by 9F
  624.  Reduced damage on-hit in the air from 130 to 100
  625.  Can quick recover on-hit in the air
  626.  Adjusted how long both M. Bison and opponent are frozen on-hit in the air to make it easier to perform successful hit with Somersault Skull Diver
  627.  Changed timing of physical strike invincibility at attack startup from 1F-4F to 3F-7F
  628. EX Head Press (V-Trigger):
  629.  Changed to full invincibility to 1F-25F of animation
  630.  Changed advantage on-block from +2F to -2F
  631.  Increased pushback on-block
  632. L Psycho Inferno:
  633.  Reduced damage from 90 to 80
  634.  Increased stun damage from 100 to 150
  635. M Psycho Inferno:
  636.  Reduced damage from 100 to 90
  637.  Increased stun damage from 100 to 150
  638. H Psycho Inferno:
  639.  Reduced damage from 110 to 100
  640.  Increased stun damage from 100 to 150
  641.  Adjusted so that can juggle opponents with L Psycho Blast on-hit
  642. Psycho Inferno (V-Trigger):
  643.  Reduced damage from 130 to 100
  644.  Increased stun damage from 100 to 150
  645.  Reduced CA meter gain on activation, hit, and block
  646.  Fixed bug that when hit during active frames, was not registered as a counter
  647. EX Psycho Inferno (V-Trigger):
  648.  Changed attack startup from 18F to 15F
  649.  Changed total animation from 64F to 61F
  650. L Double Knee Press (Normal/V-Trigger):
  651.  Changed attack startup during V-Trigger from 16F to 13F
  652. o Reduced total animation by 3F
  653.  Increased normal damage from 70 to 80
  654.  Increased normal stun damage from 100 to 150
  655.  Increased CA meter gain on-hit and block
  656.  Changed advantage on-hit from +3F to +2F
  657.  During V-Trigger, changed invincibility during animation from 6F-10F to 6F-9F
  658.  During V-Trigger, sped up window to transition into other attacks by 1F
  659. M Double Knee Press (Normal/V-Trigger):
  660.  Changed attack startup during V-Trigger from 19F to 15F
  661. o Reduced total animation by 4F
  662.  Increased normal damage from 80 to 90
  663.  Increased normal stun damage from 100 to 150
  664.  Increased CA meter gain on-hit and block
  665.  Changed advantage on-hit from +3F to +2F
  666.  During V-Trigger, hanged invincibility during animation from 6F-12F to 6F-11F
  667.  During V-Trigger, sped up window to transition into other attacks by 1F
  668. H Double Knee Press (Normal/V-Trigger):
  669.  Changed attack startup during V-Trigger from 22F to 19F
  670. o Reduced total animation by 3F
  671.  Increased normal damage from 90 to 100
  672.  Increased normal stun damage from 100 to 150
  673.  Increased CA meter gain on-hit and block
  674.  Changed advantage on-hit from +3F to +2F
  675.  Reduced normal pushback on-hit
  676.  During V-Trigger, changed invincibility during animation from 6F-15F to 6F-13F
  677.  During V-Trigger, sped up window to transition into other attacks by 1F
  678. EX Double Knee Press (Normal/V-Trigger):
  679.  Reduced recovery on-hit by 6F
  680.  Reduced damage during V-Trigger from 170 to 160
  681.  Removed throw invincibility during 1F-3F of V-Trigger
  682. Devil Reverse (Normal/V-Trigger):
  683.  Increased CA meter gain at activation
  684.  Increased CA meter gain at hit and block
  685. EX Devil Reverse:
  686.  Changed so that during animation, do not move backwards even if player inputs back
  687.  Adjusted to move somewhat forward before falling
  688. Somersault Skull Diver:
  689.  Reduced damage from 80 to 70
  690.  Increased CA meter gain on activation, hit, and block
  691.  Shrunk upper hitbox, and expanded lower hitbox
  692.  Expanded hurtbox around hitbox in forward direction
  693.  Removed throwable box around hitbox
  694.  Increased how long opponent is reeling by 5F on ground hit
  695.  Changed hit property to knockdown on-hit in the air
  696. NASH
  697. Hurtbox:
  698.  Adjusted hurtbox when changing direction while crouching
  699. Dragon Suplex (Forward Throw):
  700.  Reduced stun damage from 170 to 120
  701.  Reduced CA meter gain
  702.  Increased distance from opponent on-hit
  703.  Changed advantage on-hit
  704. Target Down (Reverse Throw):
  705.  Reduced damage from 140 to 130
  706. Air Jack (Air Throw):
  707.  Expanded hurtbox during animation in downward direction
  708. Front Step:
  709.  Changed total animation from 17F to 19F
  710.  Sped up when Nash begins to move forward by 1F
  711.  Shrunk collision box while moving
  712. Back Step:
  713.  Reduced distance moved
  714. Standing LP:
  715.  Added hurtbox around feet during 4F-8F of animation
  716. Standing MP:
  717.  Changed attack recovery from 13F to 15F
  718. o Advantage on-hit and block have not changed
  719.  Added hurtbox around feet during 6F-10F of animation
  720. Standing MK:
  721.  Changed attack startup from 8F to 7F
  722. o Reduced overall animation by 1F
  723. Standing HP:
  724.  Changed attack startup from 7F to 8F
  725. o Increased total animation by 1F
  726.  Added hurtbox around feet during 8F~14F of animation
  727.  Shrunk forward hitbox during first active frame of attack
  728.  Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox
  729. Standing HK:
  730.  Shrunk torso hitbox
  731.  Shrunk forward hitbox during active frames
  732.  Expanded hurtbox in forward and upward directions during active 1F-2F
  733.  Expanded hurtbox in forward and downward directions during active 3F-6F
  734. Crouching LP:
  735.  Shrunk upper hitbox during first active frame
  736.  Expanded hurtbox during active 1F-3F in upward direction
  737.  Increased pushback on-hit
  738. Crouching MK:
  739.  Shrunk upper and inner hitboxes
  740.  Moved position that animation begins after taking damage or cancelling attack forward
  741. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  742.  Sped up activation when cancelling into V-Trigger by 1F
  743. o Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F
  744. Crouching HP:
  745.  Changed advantage on-hit to +6F to 7F
  746.  Expanded hurtbox during 1F-6F of animation in forward direction
  747.  Reduced pushback on-hit
  748.  Changed hit property to forced standing hitstun
  749. Crouching HK:
  750.  Reduced damage from 100 to 90
  751.  Increased advantage on normal hit by 2F
  752. Jumping MK:
  753.  Reduced active frames from 7F to 5F
  754.  Shrunk lower hitbox
  755. Jumping HP:
  756.  Changed attack startup from 6F to 7F
  757.  Shrunk lower hitbox
  758.  Expanded hurtbox that appears first active frame in upward direction
  759.  Extended active frames from 4F to 5F
  760. Jumping HK:
  761.  Changed attack startup from 8F to 9F
  762.  Shrunk lower hitbox
  763. Neutral Jumping HK:
  764.  Expanded hurtbox during active 1F-6F and attack recovery in downward direction
  765. Chopping Assault:
  766.  Shrunk forward hitbox
  767. Knee Bazooka:
  768.  Shrunk forward and lower hitboxes
  769.  Moved position that animation begins after taking damage or cancelling attack forward
  770. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  771. Windshear:
  772.  Increased damage of third hit from 60 to 70
  773.  Increased stun damage of third hit from 80 to 100
  774. Raptor Combination:
  775.  Increased recovery of second hit by 4F
  776. o Advantage on-hit has not changed
  777.  Reduced damage of second and third hits from 70 to 55
  778.  Increased distance moved forward during second hit
  779.  Can be activated even when second hit is whiffed
  780.  Changed advantage on-block from -6F to -10F
  781. Bullet Combination:
  782.  Added new target combo, which can be activated by inputting MK to HK to MP+MK
  783. Side Knee Attack:
  784.  Changed attack recovery from 15F to 14F
  785.  Changed advantage on-hit from +3F to +4F
  786.  Changed advantage on-block from ±0F to +2F
  787.  Reduced pushback on-hit
  788.  Reduced pushback on-block to match reduced pushback on-hit
  789. Step Kick:
  790.  Changed attack startup from 13F to 14F
  791. o Increased total animation by 1F
  792.  Changed advantage on-hit from +2F to +3F
  793.  Changed advantage on-block from -2F to -3F
  794. V-Skill - Bullet Clear:
  795.  Increased damage from 60 to 70
  796.  Reduced V-Gauge meter gain on projectile absorption from 100 to 80
  797.  Increased V-Gauge meter gain on physical attack hit from 60 to 80
  798. V-Trigger - Sonic Move – Hide:
  799.  Changed start of invincibility during animation from 2F to 4F
  800.  Extended black screen on activation by 5F
  801. V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:
  802.  Changed start of invincibility during animation from 2F to 4F
  803.  Expanded hurtbox after Nash reappears in the air
  804.  Extended black screen on activation by 5F
  805. V-Reversal:
  806.  Reduced distance moved
  807. L Sonic Boom:
  808.  Reduced CA meter gain on activation
  809.  Increased CA meter gain on-hit and block
  810.  Changed advantage on-hit from -3F to -2F
  811.  Changed advantage on-block from -7F to -6F
  812.  Reduced pushback on-block
  813.  Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
  814. M Sonic Boom:
  815.  Reduced CA meter gain on activation
  816.  Increased CA meter gain on-hit and block
  817.  Changed advantage on-hit from -1F to ±0F
  818.  Changed advantage on-block from -5F to -4F
  819.  Reduced pushback on-block
  820.  Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
  821. H Sonic Boom:
  822.  Reduced CA meter gain on activation
  823.  Increased CA meter gain on-hit and block
  824.  Changed advantage on-hit from +3F to +4F
  825.  Reduced pushback on-block
  826.  Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery
  827. EX Sonic Boom:
  828.  Reduced pushback on-block
  829.  Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
  830.  Extended input buffer between first and second hit by 4F
  831.  Changed advantage on-block for second hit from +1F to +2F
  832. Moonsault Slash:
  833.  Reduced damage from 70 to 60
  834.  Expanded attack startup hurtbox in downward direction
  835. EX Moonsault Slash:
  836.  Reduced damage from 130 to 120
  837.  Changed advantage on-hit from +6F to 7F
  838. M Sonic Scythe:
  839.  Shrunk upper hitbox
  840.  Reduced pushback on-block
  841.  Changed advantage on-block from -8F to -10F
  842.  Reduced knockback on-hit
  843. H Sonic Scythe:
  844.  Reduced damage from 120 to 110
  845.  Reduced stun damage from 200 to 150
  846.  Extended how long opponent is frozen in the air on second hit in the air
  847. EX Sonic Scythe:
  848.  Removed throw invincibility during animation
  849.  Shrunk upper hitbox during active 1F-2F
  850. L Tragedy Assault:
  851.  Increased stun damage from 100 to 150
  852. M Tragedy Assault:
  853.  Increased stun damage from 100 to 150
  854. H Tragedy Assault:
  855.  Reduced damage from 150 to 140
  856.  Increased stun damage from 100 to 150
  857. EX Tragedy Assault:
  858.  Increased stun damage from 100 to 150
  859. H Moonsault Slash:
  860.  Fixed bug that there was no counter box from when Nash leaps up until he falls down
  861. Judgement Saber:
  862.  Reduced damage from 340 to 330
  863. KARIN
  864. Hurtbox:
  865.  Adjusted hurtbox when changing direction while crouching
  866. Hajotsui (Forward Throw):
  867.  Reduced stun damage from 170 to 120
  868.  Reduced CA meter gain
  869.  Increased distance from opponent on-hit
  870.  Reduced recovery on-hit by 1F
  871. Standing LK:
  872.  Changed advantage on-block from +3F to +2F
  873. Standing MK:
  874.  Moved position that animation begins after taking damage or cancelling attack forward
  875. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  876.  Changed advantage on-block from ±0 to -2F
  877.  Delayed activation by 3F on V-Trigger cancel
  878. Standing HP:
  879.  Reduced damage from 90 to 80
  880. Standing HK:
  881.  Reduced damage from 90 to 80
  882.  Somewhat shrank knockback on Crush Counter
  883. Crouching LP:
  884.  Adjusted so that hitbox and hurtbox is the same for both normal and mashed versions
  885. Crouching MK:
  886.  Shrunk upper hitbox
  887. Crouching HK:
  888.  Reduced damage from 100 to 90
  889.  Changed advantage on V-Trigger cancel from -7F to +4F
  890. Jumping LK:
  891.  Expanded hitbox backward
  892. Jumping MP:
  893.  Changed attack startup from 5F to 6F
  894.  Reduced damage from 70 to 60
  895.  Change air hit property from air recoverable damage to flying knockdown
  896. Jumping MK:
  897.  Shrunk lower hitbox
  898. Airborne Renge:
  899.  Added new target combo, which can be activated by inputting Jumping MP to Jumping HP
  900. Tsumujigari:
  901.  Changed advantage on-block from -4F to -6F
  902. Tenko (Fastest):
  903.  Reduced damage from 80 to 70
  904. Orochi:
  905.  Reduced damage from 90 to 80
  906.  Reduced horizontal knockback on air hit
  907.  Reduced pushback on-block
  908. EX Orochi:
  909.  Increased damage from 100 to 120
  910. L Mujinkyaku:
  911.  Increased CA meter gain on activation, hit, and block
  912.  Reduced knockback on air hit
  913.  Changed advantage on-block from -5F to -7F
  914. M Mujinkyaku:
  915.  Increased CA meter gain on activation, hit, and block
  916.  Changed to grounded state for entirety for third attack
  917.  Shortened block stun for second hit by 2F
  918. H Mujinkyaku:
  919.  Increased CA meter gain on activation, hit, and block
  920.  Increased reeling on successful second hit, and reduced pushback on-hit
  921. L Ressenha:
  922.  Reduced damage from 90 to 70
  923. M Ressenha:
  924.  Reduced damage from 100 to 80
  925. H Ressenha:
  926.  Reduced damage from 110 to 90
  927. Senha Kusabi:
  928.  Changed attack recovery from 22F to 20F
  929.  Increased damage from 60 to 80
  930. EX Ressenha:
  931.  Changed invincibility from active 1F-5F to 1F-7F
  932.  Adjusted so that if Karin takes damage during landing recovery, she is in standing state instead of crouching state
  933.  Changed landing recovery hurtbox to be the same as her standing hurtbox
  934. Senha Resshu:
  935.  Increased damage from 120 to 150
  936.  Increased stun damage from 150 to 200
  937. EX Kanzuki-Ryu Hokojutsu Seppo:
  938.  Changed projectile invincibility from active 6F-17F to 4F-17F
  939. V-Skill - Meioken (Charged Version):
  940.  Changed advantage on-block from -1F to -2F
  941.  Shrunk upper hitbox
  942. V-Reversal – Yashagaeshi:
  943.  Changed attack startup from 15F to 16F
  944.  Adjusted distance from opponent and advantage on-hit
  945. Guren Ken:
  946.  Reduced damage from 80 to 60
  947.  Reduced stun damage from 80 to 60
  948. Guren Hosho:
  949.  Increased damage from 90 to 110
  950.  Increased stun damage from 100 to 120
  951.  Fixed bug that granted Karin full invisibility 1F before animation is complete if the player does not perform any actions during attack recovery
  952. Guren Kusabi:
  953.  Increased damage from 60 to 70
  954. Guren Chochu:
  955.  Increased damage from 50 to 60
  956.  Increased stun damage from 50 to 70
  957. Guren Hochu:
  958.  Increased damage from 60 to 70
  959.  Increased stun damage from 50 to 100
  960. Guren Senha:
  961.  Changed advantage on-block from -6F to -2F
  962. Guren Resshu:
  963.  Increased damage from 120 to 150
  964.  Increased stun damage from 150 to 200
  965. CAMMY
  966. Hurtbox:
  967.  Adjusted hurtbox when changing direction while crouching
  968. Gyro Clipper:
  969.  Reduced damage from 130 to 120
  970.  Reduced CA meter gain
  971.  Adjusted so that collision box does not stick out during attack animation
  972.  Changed second hit only when it is possible to KO
  973. Delta Through:
  974.  Reduced damage from 140 to 130
  975.  Adjusted so that collision box does not stick out during attack animation
  976. Standing MP:
  977.  Added hurtbox around feet during active 6F~13F
  978.  Expanded hurtbox around hitbox in forward direction
  979.  Somewhat reduced pushback on-hit
  980.  Somewhat reduced pushback on-block
  981.  Changed advantage on-block from +2F to +3F
  982. Standing MK:
  983.  Changed attack startup from 9F to 8F
  984. o Reduced overall animation by 1F
  985. Standing HP:
  986.  Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F
  987. Crouching LP:
  988.  Extended how active frames from 2F to 3F
  989. Crouching HP:
  990.  Reduced damage from 90 to 80
  991.  Changed advantage on-hit from ±0F to +1F
  992. Crouching HK:
  993.  Reduced damage from 100 to 90
  994. Jumping MK:
  995.  Somewhat expanded hitbox in upward direction
  996. Knee Bullet:
  997.  Increased stun damage from 100 to 150
  998. Lift Upper:
  999.  Made below changes to advantage on-hit and block:
  1000. o [on-hit] ±0F to +4F
  1001. o [on-block] -2F to +1F
  1002.  Changed hit property to forced standing hitstun
  1003. Lift Combination:
  1004.  Adjusted so that second hit does not affect crouching opponents
  1005. V Skill - Axel Spin Knuckle:
  1006.  Changed all boxes during animation to be on the ground
  1007. V-Reversal - Strike Back:
  1008.  Changed attack recovery from 29F to 24F
  1009.  Changed hit effect from flying knockdown to ground reel
  1010. o Advantage is +2F on-hit/-2F on-block
  1011. L Cannon Spike:
  1012.  Added hurt and throwable boxes to 1F-2F
  1013.  Changed 3-6F to physical attack/projectile invincibility
  1014. M Cannon Spike:
  1015.  Added hurt and throwable boxes to 1F-2F
  1016.  Changed 3-6F to physical attack/projectile invincibility
  1017. H Cannon Spike:
  1018.  Added hurtbox to 1F-7F
  1019.  Added throw invincibility to 1F-7F
  1020. EX Cannon Spike:
  1021.  Increased juggle potential when used in-air combo
  1022. Cannon Strike (including V-Trigger):
  1023.  Increased CA meter gain on-hit and block
  1024. M Cannon Strike:
  1025.  Reduced block stun by 1F
  1026. EX Cannon Strike:
  1027.  Increased damage from 60 to 80
  1028.  Changed position of hitbox during animation
  1029.  Shrunk hitbox during animation
  1030.  Expanded hurtbox during animation
  1031.  Changed landing recovery during animation from 9F to 13F
  1032. Hooligan Combination to Cannon Strike:
  1033.  Increased CA meter gain on-hit and block
  1034.  Increased block stun by 2F
  1035. Hooligan Combination to EX Cannon Strike:
  1036.  Increased damage from 60 to 80
  1037.  Changed hitbox position during animation
  1038.  Shrunk hitbox during animation
  1039.  Expanded hurtbox during animation
  1040.  Changed landing recovery during animation from 9F to 13F
  1041. EX Hooligan Combination to Cannon Strike (including V-Trigger):
  1042.  Fixed bug that when activating EX Hooligan Combination by cancelling out of Lift Combination, link attack Cannon Strike (V-Trigger) was not registered as a counter even after hitbox appears
  1043. Laser Edge Slicer:
  1044.  Increased CA meter gain on-hit and block
  1045. Fatal Leg Slicer:
  1046.  Increased stun damage from 200 to 250
  1047.  Increased CA meter gain on-hit and block
  1048.  Changed duration of hitbox from 4F to 2F
  1049. Cross Scissors Pressure:
  1050.  Reduced recovery after hit by 2F
  1051.  Increased stun damage from 200 to 250
  1052.  Increased CA meter gain on-hit and block
  1053.  Changed duration of hitbox from 4F to 2F
  1054. L Spiral Arrow
  1055.  Increased recovery on whiff by 3F
  1056.  Reduced damage from 80 to 70
  1057.  Increased juggle potential when used for air combos
  1058.  Adjusted floating on-hit
  1059. M Spiral Arrow:
  1060.  Reduced damage from 90 to 80
  1061.  Increased juggle potential when used for air combos
  1062.  Adjusted advantage to match that of H Spiral Arrow
  1063. H Spiral Arrow:
  1064.  Increased recovery on-hit by 1F
  1065.  Increased juggle potential when used for air combos
  1066. EX Spiral Arrow:
  1067.  Increased damage from 120 to 140
  1068.  Increased juggle potential when used for air combos
  1069.  Changed projectile invincibility during animation from 3F-15F to 1F-15F
  1070. BIRDIE
  1071. Health:
  1072.  Reduced health from 1050 to 1025
  1073. Bad Head:
  1074.  Reduced damage from 150 to 120
  1075. Bad Chain:
  1076.  Reduced damage from 150 to 140
  1077. Standing LK:
  1078.  Extended duration of hitbox from 2F to 3F
  1079. Standing MP:
  1080.  Changed advantage on-block from -1F to +1F
  1081.  Reduced pushback on-hit
  1082.  Expanded hitbox in forward direction
  1083.  Expanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around feet
  1084.  Moved position that animation begins after taking damage or cancelling attack forward
  1085. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  1086. Standing MK:
  1087.  Changed attack startup from 8F to 9F
  1088. o Increased overall animation by 1F
  1089.  Reduced damage from 70 to 60
  1090.  Expanded hurtbox that appears after hitbox disappears
  1091.  Moved position that animation begins after taking damage or cancelling attack forward
  1092. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  1093. Standing HP:
  1094.  Advantage on-hit changed to -2F to +4F
  1095.  Moved position that animation begins after taking damage or cancelling attack forward
  1096. o Accordingly adjusted position of hitbox, hurtbox, and collision box
  1097. Standing HK:
  1098.  Reduced V-Gauge meter gain on Crush Counter
  1099.  Extended 2F of opponent reeling on Crush Counter
  1100.  Increased distance opponent reels on Crush Counter
  1101.  Changed advantage on-hit from +6F to +7F
  1102.  Increased pushback on-block
  1103. Crouching LP:
  1104.  Increased duration of hitbox from 2F to 3F
  1105. Crouching LK:
  1106.  Changed attack startup from 4F to 5F
  1107. o Increased overall animation by 1F
  1108. Crouching MP:
  1109.  Added forward hurtbox during active 5F-8F
  1110.  Shrunk forward, back, and upper hitboxes that appear during active 2F-5F
  1111.  Expanded horizontal knockback on air hit
  1112. Crouching MK:
  1113.  Changed attack startup from 10F to 11F
  1114.  Shrunk upper hitbox
  1115.  Expanded lower hitbox
  1116. Crouching HP:
  1117.  Changed attack startup from 10F to 11F
  1118.  *Increased overall animation by 1F
  1119.  Reduced damage from 90 to 80
  1120. Crouching HK:
  1121.  Changed advantage on V-Trigger cancel from -19F to -2F
  1122. Jumping MP:
  1123.  Somewhat shrunk lower hitbox
  1124. Bull Charge:
  1125.  Reduced damage from 100 to 80
  1126.  Reduced pushback on-block
  1127.  Changed advantage on-block from -7F to -8F
  1128. Bull Slider:
  1129.  Reduced damage from 100 to 90
  1130.  Changed advantage on-block from -5F to -8F
  1131.  Expanded back hurtbox during animation
  1132. Bad Hammer:
  1133.  Increased damage from 60 to 90
  1134. Bull Drop:
  1135.  Changed advantage on-block from -4F to -6F
  1136.  Shrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hit
  1137.  Expanded hurtbox around hitbox in upward direction and shrunk it in downward direction
  1138. V-Trigger - Enjoy Time:
  1139.  Changed attack recovery from 33F to 29F
  1140. V-Skill - Drink Time:
  1141.  Slightly slowed down speed that the can rolls at
  1142. V-Reversal - Pepper Pot:
  1143.  Changed distance from opponent and advantage on-hit
  1144. Bull Horn:
  1145.  Reduced normal damage from 130 to 120
  1146.  Reduced damage during V-Trigger from 156 to 144
  1147. EX Bull Horn:
  1148.  Changed appearance of armor box from 1F-20F to 3F-20F
  1149. L Bull Horn (Normal/V-Trigger):
  1150.  Reduced normal damage from 120 to 100
  1151.  Reduced damage during V-Trigger from 144 to 120
  1152.  Increased juggle potential when used for air combos
  1153.  Expanded hitbox while rushing during V-Trigger in upward direction
  1154. M Bull Horn (Normal/V-Trigger):
  1155.  Reduced normal damage from 130 to 110
  1156.  Reduced damage during V-Trigger from 156 to 132
  1157.  Increased juggle potential when used for air combos
  1158.  Expanded hitbox while rushing during V-Trigger in upward direction
  1159.  Made V-Trigger hurt and collision boxes the same as that of L and H Bull Horn
  1160. H Bull Horn (Normal/V-Trigger):
  1161.  Reduced normal damage from 140 to 120
  1162.  Reduced damage during V-Trigger from 168 to 144
  1163.  Increased juggle potential when used for air combos
  1164.  Expanded hitbox while rushing during V-Trigger in upward direction
  1165. EX Bull Horn (Normal/V-Trigger) :
  1166.  Reduced normal damage from 160 to 150
  1167.  Reduced damage during V-Trigger from 192 to 180
  1168.  Changed normal advantage on-block from -10F to -2F
  1169.  Changed advantage on-block during V-Trigger from-7F to -2F
  1170.  Expanded hitbox while rushing during V-Trigger in upward direction
  1171. Bull Revenger:
  1172.  Reduced recovery on-hit by 6F
  1173. EX Bull Revenger:
  1174.  Reduced damage from 200 to 180
  1175. L Hanging Chain :
  1176.  Reduced damage from 140 to 120
  1177. H Hanging Chain:
  1178.  Increased juggle potential when used for air combos
  1179.  Reduced distance from opponent on-hit
  1180. EX Hanging Chain:
  1181.  Reduced distance from opponent on-hit
  1182. Killing Head:
  1183.  Reduced CA meter gain on activation
  1184.  Increased CA meter gain on-hit
  1185.  Reduced distance from opponent on-hit
  1186. Skip To My Chain:
  1187.  Reduced damage from 350 to 340
  1188.  Expanded hitbox in forward and upward direction
  1189.  Expanded hitbox toward torso
  1190.  Increased juggle potential when used for air combos
  1191. NECALLI
  1192. Hurtbox (Normal and V-trigger versions):
  1193.  Adjusted hurtbox when changing direction while standing and crouching
  1194. Soul Sealer (Forward Throw) (Normal and V-Trigger versions):
  1195.  Increased recovery on-hit by 6F
  1196.  Reduced damage on normal version 120 to 100
  1197.  Reduced damage on V-Trigger version 130 to 110
  1198.  Reduced stun 170 to 120
  1199.  Reduced stun on V-Trigger version 200 to 150
  1200.  Reduced CA meter gain
  1201. Soul Discriminator (Back Throw) (Normal and V-Trigger versions):
  1202.  Reduced damage on normal version 120 to 100
  1203.  Reduced damage on V-Trigger version 130 to 110
  1204.  Reduced stun 170 to 120
  1205.  Reduced stun on V-Tigger version 200 to 150
  1206.  Reduced CA meter gain
  1207. Standing LP (Normal and V-trigger versions):
  1208.  Increased horizontal knockback distance against airborne opponents
  1209.  Added hurtbox around his feet during the 3F following the active frames
  1210.  Decreased size of the hitbox in upwards direction
  1211. Standing MP (Normal and V-Trigger Versions):
  1212.  Advantage on-block changed from +2F to ±0F
  1213.  Hit pushback distance reduced
  1214.  Block pushback distance reduced with hit pushback
  1215. Standing MK (Normal and V-Trigger Versions):
  1216.  Increased active frames from 2F to 3F
  1217. Standing HK (Normal and V-Trigger Versions):
  1218.  Added hurtbox around his back during 11F~36F of the attack motion
  1219.  Increased size of hurtbox around his leg forward during the 4F following the active frames
  1220. Crouching LP (Normal and V-Trigger Versions):
  1221.  Increased active frames from 2F to 3F
  1222. Crouching MK (Normal and V-Trigger Versions):
  1223.  Decreased size of hitbox in upwards direction
  1224.  Increased size of hitbox in downwards direction
  1225. Crouching HK (Normal and V-Trigger Versions):
  1226.  Reduced damage 100 to 90
  1227. Jump MK (Normal and V-Trigger Versions):
  1228.  Reduced size of hitbox in downward direction slightly
  1229. Jump HP (Normal and V-Trigger Versions):
  1230.  Changed startup from 7F to 9F
  1231. V- Reversal:
  1232.  Changed startup from 16F to 17F
  1233.  Changed distance and recovery on-hit
  1234.  Changed hit and projectile invincibility frames from 1F~16F to 1F~30F
  1235. Opening Dagger (Normal version):
  1236.  Changed advantage on-block from -4F to -6F
  1237. Opening Dagger (V-Trigger version):
  1238.  You can now charge by holding HP
  1239. o Startup 38F/On-hit +7F/On-block+2F/Damage 100/Stun 150
  1240.  On-block uncharged is now -4F to -6F
  1241. LP Mask of Tlalli (Normal and V-Trigger Versions):
  1242.  Changed command from【→↘↓↙←+LP】 to 【→↘↓↙←+LK 】
  1243.  Increased damage on normal version 120 to 130
  1244.  Increased damaged on V-Trigger version 130 to 150
  1245.  Increased CA meter gain on whiff and hit
  1246. MP Mask of Tlalli (Normal and V-Trigger Versions):
  1247.  Changed command from【→↘↓↙←+MP】 to 【→↘↓↙←+MK】
  1248.  Increased damage on normal version 130 to 140
  1249.  Increased damaged on V-Trigger version 140 to 160
  1250.  Increased CA meter gain on whiff and hit
  1251. HP Mask of Tlalli (Normal and V-Trigger Versions):
  1252.  Changed command from【→↘↓↙←+HP】 to 【→↘↓↙←+HK】
  1253.  Increased damage on normal version 140 to 150
  1254.  Increased damaged on V-Trigger version 150 to 170
  1255.  Increased CA meter gain on whiff and hit
  1256. EX Mask of Tlalli (Normal and V-Trigger Versions):
  1257.  Changed command from【→↘↓↙←+PP】 to 【→↘↓↙←+KK】
  1258. LK Valiant Rebellion (Normal and V-Trigger Versions):
  1259.  Reduced damage on normal version 60 to 50
  1260.  Reduced damage on V-Trigger version 80 to 70
  1261.  Increased CA meter gain on-hit
  1262.  Changed to a hit attack with projectile durability
  1263. MK Valiant Rebellion (Normal and V-Trigger Versions):
  1264.  Reduced damage on normal version 70 to 60
  1265.  Reduced damage on V-Trigger version 90 to 80
  1266.  Increased CA meter gain on-hit
  1267.  Changed to a hit attack with projectile durability
  1268. HK Valiant Rebellion (Normal and V-Trigger Versions):
  1269.  Reduced damage on normal version 100 to 80
  1270.  Reduced damage on V-Trigger version 120 to 100
  1271.  Reduced stun 200 to 150
  1272.  Increased CA meter gain on-hit
  1273.  Changed to a hit attack with projectile durability
  1274.  Reduced horizontal knockback distance on-hit
  1275. EX Valiant Rebellion (Normal and V-Trigger Versions):
  1276.  Changed to a hit attack with projectile durability
  1277. LP The Disc's Guidance (Normal and V-Trigger Versions):
  1278.  Reduced damage on normal version 90 to 80
  1279.  Reduced damage on V-Trigger version 110 to 100
  1280.  Increased CA meter gain on whiff, hit and block
  1281.  Changed advantage of V-Trigger version on-block from -6F to -4F
  1282. MP The Disc's Guidance (Normal and V-Trigger Versions):
  1283.  Reduced damage on normal version 110 to 100
  1284.  Reduced damage on V-Trigger version 130 to 120
  1285.  Increased CA meter gain on whiff, hit and block
  1286.  Changed advantage of V-Trigger version on-block from -6F to -4F
  1287. HP The Disc's Guidance (Normal and V-Trigger Versions):
  1288.  Reduced damage on normal version 130 to 120
  1289.  Reduced damage on V-Trigger version 150 to 140
  1290.  Increased CA meter gain on whiff, hit and block
  1291.  Changed advantage of V-Trigger version on-block from -6F to -4F
  1292. EX The Disc's Guidance (Normal and V-Trigger Versions):
  1293.  Reduced damage on normal version 160 to 150
  1294.  Reduced damage on V-Trigger version 180 to 170
  1295. LP Raging Light (Normal and V-Trigger Versions):
  1296.  Increased damage on normal version 80 to 100
  1297.  Increased damage on V-Trigger version 100 to 120
  1298.  Changed Invincibility on 1F~3F which included invincibility around his feet and throw invincibility, to 1F~3F of throw invincibility only
  1299.  Added hurtbox to match visual
  1300. MP Raging Light (Normal and V-Trigger Versions):
  1301.  Increased damage on normal version 100 to 110
  1302.  Increased damage on V-Trigger version 120 to 130
  1303.  Changed 7F~12F full invincibility to 1F~7F invincibility around his feet/8F~12F added hurtbox
  1304. HP Raging Light (Normal and V-Trigger Versions):
  1305.  Changed (1F~7F full invincibility /hurtbox from 8F on) to to (1F~2F hurtbox added /3F~8F hit and projectile invincibility)
  1306. EX Raging Light (Normal and V-Trigger Versions):
  1307.  Increased juggle potential in-air combos for the first hit
  1308. Ceremony of Honor/Soul Offering (Normal and V-Trigger Versions):
  1309.  Reduced damage on normal version 340 to 330
  1310.  Reduced damage on V-Trigger version 380 to 370
  1311. VEGA
  1312. Hurtbox:
  1313.  Adjusted hurtbox when changing direction while crouching
  1314. Rainbow Suplex (forward throw):
  1315.  Reduced damage 140 to 120
  1316.  Reduced stun 200 to 170
  1317.  Reduced CA meter gain
  1318. Stardust Shot (Air throw):
  1319.  Increased throw range
  1320.  Increased hurtbox during motion downwards
  1321. Standing LP (Claw):
  1322.  Moved character's center point forward during this move
  1323.  Adjusted the position of hit/hurt and collision box to match
  1324. Standing MP (Claw):
  1325.  Changed advantage on-block +1F to +2F
  1326. Standing HP (Claw):
  1327.  Moved character's center point forward during this move
  1328.  Adjusted the position of hit/hurt and collision box to match
  1329.  Changed advantage on-hit +5F to +6F
  1330. Standing LP (No Claw):
  1331.  Moved character's center point forward during this move
  1332.  Adjusted the position of hit/hurt and collision box to match
  1333.  Changed advantage on-hit +5F to +6F
  1334. Standing MP (No Claw):
  1335.  Changed startup 6F to 7F
  1336.  Increased duration of entire move 1F
  1337.  Increased recovery 13F to 15F
  1338.  Changed advantage on-hit +3F to +4F
  1339. Standing MK:
  1340.  Increased size of hitbox in forward direction
  1341.  Reduced the size of hurtbox around the hitbox
  1342. Standing HK:
  1343.  Reduced damage 90 to 80
  1344. Crouching LP (Claw):
  1345.  Increased active frames 2F to 3F
  1346. Crouching MP (Claw):
  1347.  Changed advantage on-block ±0 to +1F
  1348. Crouching LP (No Claw):
  1349.  Increased active frames 2F to 3F
  1350. Crouching MP (No Claw):
  1351.  Changed startup 5F to 6F
  1352.  Increased duration of entire move 1F
  1353.  Increased recovery 12F to 14F
  1354.  Delayed special move startup 2F when cancelling from this move
  1355. Crouching HP (No Claw):
  1356.  Now Crush Counter move
  1357.  Knockdown on-hit /V-Gauge increase 150
  1358. Crouching MK:
  1359.  Changed startup 7F to 8F
  1360.  Increased duration of entire move 1F
  1361.  Changed advantage on-hit +6F to 7F
  1362. Crouching HK:
  1363.  Increased recovery 15F to 18F
  1364.  Reduced damage 90 to 80
  1365. Mercury Shard:
  1366.  Increased recovery 13F to 15F
  1367.  Increased duration of entire move 1F
  1368.  No change on-hit adv, changed advantage on-block -4F to -6F
  1369. Buster Claw (Claw):
  1370.  Changed hit effect on Crush Counter to knockdown
  1371. V-Skill (Matador Turn):
  1372.  Reduced projectile invincibility time 5F when follow up is not preformed
  1373. Matador Blitz (No Claw):
  1374.  Reduced damage on second hit 80 to 60
  1375. V-Trigger (Bloody Kiss - Torero, Rojo, Azul):
  1376.  Increased stun 0 to 150
  1377.  Increased the size of hitboxes so all hits land
  1378. Flying Barcelona Attack:
  1379.  Increased CA meter gain on-hit and block
  1380.  Fixed issue where getting hit during the 2F before the move's active frames didn't count as a counter
  1381. Izuna Drop:
  1382.  Increased stun 150 to 200
  1383.  Increase CA meter gain on-hit
  1384.  Reduced active frames 5F to 2F
  1385.  Increased throw range downward
  1386. EX Izuna Drop:
  1387.  Increased stun 200 to 250
  1388.  Reduced active frames 5F to 2F
  1389.  Increased throw range downward
  1390. LK Crimson Terror:
  1391.  Increased stun 120 to 150
  1392.  Reduced hit pushback on the second hit
  1393.  Increased size of hitbox forward through active frames of the second hit
  1394.  Changed advantage on-hit +0F to +1F
  1395. MK Crimson Terror:
  1396.  Increased stun 140 to 150
  1397. HK Crimson Terror:
  1398.  Increased stun 160 to 200
  1399. EX Crimson Terror:
  1400.  Increased stun 180 to 200
  1401.  Reduced movement range
  1402.  Reduced hit and block pushback in accordance with reduced movement range
  1403.  Fixed issue where getting hit on the first active frame didn't count as a counter
  1404. MP Aurora Spin Edge (Claw):
  1405.  Increased juggle potential when used in-air combos
  1406.  Fixed issue where getting hit on the first active frame didn't count as a counter
  1407. HP Aurora Spin Edge (Claw):
  1408.  Increased active frames 4F to 6F
  1409.  Added hitbox to hit opponents behind Vega
  1410. EX Aurora Spin Edge (Claw):
  1411.  Increased juggle potential when used in-air combos
  1412.  Added hitbox to hit opponents behind Vega on first hit
  1413. Grand Izuna Drop (No Claw):
  1414.  Increased CA meter gain on whiff and hit
  1415. RASHID
  1416. Hurtbox on wakeup:
  1417.  Adjusted hurtbox when changing direction
  1418. Riding Glider (forward throw):
  1419.  Reduced damage 130 to 120
  1420.  Reduced stun 170 to 120
  1421.  Reduced CA meter gain
  1422.  Now second hit only will trigger KO
  1423. Standing MK:
  1424.  Increased size of hitbox forward
  1425.  Increased size of hurtbox surrounding hitbox
  1426.  Increased size of hurtbox after active frames
  1427.  Increased time hurtboxes remain after active frames
  1428. Standing HP:
  1429.  Increased size of hurtbox after active frames
  1430.  Increased reel time 1F for opponent on crush counter
  1431.  Increased size of hitbox to around his torso
  1432.  Increased time hurtboxes remain after active frames
  1433. Standing HK:
  1434.  Changed advantage on-block-2F to -4F
  1435.  Increased block pushback
  1436. Crouching LP:
  1437.  Increased active frames 2F to 3F
  1438. Crouching LK:
  1439.  Moved character's center point forward during this move
  1440.  Adjusted the position of hit/hurt and collision box to match
  1441. Crouching MK:
  1442.  Changed advantage on-hit ±0F to +1F
  1443. Crouching HP:
  1444.  Changed recovery 18F to 22F
  1445.  No change to block advantage on second hit
  1446.  Reduced hit and block pushback distance
  1447.  Increased recovery on-block of first hit by 2F
  1448.  Changed advantage on-hit +6F to +7F
  1449.  Increased hurtbox size during attack and recovery
  1450.  Increased advantage on Crush Counter by 2F
  1451. Crouching HK:
  1452.  Reduced damage 100 to 90
  1453. Jump LP:
  1454.  No longer special move cancellable
  1455. Jump MP:
  1456.  Changed startup 5F to 7F
  1457.  Reduced damage 70 to 50
  1458.  Changed hit effect from air recoverable damage to knockdown damage
  1459.  Increased special cancel window on-hit
  1460. Jump MK:
  1461.  Reduced size of hitbox in downwards direction
  1462. Flap Spin:
  1463.  Changed damage 40+30 to 50+20
  1464.  Changed stun 50+50 to 70+30
  1465. Beak Assault:
  1466.  Changed advantage on-block -4F to -6F
  1467. V-Skill (Rolling Assault):
  1468.  Increased projectile invincibility during movement 3F
  1469. V-Skill (Nail Assault):
  1470.  Increased block pushback
  1471.  Now CA cancellable
  1472.  Changed advantage on-block -5F to -6F
  1473. V-Trigger (Ysaar):
  1474.  Increased inertia forward
  1475.  Now you can't avoid hits with projectile invincibility
  1476.  No change to number of hits
  1477. V-Reversal (Sliding Roll):
  1478.  Increased recovery 3F
  1479.  Reduced movement range forward
  1480. LP Spinning Mixer:
  1481.  Increased damage 80 to 90
  1482.  Increased stun 128 to 150
  1483. MP Spinning Mixer:
  1484.  Increased damage 100 to 110
  1485.  Increased stun 168 to 175
  1486.  You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiff
  1487. HP Spinning Mixer:
  1488.  Increased damage 130 to 140
  1489.  Increased stun 148 to 200
  1490.  Added hitbox in backward direction
  1491.  Made it easier to get all hits against airborne opponent
  1492.  Increased juggle potential when used in-air combos
  1493. Dash Spinning Mixer:
  1494.  Increased stun 204 to 225
  1495. EX Spinning Mixer:
  1496.  Adjusted hurtbox when landing to be same as standing hurtbox
  1497.  Increased invincibility 1F~8F to 1F~12F
  1498.  Reduced movement range forward
  1499. Dash EX Spinning Mixer :
  1500.  Reduced damage 200 to 170
  1501.  Increased invincibility 1F~9F to 1F~12F
  1502.  Increased hitbox size up and down
  1503.  Reduced time opponent is in-air after hit
  1504. LK Whirlwind Shot:
  1505.  Changed duration of move 55F to 52F
  1506.  Reduced CA meter gain on whiff
  1507.  Increased CA meter gain on-hit and block
  1508.  Changed advantage on-hit -4F to -2F
  1509.  Changed advantage on-block -7F to -5F
  1510.  Reduced projectile movement forward slightly
  1511.  Reduced hit pushback
  1512.  Changed foot during projectile to have projectile invincible properties
  1513. MK Whirlwind Shot:
  1514.  Changed duration of move 65F to 60F
  1515.  Reduced damage 70 to 60
  1516.  Reduced CA meter gain on whiff
  1517.  Increased CA meter gain on-hit and block
  1518.  Changed advantage on-hit ±0F to +1F
  1519.  Changed advantage on-block -4F to -2F
  1520.  Reduced projectile movement forward slightly
  1521.  Increased juggle potential when used in-air combos
  1522.  Changed foot during projectile to have projectile invincible properties
  1523.  Delayed timing of CA cancel to make it easier for opponent to use V-Reversal
  1524. HK Whirlwind Shot:
  1525.  Reduced damage 70 to 60
  1526.  Reduced CA meter gain on whiff
  1527.  Increased CA meter gain on-hit and block
  1528.  Changed foot during projectile to have projectile invincible properties
  1529.  Delayed timing of CA cancel to make it easier for opponent to use V-Reversal
  1530. EX Whirlwind Shot:
  1531.  Changed foot during projectile to have projectile invincible properties
  1532. LK Eagle Spike:
  1533.  Increased damage 100 to 110
  1534. MK Eagle Spike:
  1535.  Increased damage 120 to 130
  1536. EX Eagle Spike:
  1537.  Increased juggle potential when used in-air combos
  1538. Airborne Eagle Spike:
  1539.  Reduced damage 130 to 120
  1540.  Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he touches the ground
  1541. EX Airborne Eagle Spike:
  1542.  Reduced damage 160 to 140
  1543.  Increased size of hitbox
  1544.  Increased distance of rebound on-block
  1545. EX Airborne Eagle Spike (After Dash EX Spinning Mixer):
  1546.  Increased damage 140 to 170
  1547.  Changed hitbox and timing when used after Dash EX Spinning Mixer so it’s easier to get all hits
  1548.  Increased juggle potential when used in-air combos
  1549. Altair:
  1550.  Increased hitbox size in upwards direction
  1551.  Increased speed of forward movement when pressing forward
  1552.  Hitbox now remains during projectile durability
  1553. R. MIKA
  1554. Dream Driver (throw against crouching):
  1555.  Reduced damage 130 to 100
  1556.  Reduced stun 170 to 120
  1557.  Reduced CA meter gain
  1558. Standing LP:
  1559.  Changed startup 3F to 4F
  1560. o Increased duration of entire move 1F
  1561.  Reduced hitbox size in forward direction
  1562.  Changed advantage on-hit +3F to +4F
  1563. Standing MP:
  1564.  Increased hurtbox size forward during active frames
  1565.  Reduced active frames 3F to 2F
  1566.  Changed advantage on-hit +7F to +8F
  1567. Standing HP:
  1568.  Increased damage 80 to 90
  1569. Crouching LP:
  1570.  Changed so collision box doesn't move forward
  1571. Crouching MP:
  1572.  Now grounded during the entire movement
  1573. Crouching MK:
  1574.  Changed advantage on-hit +2F to +3F
  1575. Crouching HP:
  1576.  Changed advantage on-block -4F to -6F
  1577. Crouching HK:
  1578.  Increased size of hurtbox upwards
  1579. o Only the increased size of hurtbox has added projectile invincibility
  1580. Jump MP:
  1581.  Changed startup 6F to 7F
  1582.  Reduced damage 70 to 60
  1583.  Reduced size of hurtbox to match visual
  1584.  Changed hit effect from air recovery damage to knockdown damage
  1585. Stomp Chop:
  1586.  Reduced block pushback
  1587. Shooting Star Combo:
  1588.  Added a new target combo (Jump MP to Jump HP)
  1589. Lady Mika:
  1590.  Reduced damage 90 to 80
  1591. Passion Press:
  1592.  Changed startup 6F to 8F
  1593.  Changed recovery 13F to 20F
  1594.  Reduced active frames 4F to 2F
  1595.  Changed advantage on-hit +2 to ±0
  1596.  Changed advantage on-block -2 to -8
  1597.  Standardized hit and block stop for grounded and air damage
  1598.  Added hurtbox to feet during motion
  1599.  Now cancellable into rope throw on-block
  1600. Passion Rope Throw (forward, backwards):
  1601.  Changed duration of move 38F to 50F
  1602.  Opponent no longer hits wall mid screen
  1603. V-Skill - Mic Performance:
  1604.  Changed activation of super armor from after 11F to after 5F
  1605.  You don't lose power up effect even if you get by opponent
  1606.  Reduced increased damage on throws at Level 1 from 25% to 20%
  1607. V-Reversal - Peach Gator:
  1608.  Changed startup 15F to 17F
  1609.  Changed recovery on-hit
  1610. Wingless Airplane:
  1611.  Removed proximity block box during move
  1612. Rainbow Typhoon:
  1613.  Reduced CA meter gain on whiff
  1614.  Increased CA meter gain on-hit and block
  1615. LK Brimstone:
  1616.  Reduced damage 130 to 120
  1617.  Reduced CA meter gain on whiff
  1618.  Increased CA meter gain on-hit and block
  1619. MK Brimstone:
  1620.  Reduced damage 140 to 130
  1621.  Reduced CA meter gain on whiff
  1622.  Increased CA meter gain on-hit and block
  1623. HK Brimstone:
  1624.  Reduced damage 150 to 140
  1625.  Reduced CA meter gain on whiff
  1626.  Increased CA meter gain on-hit and block
  1627. EX Shooting Peach:
  1628.  Added 4F recovery after third attack
  1629.  Increased active frames of second attack 2F to 5F
  1630.  Increased size of hitbox forward during third attack
  1631. ZANGIEF
  1632. Hurtbox on wakeup:
  1633.  Adjusted hurtbox when changing direction
  1634. Atomic Drop/Captured (front and back throw):
  1635.  Reduced CA meter gain
  1636. Standing MP:
  1637.  Changed advantage on-hit +3F to +4F
  1638.  Changed advantage on-block +1F to +2F
  1639. Standing HP:
  1640.  Changed advantage on-hit +1F to +2F
  1641.  Hurtbox around his feet appears 3F faster
  1642. Standing HK:
  1643.  Changed advantage on-hit +1F to +2F
  1644. Crouching LP:
  1645.  Changed advantage on-hit +5F to +4F
  1646. Crouching LK:
  1647.  Changed advantage on-block +1F to +2F
  1648.  Reduced hit pushback
  1649.  Delayed startup of special moves 2F when cancelled from this move
  1650. Crouching MP:
  1651.  Changed startup 7F to 6F
  1652. o Reduced duration of entire move by 1F
  1653. Crouching HP:
  1654.  Changed advantage on-hit +1F to +2F
  1655. Jump LK, Jump MP, Jump HK:
  1656.  Fixed issue where airborne opponents hit by this move got knocked further away when the move hit as a counter
  1657. Head Butt:
  1658.  Changed such that CA gauge now increases when you absorb a projectile with this move
  1659. V-Trigger (Cyclone Lariat):
  1660.  Increased damage on first hit of button hold version 120 to 140
  1661.  Increased stun first hit of button hold version 200 to 150
  1662.  Increased stun second hit of button hold version 250 to 200
  1663.  Increased duration of move
  1664.  Adjusted timer gauge reduction with the increased duration
  1665. V-Reversal (Muscle Explosion):
  1666.  Changed startup 10F to 12F
  1667.  Changed recovery 19F to 24F
  1668. o No change to advantage on-hit and block
  1669.  Applied hit and projectile invincibility to entire move to 1F~14F
  1670. Siberian Express:
  1671.  Increased stun 200 to 250
  1672. EX Siberian Express:
  1673.  Increased damage 200 to 230
  1674.  Increased stun 200 to 250
  1675. MP Borscht Dynamite:
  1676.  Reduced recovery on-hit 2F
  1677. HP Borscht Dynamite:
  1678.  Reduced recovery on-hit 4F
  1679. EX Borscht Dynamite:
  1680.  Increased stun 200 to 250
  1681. Double Lariat:
  1682.  Increased damage 100 to 120 during 1F~3F of active frames
  1683.  Increased CA meter gain on whiff
  1684.  Increased hitbox upwards and inwards
  1685.  Increased hitbox forwards during spin
  1686.  Hitbox increased in size to hit or make crouching opponent block when spinning
  1687.  You can now move forward/back slightly sooner after starting this move
  1688. Screw Pile Driver:
  1689.  Reduced CA meter gain on whiff
  1690.  Increased CA meter gain on-hit
  1691. HP Screw Pile Driver:
  1692.  Reduced damage 240 to 220
  1693.  Reduced distance to opponent after hit
  1694. o This change effects duration of entire move
  1695. EX Screw Pile Driver:
  1696.  Reduced damage 240 to 220
  1697.  Reduced distance to opponent after hit
  1698. DHALSIM
  1699. Vitality:
  1700.  Increased vitality 900 to 925
  1701. Hurtbox:
  1702.  Adjusted hurtbox when changing direction while crouching
  1703. Forward Throw:
  1704.  Increased recovery on-hit 5F
  1705.  Reduced damage 120 to 110
  1706.  Reduced stun 170 to 120
  1707.  Reduced CA meter gain
  1708. Back Throw:
  1709.  Fixed issue where distance to opponent after throw was different depending on if you are in the corner or mid screen.
  1710. Standing LP:
  1711.  Increased hitbox size during 2~3F of active frames
  1712.  Increased hurtbox up and forwards during first active frame
  1713.  Increased distance airborne opponents are knocked back when hit
  1714. Standing LK:
  1715.  Changed startup 5F to 4F
  1716. o Reduced duration of entire move 1F
  1717. Standing MP:
  1718.  Changed advantage on-hit ±0F to +2F
  1719.  Increased size of hitbox upwards
  1720.  Now CA cancellable
  1721.  Reduced size of hurtbox in downward direction during active frames
  1722. Standing MK:
  1723.  Changed advantage on-hit ±0F to +2F
  1724.  Increased size of hitbox forward
  1725.  Now CA cancellable
  1726.  Reduced size of hurtbox in upward direction during active frames
  1727. Standing HP:
  1728.  Changed startup 20F to 16F
  1729. o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18F
  1730.  Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
  1731.  Now CA cancellable
  1732. Standing HK:
  1733.  Changed startup 16F to 15F
  1734. o Reduced duration of entire move
  1735.  Changed advantage on-hit -3F to +4F
  1736.  Now CA cancellable
  1737. Crouching LP:
  1738.  Rapid cancellable now only into Crouching LP
  1739.  Increased hit pushback
  1740.  Increase block pushback
  1741.  Increased active frames 2F to 3F
  1742. Crouching LK:
  1743.  Increased size of hurtbox upwards during 5F~16F
  1744. o The part that was increased has projectile invincibility
  1745. Crouching MP:
  1746.  Increased damage 60 to 70
  1747. Crouching MK:
  1748.  Increased damage 50 to 60
  1749.  Changed advantage on-hit -3F to -2F
  1750.  Changed advantage on-block -8F to -7F
  1751.  Increased size of hurtbox upwards during 4F~20F
  1752. o The part that was increased has projectile invincibility
  1753. Crouching HP:
  1754.  Changed startup 8F to 9F
  1755. o Increased duration of entire move
  1756. Jump HP:
  1757.  Changed startup 7F to 9F
  1758.  Reduced size of hitbox
  1759. Yoga Upper (4MP):
  1760.  Changed advantage on-hit +3F to +4F
  1761.  Changed advantage on-block ±0F to +1F
  1762.  Increased size of hitbox in backwards direction
  1763.  Moved character's center point forward during this move
  1764. o Adjusted the position of hurt/hit and collision box to match
  1765. Yoga Anvil:
  1766.  Increased size of hitbox forwards
  1767.  Changed so no longer moves backwards during startup
  1768. V-Skill (Yoga Float) (neutral):
  1769.  Increased and standardized V-Gauge meter gain on all follow up moves
  1770. o No change to drill kick or yoga gale
  1771.  Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox
  1772. V-Skill (Yoga Float) (forward):
  1773.  Increased and standardized V-Gauge meter gain on all follow up moves
  1774. o No change to drill kick or yoga gale
  1775. V-Trigger (Yoga Burner):
  1776.  The fire carpet now also does damage to downed opponents
  1777.  Startup of recoverable damage hitbox is faster
  1778. V-Reversal (Yoga Mala):
  1779.  Changed startup 15F to 16F
  1780.  Changed hit and projectile invincibility time from 1F~23F to 1F~30F
  1781.  Changed distance and recovery on-hit
  1782. Yoga Teleport:
  1783.  Increased hurtbox during motion 1F~3F to 1F~4F
  1784. F.A.N.G
  1785. Hurtbox:
  1786.  Hurtbox when character turns around while crouching has been changed
  1787. Shimonshu (Forward throw):
  1788.  Recovery after hit has increased 6F
  1789.  Damage has been decreased 130 to 120
  1790.  Stun damage has been decreased 200 to 150
  1791.  CA meter gain has been decreased
  1792. Kyoshitsugeki (Reverse Grab):
  1793.  Damage has decreased 130 to 120
  1794.  Stun damage has decreased 170 to 150
  1795.  CA meter gain has decreased
  1796.  Distance after hit has been increased
  1797. Standing LP:
  1798.  Advantage on-hit has been changed +5F to +6F
  1799.  Advantage on-block has been changed +2F to +3F
  1800. Standing LK:
  1801.  Hitbox startup has been changed 5F to 6F
  1802. o 1F has been added to entire motion
  1803.  Advantage on-hit has been changed +4F to +5F
  1804.  Advantage on-block has been changed +2F to +3F
  1805. Standing MP:
  1806.  Downwards hitbox on second hit has been decreased
  1807. Standing MK:
  1808.  Hitbox startup has been changed 5F to 6F
  1809. o 1F has been added to entire motion
  1810. Standing HK:
  1811.  Hitbox startup has been changed 12F to 14F
  1812. o 2F have been added to entire motion
  1813.  Advantage on-hit has been changed +6F to +7F
  1814. Crouching LP:
  1815.  Hitbox has been expanded forward
  1816. Crouching MP:
  1817.  Hitbox startup has been changed 6F to 7F
  1818. o 1F has been added to entire motion
  1819.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  1820. o The position of hitbox, hurtbox, and collision box has been adjusted.
  1821. Crouching MK:
  1822.  Hitbox startup has been changed 7F to 8F
  1823. o 1F has been added to entire motion
  1824.  Advantage on-hit has been changed +4F to +5F
  1825.  Advantage on-block has been changed +2F to +3F
  1826. Crouching HK:
  1827.  Damage distribution has been changed 40+60 to 50+50
  1828.  Motion start timing on V-Trigger cancel is 1F faster on-hit only
  1829. V-Trigger – Dokunomu:
  1830.  While active, cancelling in to moves that require charges will no longer require charges.
  1831. V-Reversal – Nikaiho:
  1832.  Motion recovery has been changed 35F to 30F
  1833. Nirenko :
  1834.  Advantage on-hit has been changed -2F to ±0F
  1835. Senpukuga:
  1836.  Advantage on-hit has been changed +5F to +6F
  1837. Nikankyaku:
  1838.  Priority of commands has been set higher than Ryobenda
  1839.  Changed so that character faces the opponent when cancelling the motion with Senpukuga
  1840. M Nikankyaku:
  1841.  Motion recover has been decreased 1F
  1842. Nishikyu:
  1843.  CA meter gain on activation has decreased
  1844.  CA meter gain on-hit and block has increased
  1845. EX Nishikyu:
  1846.  Entire motion has changed 52F to 49F
  1847.  Damage has been increased 80 to 90
  1848.  Advantage on-hit has been changed +2 to +3
  1849.  Advantage on-block has been changed -2 to -1
  1850. M Ryobenda:
  1851.  Hitbox active frames have been changed 60F to 80F
  1852. H Ryobenda:
  1853.  Entire motion has been changed 52F to 55F
  1854.  Hitbox active frames have been changed 100F to 120F
  1855. Shishiruirui:
  1856.  Hitbox startup has been changed 12F to 10F
  1857. LAURA
  1858. Hurtbox:
  1859.  Expanded hurtbox when character changes direction
  1860.  Changed the hurtbox when character changes direction while crouched
  1861. Seoi Throw (Forward throw):
  1862.  Decreased damage 130 to 120
  1863.  Decreased stun damage 200 to 150
  1864.  Decrease CA meter gain
  1865.  Changed so the collision box doesn't move forward during attack motion
  1866. Pullback Hold (Reverse grab):
  1867.  Increased the recovery on-hit 3F
  1868.  Decreased stun damage 170 to 150
  1869.  Decreased CA meter gain
  1870.  Changed so the collision box doesn't move forward during attack motion
  1871. Standing LK:
  1872.  Hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards.
  1873. Standing MP:
  1874.  Hurtbox during 1F - 3F of motion has been expanded forward
  1875. Standing MK:
  1876.  Changed hitbox startup 6F to 5F
  1877. o Entire motion has been shortened 1F
  1878.  Changed advantage on-hit +2F to +3F
  1879.  Changed advantage on-block -1F to -2F
  1880. Standing HP:
  1881.  Changed advantage on-hit +3F to +4F
  1882. Standing HK:
  1883.  Hurtbox during 1F - 7F of motion has been expanded forward
  1884.  Hurtbox 2F-1F before hitbox startup has been expanded forward
  1885.  Changed advantage on crush counter +17F to +16F
  1886. Crouching LP:
  1887.  Motion recovery has been changed 7F to 8F
  1888. o No changes to advantage on-hit or block
  1889.  Increased hitstun on-hit by 1F
  1890. o No change to advantage on-hit
  1891. Crouching LK:
  1892.  Advantage on-block has been changed -2F to +1F
  1893. Crouching MP:
  1894.  Hurtbox during 1F- 3F of motion has been expanded forward
  1895.  Hitbox during 2F of activation has been decreased upwards
  1896. Crouching MK:
  1897.  Upwards hitbox has been decreased
  1898. Crouching HK:
  1899.  Decreased damage 100 to 90
  1900. Jumping MK:
  1901.  Downwards hitbox has been decreased
  1902. Dual Crash(Standing MP to Standing MK) :
  1903.  Advantage on-hit has been changed +1F to +2F
  1904. Twist Barrage (6+HP to HP):
  1905.  Hitbox startup has been changed 18F to 17F
  1906.  In-air combo limit has been relaxed
  1907. V-Skill - Volty Line (Standard/V-Trigger):
  1908.  Decreased standard version damage 90 to 80
  1909.  Decreased stun damage for V-Trigger version 200 to 180
  1910.  Advantage on-hit for standard version has been changed ±0F to +2F
  1911.  Advantage on-hit for V-Trigger version has been changed ±0F to +3F
  1912.  Added hurtbox around the legs when hitbox is active
  1913.  Expanded hurtbox around legs upwards and forwards while hitbox is active
  1914. V-Reversal - Double Slap:
  1915.  Hitbox startup has been changed 15F to 16F
  1916.  Advantage and distance on-hit has been changed
  1917. Thunder Clap:
  1918.  Decreased CA meter gain on activation
  1919.  Increased CA meter gain on-hit and block
  1920. o Meter gain increases per level
  1921. EX Thunder Clap:
  1922.  Increased juggle potential when used in-air combo
  1923.  Strengthened limitation on in-air combo when used during in-air combo
  1924. L Bolt Charge:
  1925.  Extended the hitbox active frames 3F to 4F
  1926. M Bolt Charge to Split River (Including V-Trigger):
  1927.  Decreased damage for standard version 90 to 70
  1928.  Decreased damage for V-Trigger version 110 to 90
  1929.  Advantage on-hit has been changed 9F to 18F
  1930. M Bolt Charge to Rodeo Break (Including V-Trigger):
  1931.  Decreased damage for standard version 90 to 70
  1932.  Decreased damage for V-Trigger version 110 to 90
  1933.  Advantage on-hit has been changed 17F to 18F
  1934. Sunset Wheel (Standard):
  1935.  Hitbox startup has been changed 6F to 5F
  1936.  Increased damage for standard version by 10 each
  1937. o L: 150 to 160、M: 160 to 170、H: 170 to 180
  1938.  Increased CA meter gain on activation and hit
  1939.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  1940. o The position of hitbox, hurtbox, and collision box has been adjusted.
  1941. Sunset Wheel (V-Trigger):
  1942.  Hitbox startup has been changed 6F to 5F
  1943.  2F have been removed from recovery after hit
  1944.  Increased stun damage 220 to 230
  1945.  Increase CA meter gain on activation and hit
  1946.  Decreased distance after hit
  1947.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  1948. o The position of hitbox, hurtbox, and collision box has been adjusted.
  1949. EX Sunset Wheel (Standard/V-Trigger):
  1950.  Hitbox startup has been changed 19F to 18F
  1951.  2F have been removed from recovery after hit
  1952.  Increased stun damage for standard version 200 to 250
  1953.  Increased stun damage to V-Trigger version 220 to 280
  1954.  Added projective invincibility to hurtbox between 1F -20F during motion
  1955.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  1956. o The position of hitbox, hurtbox, and collision box has been adjusted.
  1957. ALEX
  1958. Hurtbox:
  1959.  The size of the forward hurtbox when crouching has been decreased
  1960.  Hitbox when character is changing directions has been changed
  1961. Face-Crush Chop (Forward Throw):
  1962.  Stun damage has been decreased 170 to 120
  1963.  CA meter gain has been decreased
  1964.  Adjusted so that the collision box doesn't move forward during attack motion
  1965. Leg Tomahawk (Reverse Throw):
  1966.  Adjusted so that the collision box doesn't move forward during attack motion
  1967. Standing LP:
  1968.  Removed the 3rd active frame from hitbox
  1969.  The knockback distance when hit in-air has been increased
  1970.  The upwards hitbox has been decreased
  1971.  The hurtbox around the hitbox has been expanded upwards
  1972. Standing LK:
  1973.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  1974. o The position of hitbox, hurtbox, and collision box has been adjusted.
  1975.  The motion start timing has been delayed by 1F when a cancelling a special move
  1976. Standing MP:
  1977.  Motion startup has been changed 12F to 14F
  1978. o No change to advantage
  1979.  Pushback distance on-hit has been increased
  1980.  Advantage on V-Trigger cancel has been changed +12F to +10F
  1981.  Hurtbox size has been increased to the same size as hitbox
  1982.  Motion startup timing when cancelling a special has been delayed by 2F
  1983. Standing MK:
  1984.  Hitbox startup has been changed 8F to 9F
  1985. o 1F added to entire motion
  1986. Standing HK:
  1987.  Damage has been increased 90 to 100
  1988.  Advantage on-hit has been changed -1F to +1F
  1989. Crouching LP:
  1990.  Pushback distance on-hit has been increased
  1991. Crouching MP:
  1992.  Hitbox startup has been changed 7F to 8F
  1993. o 1F added to entire motion
  1994.  Motion recovery has been changed 15F to 17F
  1995.  Active frames for hitbox has been shortened 3F to 2F
  1996.  The hurtbox after the hitbox ends has been extended 3F
  1997. Crouching MK:
  1998.  Hitbox startup has been changed 8F to 10F
  1999. o 2F added to entire motion
  2000. Crouching HP:
  2001.  Hitbox startup has been changed 12F to 10F
  2002. o 2F added to entire motion
  2003. Jumping MP:
  2004.  Hitbox startup has been changed 6F to 5F
  2005.  Hitbox has been expanded forward
  2006. Lariat:
  2007.  Hitbox startup has been changed 10F to 11F
  2008.  Advantage on-hit has been changed +5F to +6F
  2009. V Skill – Overhaul:
  2010.  V-gauge will increase by 30 after motion
  2011. V-reversal - Big Boot:
  2012.  Hitbox startup has been changed 15F to 16F
  2013.  Hitbox active frames have been decreased 4F to 2F
  2014.  Advantage and distance on-hit has been changed
  2015. Air Knee Smash:
  2016.  Damage distribution has been changed 10+120 to 50+80
  2017. o No change to total damage
  2018.  Block wait box during motion has been deleted
  2019.  KO timing has been changed to the first hit
  2020. EX Air Knee Smash:
  2021.  Damage distribution has been changed 10+150 to 50+110
  2022.  Block wait box during motion has been deleted
  2023.  Distance after hit has been increased
  2024.  Hurtbox on the 4th frame of the motion has been expanded upwards
  2025. L Flash Chop:
  2026.  Hitbox startup has been changed 13F to 12F
  2027. o Entire motion has been shortened by 1F
  2028. EX Flash Chop:
  2029.  Damage has been decreased 150 to 140
  2030. L Slash Elbow:
  2031.  Hitbox startup has been changed 14F to 16F
  2032.  Motion recovery has been changed 18F to 22F
  2033.  Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  2034.  Hurtbox around the hitbox has been expanded downwards
  2035.  Decreased the movement distance
  2036.  Decreased pushback distance on-block
  2037. M Slash Elbow:
  2038.  Motion recovery has been changed 19F to 22F
  2039.  Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  2040.  Hurtbox around the hitbox has been expanded downwards
  2041.  Decreased pushback distance on-block
  2042. H Slash Elbow:
  2043.  Hurtbox when charging forward and during recovery has been expanded forwards and upwards
  2044.  Hurtbox around the hitbox has been expanded downwards
  2045.  Decreased pushback distance on-block
  2046. Power Bomb/Power Drop:
  2047.  CA meter gain on activation has been decreased
  2048.  CA meter gain on-hit and block has been increased
  2049.  Adjusted so the collision box doesn't move forward during attack motion.
  2050. Air Stampede:
  2051.  Hitbox active frames have been extended 2F to 3F
  2052.  Hitbox expands forwards as active time progresses
  2053. EX Air Stampede:
  2054.  Projectile invincibility time has been changed between 3F - 30F to Between 1F - 30F
  2055.  Hitbox active frames have been extended 2F to 3F
  2056. Head Crush:
  2057.  Motion recover has been changed L: 45F to 30, M: 50F to 30F, H: 56F to 30F
  2058. Heavy Hammer:
  2059.  Damage has been decreased 350 to 340
  2060. GUILE
  2061. Dragon Suplex:
  2062.  Damage has been decreased 130 to 120
  2063.  Stun damage has been decreased 200 to 120
  2064.  CA meter gain has been decreased
  2065.  Decreased the distance after hit
  2066.  Advantage on-hit increased 6F
  2067. Judo Throw:
  2068.  CA meter gain has been decreased.
  2069. Flying Mare/Flying Buster Chop:
  2070.  Increased throw range
  2071.  Hurtbox has been expanded downwards during motion
  2072. Standing LK:
  2073.  Hitbox startup has been changed 5F to 4F
  2074. o Entire motion has been decreased 1F
  2075.  Made it possible to cancel special move
  2076.  Activation timing for special move cancel has been delayed 2F
  2077. Standing MP:
  2078.  Hitbox startup has been changed 5F to 6F
  2079. o Entire motion has been increased 1F
  2080.  Advantage on-hit has been changed +4F to +6F
  2081.  Advantage on-block has been changed +3F to +2F
  2082.  Increased pushback distance on-hit
  2083. Standing HP:
  2084.  Hitbox startup has been changed 7F to 8F
  2085. o Entire motion has been increased 1F
  2086.  Removed the crush counter effect, and applied a standard counter hit effect
  2087.  Advantage on-hit has been changed +6F to 7F
  2088.  Increased pushback distance on-hit
  2089.  The motion start point has been moved forward when receiving damage or motion is cancelled.
  2090. o The position of hitbox, hurtbox, and collision box has been adjusted.
  2091. Standing HK:
  2092.  Advantage on-hit has been changed +1F to +2F
  2093. Crouching LP:
  2094.  Active frames for hitbox have been extended 2F to 3F
  2095. Crouching LK:
  2096.  Button mash cancel timing has been extended.
  2097.  Hitbox active frames have been extended 2F to 3F
  2098. Crouching MP:
  2099.  Knockback distance on-hit has been extended.
  2100. Crouching HP:
  2101.  Changed to be a crush counter move
  2102. o Will only apply during the first frame hitbox is active
  2103.  Advantage on-block has been changed -3F to -4F
  2104. Crouching HK:
  2105.  Hitbox startup has been changed 8F to 7F
  2106. o Entire motion has been shortened by 1F
  2107. Knee Bazooka:
  2108.  Advantage on-hit has been changed -2F to -1F
  2109.  Advantage on-block has been changed -6F to -3F
  2110. Rolling Sobat:
  2111.  Decreased the size of the hurtbox by the feet between 7F and 10F of the motion
  2112. Full Bullet Magnum:
  2113.  Advantage on-hit has been changed ±0F to +1F
  2114.  Advantage on-block has been changed -4F to -6F
  2115. Drake Fang:
  2116.  Advantage on-hit has been changed ±0F to +1F
  2117.  Advantage on-block has been changed -4F to -6F
  2118. Reverse Spin Kick:
  2119.  Advantage on-hit has been changed +3F to +6F
  2120.  Advantage on-block has been changed -1F to -2F
  2121. V-Trigger - Solid Puncher:
  2122.  V-gauge blocks have been changed from 3 to 2
  2123. V-reversal - Reverse Back Knuckle:
  2124.  Hitbox startup has been changed 15F to 16F
  2125.  Advantage and distance on-hit has been changed
  2126. Sonic Boom (Normal version/V-Trigger version):
  2127.  Normal version damage has been increased 50 to 60
  2128.  Stun damage for the V-Trigger version has been decreased 80 to 50
  2129.  CA meter gain on activation has been decreased
  2130.  CA meter gain on-hit or block has been increased
  2131.  Advantage on-hit has been changed +8F to +7F
  2132.  Advantage on-block has been changed +1F to +2F
  2133.  Added a collision box when the hitbox is active
  2134. Sonic Break:
  2135.  The rate the timer decreases when a single shot is active has increased
  2136.  The rate the timer decreased for follow up shots has decreased
  2137.  The rate the timer decreased for the EX version has increased
  2138.  CA meter gain on activation has decreased
  2139.  CA meter gain on-hit or block has increased
  2140.  Active frames for both single shot and follow up shot have been unified at 36F
  2141.  Damage for follow up shots have been increased by 10
  2142. L Somersault Kick:
  2143.  Hitbox between 1F - 2F of the active frames have been expanded forward
  2144.  1 - 3F Upper body invincibility + Projectile Invincibility/ 4-6F complete invincibility
  2145.  to 1-2F Lower stance/3-8F hit/projective invincible
  2146. M Somersault Kick:
  2147.  Hitbox between 1F - 2F of active frames have been expanded forward
  2148.  1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility
  2149.  to 1-2F Lower stance/3-8F hit and projective invincible
  2150. H Somersault Kick:
  2151.  Hitbox between 1F - 2F of active frames have been expanded forward
  2152.  1 - 4F Upper body invincibility + Projectile Invincibility/ 5-6F complete invincibility
  2153.  to Throw and projectile invincibility between 1-9F
  2154. Sonic Tempest:
  2155.  Damage has been decreased 360 to 350
  2156. IBUKI
  2157. Vitality:
  2158.  Vitality has increased 900 to 950
  2159. Forward Step:
  2160.  The entire motion has been changed 17F to 16F
  2161. Jump:
  2162.  Airborne time during jump has been changed 40F to 38F
  2163. Yamikazura (Forward throw):
  2164.  Stun damage has decreased 170 to 120
  2165.  CA meter gain has decreased
  2166. Kubiori (Reverse grab):
  2167.  Damage has increased 130 to 140
  2168.  Stun damage has increased 170 to 200
  2169.  CA meter gain has increased
  2170. Tobizaru (Airborne throw):
  2171.  Throw range has been decreased
  2172.  The hurtbox during motion has been expanded downwards
  2173. Standing LK:
  2174.  Adjusted so that a whiff can't be cancelled with a V-Trigger
  2175. Standing MK:
  2176.  Hitbox startup has been changed 5F to 6F
  2177.  Movement recovery has been changed 15F to 14F
  2178.  Advantage on-hit has been changed ±0F to +5F
  2179.  Advantage on-block has been changed -1F to +2F
  2180.  Knockback distance on-hit and block has been decreased
  2181.  Forward hitbox has been decreased
  2182. Standing HK:
  2183.  On crush counter, the opponent hitstun has been increased +7F
  2184. Crouching LP:
  2185.  Advantage on-block has been changed +1F to +2F
  2186.  Active frames for hitbox has been extended 2F to 3F
  2187. Crouching LK:
  2188.  Changed so that it can be button mash cancelled in to crouching LP
  2189. Crouching MP:
  2190.  Moved the motion starting point forward when receiving damage or motion is cancelled
  2191. o Position of hitbox, hurtbox, and collision box have been adjusted.
  2192. Bonshogeri:
  2193.  Movement recovery has been changed 16F to 19F on whiff only
  2194. o There is no change to the advantage on-hit or block
  2195. Sasanaki:
  2196.  Advantage on-hit has been changed +5F to +6F
  2197. V-reversal – Hanagasumi:
  2198.  Recovery on-hit has been added
  2199.  Hitbox has been expanded forwards
  2200. Kunai/Airborne Kunai:
  2201.  Decreased CA meter gain on activation
  2202.  Increased CA meter gain on-hit or block
  2203.  Delayed the CA cancel timing so that V-reversals are easier to perform when opponent blocks.
  2204.  Fixed issue where L Airborne Kunai hits as a counter, the bendback time was extended by 3F
  2205. Kunai Ikkinage/Airborne Kunai Ikkinage:
  2206.  Decreased CA meter gain on activation
  2207. Kunai Hoju:
  2208.  Motion recovery has been shortened 3F
  2209.  Sped up the timing that Kunai is refilled
  2210. EX Kunai Hoju:
  2211.  Newly added an EX version
  2212. o 3 - 6 (on button hold) Kunai will be refilled
  2213. Nobusuma:
  2214.  Changed so that a jump attack can be performed during motion recovery
  2215. Raida:
  2216.  Increased CA meter gain on-hit and block
  2217.  Pushback distance on-block has been decreased
  2218. EX Raida:
  2219.  Projectile invincible frames have been changed from 3F - 9F to 1F - 9F.
  2220.  The KO timing has been changed to the first hit
  2221. Kachofugetsu:
  2222.  Damage has been decreased 350 to 340
  2223. BALROG
  2224. Vitality:
  2225.  Vitality has been increased 1000 to 1025
  2226. Hurtbox:
  2227.  Decreased the hurtbox when crouching
  2228.  Changed the hurtbox when the character changes direction
  2229. Dirty Bomber (Forward Throw):
  2230.  Damage has been decreased 120 to 110
  2231.  Stun damage has been decreased 170 to 120
  2232.  CA meter gain has decreased
  2233. Standing LP:
  2234.  Advantage on-block has been changed +2F to +3F
  2235. Standing LK:
  2236.  Moved the point action begins forward when receiving damage or cancelling an action.
  2237. o Adjusted the position of the hitbox, hurtbox, and collision box
  2238. Standing MP:
  2239.  Damage has been increased 60 to 70
  2240.  Increase the airborne time by 1F for the opponent when hit in-air
  2241. Standing MK:
  2242.  Decreased the distance of pushback on-hit and pushback on-block
  2243. Standing HP:
  2244.  Changed to a crush counter move
  2245. Standing HK:
  2246.  Extended hitbox active frames 2F to 3F
  2247. Crouching LP:
  2248.  Advantage on-block has been changed +2F to +3F
  2249.  Hitbox active frames have been extended 2F to 3F
  2250. Crouching LK:
  2251.  The hitbox active frames have been extended 2F to 3F
  2252. Crouching MP:
  2253.  Motion recover has been changed 14F to 12F
  2254.  The upwards hitbox was decreased
  2255.  Advantage on-hit has been changed +1F to +4F
  2256.  Advantage on-block has been changed ±0F to +2F
  2257. Crouching MK:
  2258.  Attack property has been changed from HIGH hit to LOW hit
  2259.  The forward hitbox has been decreased
  2260. Crouching HP:
  2261.  During 2F-5F active frames for the hitbox, damage for hits in-air has been increased 70 to 80
  2262. Stomping Combo:
  2263.  Pushback distance on-block has been decreased
  2264. V Skill - KKB, Buffalo Pressure:
  2265.  The counter window for KKB has been shortened until a follow up move can be performed
  2266.  Advantage on-block for Buffalo Pressure has been changed -8F to -6F
  2267.  Hitbox active frames for Buffalo Pressure has been extended 2F to 3F
  2268. V-Trigger - Crazy Rush:
  2269.  Made adjustments to the advantage when cancelling each special moves with a V-Trigger
  2270. o This change will not be applied to EX Screw Smash
  2271. V-reversal - Buffalo Headbutt:
  2272.  Hitbox startup has been changed 15F to 16F
  2273.  Adjustments to advantage and distance on-hit
  2274.  Pushback on-block has been extended
  2275.  Sideways movement distance has been shortened
  2276. L Screw Smash:
  2277.  Command has been changed to ↓(charged) ↑+LK to →↓↘+LK
  2278.  Hitbox startup has been changed 13F to 10F
  2279. o Entire motion has been decreased by 3F
  2280.  Airborne time for opponent when hit in-air has been increased
  2281. M Screw Smash:
  2282.  Command has been changed to ↓(charged)↑+MK to →↓↘+MK
  2283.  Hitbox startup has been changed 16F to 13F
  2284. o Entire motion has been decreased by 3F
  2285.  Damage has been decreased 110 to 100
  2286.  Airborne time for opponent when hit in-air has been increased
  2287. H Screw Smash:
  2288.  Command has been changed to ↓(charged)↑+HK to →↓↘+HK
  2289.  Damage has increased 90 to 100
  2290.  Airborne time for opponent when hit in-air has been increased
  2291. EX Screw Smash:
  2292.  Command has been changed to ↓(charged)↑+KK to →↓↘+KK
  2293. L Dash Straight:
  2294.  Advantage on-hit has been changed +1F to +2F
  2295.  The collision box has been extended upwards during the attack motion.
  2296. M Dash Straight :
  2297.  Advantage on-hit has been changed +2F to +3F
  2298. H Dash Straight:
  2299.  Advantage on-hit has been changed +3F to +2F
  2300.  Pushback distance on-hit has been decreased
  2301. EX Dash Straight:
  2302.  The V-Skill cancel command acceptance timing has been extended on the first hit.
  2303. Turn Punch:
  2304.  Added throw invincibility during 3F-18F of the Level 1 – Level 9 motion
  2305.  Advantage on-hit and block have been loosened after Level 2.
  2306. Gigaton Blow:
  2307.  Throw invincibility during motion has been extended 3F
  2308. JURI
  2309. Hurtbox:
  2310.  Expanded hurtbox when character changes direction while crouching.
  2311. Chisenkyaku (Forward Throw):
  2312.  Removed 5F from recovery after hit
  2313.  Decreased damage 130 to 110
  2314.  Decreased stun value 200 to 120
  2315.  Decreased CA meter gain 100 to 70
  2316.  Decreased the distance of knockback after hit
  2317. Kaeikyaku (Reverse Grab):
  2318.  Decreased recovery after hit by 2F
  2319.  Decreased the distance of knockback after hit
  2320. Zankasen (airborne throw):
  2321.  Expanded throw range
  2322.  Expanded the hurtbox downwards during motion
  2323. Jump:
  2324.  Unified airborne time for all jumps from 39F to 38F
  2325. Standing LK:
  2326.  Extended hitbox active frames 2F to 4F
  2327. Standing MP:
  2328.  Advantage on-hit has been changed +4F to +5F
  2329.  Decreased the size of forward hurtbox
  2330. Standing MK:
  2331.  Hitbox activation on first hit has been changed 6F to 5F
  2332.  Entire motion has been shortened 1F
  2333.  Hitbox activation on second hit has been changed 8F to 7F
  2334.  Changed damage distribution 50+20 to 40+30
  2335.  Extended the hitstun on the first hit by 1F
  2336. o This change will not be applied for when V-Trigger is active
  2337.  Expanded the hitbox on first hit forward
  2338. Standing HP:
  2339.  Advantage on-hit has been changed +2F to +4F
  2340. Standing HK:
  2341.  Motion recover has been changed 17F to 20F
  2342. Crouching LP:
  2343.  Active frames for hitbox has been extended 2F to 3F
  2344. Crouching MP:
  2345.  Hitbox startup has been changed 5F to 6F
  2346.  Hitbox active frames have changed 2F to 3F
  2347. Crouching MK:
  2348.  Advantage on-hit has been changed +1F to +2F
  2349.  Advantage on-block has been changed -3F to -2F
  2350.  Extended the cancel timing with special move
  2351. Senkaikyaku:
  2352.  Advantage on-block has been changed -4F to -6F
  2353. Kyoretsushu:
  2354.  Advantage on-block has been changed -6F to -12F
  2355. V- Skill – Kasatsushu:
  2356.  Hitbox startup on Level 2 has been changed 14F to 10F
  2357.  Increased the juggle potential when used during in-air combos
  2358.  Projective invincibility time has been changed from 14F of activation ~ projectile invincibility to 6F of activation ~ projectile invincibility
  2359.  Decreased the downwards hurtbox and increased the forward hurtbox during Lvl2 motion
  2360.  Made it possible to activate from cancel, after any type of Fuharenkyaku except the EX version
  2361.  Changed the timing from motion start to Lvl2 from 40th frame to 33rd frame
  2362. L Ryodansatsu:
  2363.  Hitbox startup has been changed 20F to 19F
  2364. M Ryodansatsu:
  2365.  Hitbox startup has been changed 21F to 20F
  2366. EX Ryodansatsu:
  2367.  Changed projectile invincibility from 5th to 27th frame of the motion to 1st to 27th frame of motion
  2368. L Tensenrin:
  2369.  Changed command from →↓↘+LK to →↓↘+LP
  2370.  Advantage on-hit has been changed +1F to +2F
  2371. M Tensenrin:
  2372.  Changed command from →↓↘+MK to →↓↘+MP
  2373.  Increased damage 110 to 120
  2374.  Decreased the size of the hurtbox between 1F - 2F / Hit and projectile invincibility between 3-7F / added throw vulnerability to 1-7F
  2375. H Tensenrin:
  2376.  Changed command from →↓↘+HK to →↓↘+HP
  2377.  Added throw invincibility between 1F and 8F of motion
  2378. L Fuharenkyaku (while V-Trigger active):
  2379.  Slowed down the projectile speed
  2380.  Slowed the CA cancel activation timing, and made it easier for a blocking opponent to perform a V-reversal
  2381. M Fuharenkyaku:
  2382.  Hitbox startup has been changed 21F to 23F
  2383.  Advantage on-block has been changed -6F to -4F
  2384. M Fuharenkyaku (while V-Trigger active):
  2385.  Hitbox startup has been changed 21F to 23F
  2386.  Advantage on-block has been changed -6F to -4F
  2387. H Fuharenkyaku:
  2388.  Action recovery has been decreased 31F to 21F
  2389.  Damage has been decreased 90 to 80
  2390.  Stun damage increased 120 to 150
  2391.  Advantage on-block has been changed -11F to -6F
  2392. H Fuharenkyaku (while V-Trigger active):
  2393.  Action recovery has been decreased 31F to 21F
  2394.  Damage has been decreased 90 to 80
  2395.  Stun damage increased 120 to 170
  2396.  Advantage on-block has been changed -11F to -6F
  2397. Sakkai Fuhazan:
  2398.  Expanded the hitbox backwards
  2399. URIEN
  2400. Vitality:
  2401.  Increased vitality 1000 to 1025
  2402. Spartan Bomb (Forward Throw):
  2403.  Decreased stun damage 200 to 120
  2404.  CA Meter gain has decreased
  2405. Hurtbox:
  2406.  Made adjustments to hurtbox when character changes direction
  2407. Standing MP:
  2408.  Hitbox activation has been changed 6F to 7F
  2409. o 1F has been added to entire motion
  2410.  Advantage on-hit has been changed +4F to +6F
  2411.  Expanded hitbox forward
  2412. Standing MK:
  2413.  Standing hitbox activation has been changed 8F to 9F
  2414. o 1F has been added to entire motion
  2415. Standing HP:
  2416.  Expanded hurtbox after hitbox disappears
  2417. Standing HP (Charge):
  2418.  Recovery on-block has been changed +3F to +5F
  2419. Standing HK:
  2420.  Decreased the size of the hurtbox between 1F - 2F when hitbox is active
  2421. Standing HK (Charge):
  2422.  Recovery on-block has been changed ±0F to +2F
  2423.  Decreased the pushback on-hit distance for the second hit
  2424.  The hurtbox during the 1F -2F active frames 1F -2F have been decreased
  2425. Crouching LP:
  2426.  Recovery on-hit has been changed +4F to +5F
  2427.  The duration of the hitbox active frames has been extended 2F to 3F
  2428. Crouching MP:
  2429.  Expanded the distance of pushback on-hit
  2430. Crouching MK:
  2431.  Advantage on-hit has been changed +1F to +4F
  2432.  Advantage on-block has been changed -2F to +2F
  2433. Crouching HP:
  2434.  Hitbox activation has been changed 8F to 7F
  2435.  The effect for the first hit in the air has changed from airborne recover damage to knockback damage.
  2436. o Changed so that there is juggle potential when 2 hits hit in-air
  2437. Jumping LP:
  2438.  Expanded the hitbox backwards, and added in cross-up confirm
  2439.  Decreased the downwards hitbox size
  2440. Terrible Smash:
  2441.  Changed the advantage on-block -4F to -6F
  2442. Choral Kick:
  2443.  Command has changed from 6+HK to 3+HK
  2444. V-Trigger - Aegis Reflector:
  2445.  Increased damage from 10×3 to 20×3
  2446. V Skill - Metallic Aura:
  2447.  Entire motion has been changed 55F to 52F
  2448. V-reversal - Anger Snap Fist:
  2449.  Hitbox activation has changed 15F to 16F
  2450.  Knockback and Advantage on-hit has been changed
  2451. L, M Metallic Sphere:
  2452.  Decreased CA meter gain on activation
  2453.  Increased the CA meter gain on-hit or block
  2454.  Advantage on-block has been changed -9F to -7F
  2455.  Decreased the CA cancel for the single and charged version, and made it easier for blocking opponent to do a V-Reversal
  2456. H Metallic Sphere:
  2457.  Single version damage has been increased 60 to 70
  2458.  Charged version damage has been increased 90 to 100
  2459.  Decreased the CA meter gain on activation
  2460.  Increased CA meter gain on-hit or block
  2461. L Chariot Tackle (Standard/V-Skill):
  2462.  Increased juggle potential when used in-airborne combo
  2463. M Chariot Tackle (Standard/V-Skill):
  2464.  Changed the active frames for hitbox 10F to 11F
  2465.  Increased juggle potential when used in-airborne combo
  2466. H Chariot Tackle (Standard/V-Skill):
  2467.  Damage has increased 90 to 100
  2468.  Increased juggle potential when used in-airborne combo
  2469.  Fixed the issue where the sideways knockback when hitting on the ground using the V-Skill version is greater than the standard version
  2470. EX Chariot Tackle (During V-Skill):
  2471.  Fixed issue where the hitstun on the first hit is shorter than the standard version
  2472. H Violence Knee Drop (During V-Skill):
  2473.  Fixed issue where block recovery is longer than the standard version
  2474. M Dangerous Headbutt (During V-Skill):
  2475.  Fixed issue where the sideways knockback is shorter than the standard version on counter-hit in-air.
  2476. EX Dangerous Headbutt (During V-Skill):
  2477.  Fixed the issue where counter-hit state was not present during recovery
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