Advertisement
ovagames

Untitled

Apr 4th, 2018
475
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 44.47 KB | None | 0 0
  1. Update v3.025 Changelog:
  2. ___________________________________________
  3.  
  4. • No changelog was posted.
  5.  
  6.  
  7. Update v3.020 Changelog:
  8. ___________________________________________
  9.  
  10. GENERAL
  11. Crush Counters
  12. Taking both rewards on hit and frequency into account, changed the combo scaling on crush counters.
  13.  
  14. Throw Escape
  15. Changed so that a throw break cannot be performed after the move has been input, with the exception of normal and unique moves. This is to weaken the defensive technique of using certain special moves (primarily movement special moves) together with the throw break.
  16.  
  17. Note: Previously, throw escapes could not be performed only for moves that gave the character some kind of invincibility or armor.
  18.  
  19. Normal Throw Damage
  20. Increased parameters for characters that have less reward on hit.
  21.  
  22. V-Reversals
  23. Overall rebalancing for the moves’ start-up and performance.
  24.  
  25. CHARACTERS
  26. Ryu
  27. Shoulder Throw (Forward Throw)
  28. Damage increased from 120 to 130
  29. Recovery increased after the throw by 2F
  30.  
  31. Somersault Throw (Backwards Throw)
  32. Damage increased from 140 to 150
  33.  
  34. Standing LP (Normal/V-Trigger)
  35. Reduced the upwards hitbox
  36.  
  37. Standing MK
  38. Removed the forward hurtbox that appeared before the hitbox active frames
  39.  
  40. Crouching MK
  41. Changed so that the collision box will emerge forward when the hitbox becomes active
  42.  
  43. Jodan Nirengeki/Jodan Sanrengeki
  44. Enforced the combo count restrictions
  45. Added float if the final hit hits midair
  46.  
  47. Denjin Renki
  48. Increased the length of the V-Timer from 800F to 1,000F
  49.  
  50. Isshin
  51. Changed that the counter judgment will become active from 1F of Isshin receiving an attack
  52. Removed the counter hit judgment from a successful Isshin activation
  53. Can cancel the recovery into EX Jodan Sokuto Geri only on hit
  54. Can be canceled into from Axe Kick and Solar Plexus Strike
  55.  
  56. V Hadoken
  57. Increased the V-Timer usage of each V Hadoken from 50F to 100F
  58.  
  59. VEX Hadoken
  60. Changed the position at which movement is possible after the move
  61.  
  62. H Shoryuken (Normal/V-Trigger)
  63. Damage increased by 10 for 1st active frame only
  64. Hit stop increased for 1st active frame only
  65.  
  66. EX Shoryuken
  67. Expanded the forward hitbox
  68. Changed the opponent’s behavior on the first hit
  69. Note: This has no effect on the battle balance
  70.  
  71. V Shoryuken/VEX Shoryuken
  72. Changed so that it will consume V-Timer gauge
  73. Note: Uses 150F of gauge
  74.  
  75. Jodan Sokuto Geri
  76. Reduced the opponent’s knockback distance
  77. Increased the forward travel distance during the move
  78. Eased the combo count
  79.  
  80. Developer Notes: Made it easier to use Jodan Sokutogeri in combos. Also adjusted the duration and meter consumption of Denjin Renki, and improved the versatility of Isshin and its rewards when successful.
  81.  
  82. Ken
  83. Knee Bash (Forward Throw)
  84. Damage increased from 110 to 120
  85. Added 1F of recovery after the throw
  86.  
  87. Hell Wheel (Backwards Throw)
  88. Damage increased from 130 to 140
  89.  
  90. Standing LP
  91. Reduced the upwards hitbox
  92.  
  93. Crouching LP
  94. Pushback on hit slightly decreased
  95. Pushback on block slightly decreased
  96. Reduced the upwards hitbox
  97.  
  98. Crouching LK
  99. Increased the pushback on hit
  100.  
  101. Quick Step (V-Skill)
  102. Damage reduced from 70 to 50
  103. Stun reduced from 150 to 100
  104. Added float value for airborne hit
  105. Eased the combo count
  106. Expanded the collision box only when performed from Chin Buster 2nd cancel
  107.  
  108. M Shoryuken
  109. Eased the combo count
  110.  
  111. EX Shoryuken/VEX Shoryuken
  112. Changed so that it can hit opponents who are behind Ken
  113. Expanded the collision boxes for the first Shoryu on hit, making it harder for an opponent to fall behind Ken during midair hit
  114.  
  115. Shinryuken
  116. Eased the combo count
  117. Reduced the horizontal knockback distance for max button press version
  118. Damage reduced from 200 to 180 for max button press version
  119.  
  120. Developer Notes: Increased his ability to continue his rushdown upon making contact with the opponent. For example, Ken will be in normal throw range after Crouching LP, and can quickly trap opponents by comboing with his Quick Step near the corner of the screen.
  121.  
  122. Chun-Li
  123. Standing LP and Standing MP (Normal/V-Trigger)
  124. Reduced the upwards hitbox
  125.  
  126. Koshuto (Forward Throw)
  127. Changed the distance from the opponent after a throw
  128.  
  129. Rankyaku (V-Skill)
  130. Can be performed from cancelable moves
  131. Decreased the V-Gauge meter gain from 100 to 80
  132.  
  133. Yokusenkyaku (Normal)
  134. Decreased the advantage on Crush Counter from +19F to +18F
  135. Recovery increased on whiff from 13F to 18F
  136.  
  137. Kikosho
  138. Changed so that the hitbox for the second hit onwards will not disappear when Kikosho collides with the opponent’s projectile
  139.  
  140. Developer Notes: Rebalanced the recovery for Yokusenkyaku on whiff, and Chun-Li’s status after Koshuto hits. Also, can cancel into Rankyaku from normal moves, which expands her combo options from successful close-range attacks.
  141.  
  142. Cammy
  143. Hurtbox
  144. Expanded her upwards hurtbox while crouching
  145.  
  146. Stun
  147. Increased from 900 to 950
  148.  
  149. Gyro Clipper (Forward Throw)
  150. Damage increased from 120 to 130
  151. Stun decreased from 150 to 120
  152.  
  153. Delta Through (Backwards Throw)
  154. Damage increased from 140 to 150
  155.  
  156. Crouching LK
  157. Increased the pushback on hit
  158.  
  159. Lift Upper
  160. Can be canceled from during Delta Ambush and Delta Step while V-Trigger II is active
  161.  
  162. L Cannon Spike
  163. Invincible to airborne attacks from 1F to 6F
  164.  
  165. V Cannon Spike
  166. Can cancel into V Canon Strike on hit
  167.  
  168. Delta Step/Delta Ambush
  169. Number of V-Trigger blocks reduced from 3 to 2
  170. The V-Timer will be completely consumed upon using the special moves Delta Step and Delta Ambush
  171.  
  172. Delta Twist
  173. Expanded the downwards hurtbox
  174.  
  175. Reverse Edge
  176. Damage increased from 70 to 80
  177. The second attack will be considered a mid attack
  178. The recovery on block will be the same as on hit
  179. Recovery on block decreased from -11F to -5F
  180. Active frames 1F and 2F will be able to hit grounded opponents
  181.  
  182. Developer Notes: Increased options by making it possible to perform Cannon Strike from Cannon Spike during Delta Drive. Additionally, Delta Ambush and Delta Step have been changed to a 2-bar V-Gauge, so the move properties and V-timer consumption have been updated accordingly.
  183.  
  184. M. Bison
  185. Crouching LP
  186. Reduced the upwards hitbox
  187.  
  188. Crouching HP
  189. Expanded the upwards hurtbox
  190.  
  191. Psycho Impact (Forward Throw)
  192. Damage increased from 130 to 140
  193.  
  194. Psycho Burst (V-Reversal)
  195. Changed the startup from 16F to 17F
  196.  
  197. EX Double Knee Press
  198. When the second hit connects in a non-lock situation, can cancel into Psycho Crusher and Psycho Judgment
  199.  
  200. Psycho Judgment
  201. Eased the combo count
  202.  
  203. Psycho Crusher
  204. Damaged increased when the lower body portion hits from 70 to 100
  205.  
  206. Developer Notes: Rebalanced various post-start up properties of Psycho Nightmare to increase its strength in combos, and to increase the rewards on hit.
  207.  
  208. Nash
  209. Dragon Suplex (Forward Throw)
  210. Damage increased from 130 to 140
  211. Stun increased from 120 to 150
  212.  
  213. Target Down (Backwards Throw)
  214. Damage increased from 140 to 150
  215.  
  216. Standing MK
  217. Changed so that it will not hit opponents who are behind Nash, only for the base hitbox
  218.  
  219. Raptor Combination/Bullet Combination
  220. Increased the forward movement distance of the second hit
  221.  
  222. Bullet Clear (V-Skill)
  223. Increased the advantage on hit from +2F to +5F
  224. Increased the V-Gauge meter gain from 80 to 100
  225.  
  226. Moonsault Slash
  227. Changed the recovery for the first active frame 1F on hit and block to be the same value as 2F
  228.  
  229. Sonic Move – Hide
  230. Reduced the recovery by 2F
  231. Throw and projectile invincible from frames 1F-3F
  232.  
  233. Justice Corridor
  234. Will not be able to perform Stealth Dash on whiff
  235. Changed the behavior when Nash overtakes the opponent character
  236.  
  237. Developer Notes: Made it easier to perform combos in a variety of situations by making adjustments such as increasing the forward movement distance for Raptor Combination and Bullet Combination, and reducing the recovery for Bullet Clear and Sonic Move – Hide.
  238.  
  239. Vega
  240. Rainbow Suplex (Forward Throw)
  241. Damage increased from 120 to 140
  242.  
  243. Crescent Line (Backwards Throw)
  244. Damage increased from 140 to 150
  245.  
  246. Standing LP and Crouching LP (No Claw/Claw)
  247. Reduced the upwards hitbox
  248.  
  249. Matador Turn (V-Skill – Attack)
  250. Can cancel into CA on block
  251. Increased the distance at which it triggers the opponent’s blocking motion
  252. Increased the pushback on block
  253.  
  254. Bloody Kill – Torero and Bloody Kiss – Azul
  255. Damage increased from 100 to 140
  256.  
  257. L Crimson Terror
  258. Expanded the forward hitbox for the first hit
  259.  
  260. EX Flying Barcelona Attack
  261. Adjusted the input window
  262.  
  263. Flash Arch – Rossa
  264. Addressed the phenomenon where the attack would not connect after a successful parry
  265. Fixed the state where Vega would retain invincibility upon remaining in a neutral state after the attack concluded
  266.  
  267. Developer Notes: Adjusted Matador Turn, Bloody Kiss – Torero/Azul, and Flash Arch – Rossa in order to make his V-System easier to use.
  268.  
  269. Dhalsim
  270. Yoga Rocket (Forward Throw)
  271. Damage increased from 110 to 120
  272.  
  273. Standing MP and MK
  274. Eased the combo count
  275.  
  276. Drill Kick
  277. Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  278.  
  279. Yoga Mala (V-Reversal)
  280. Startup increased from 16F to 17F
  281.  
  282. Yoga Gale
  283. Applied the combo count limit
  284.  
  285. Yoga Burner
  286. Increased the float on hit
  287. Increased the horizontal blowback distance on hit
  288.  
  289. Developer Notes: Made it possible to use Neutral MP and Neutral MK in air combos, and allow juggling when Yoga Fire hits an opponent in the air, to open up new situations that were never possible before in long-range battles.
  290.  
  291. Zangief
  292. Standing Heavy Punch (Uncharged Version)
  293. Changed the timing for cancel into V-Trigger II
  294.  
  295. Flying Head Butt
  296. Reduced the stun from 400 to 200
  297. Changed the hit effect from blowback to mid-air unrecoverable damage
  298. Can now be canceled
  299.  
  300. Muscle Explosion (V-Reversal)
  301. Increased the pushback on hit
  302. Increased the pushback on block
  303.  
  304. Tundra Storm
  305. The opponent’s stun gauge will not recover during the animation lock
  306.  
  307. EX Borscht Dynamite (Normal/V-Trigger)
  308. Added a cancel-specific action
  309.  
  310. Developer Notes: Changed hit effect of Flying Head Butt and made it cancelable. These changes allow Zangief to juggle opponents with EX Borscht Dynamite after hitting a mid-air opponent with Flying Head Butt.
  311.  
  312. Karin
  313. Hajotsui (Forward Throw)
  314. Damage increased from 120 to 130
  315.  
  316. Arakuma Inashi (Backwards Throw)
  317. Damage increased from 140 to 150
  318. Reduced the recovery after the throw by 2F
  319.  
  320. Jumping HP
  321. Reduced the hurtbox
  322.  
  323. Ressencho (V-Reversal)
  324. Increased the horizontal blowback distance on hit
  325.  
  326. Guren Kusabi
  327. Changed the attack active frames from 8F to 11F
  328. Reduced the recovery from 21F to 18F
  329.  
  330. Meioken (Charge Ver. Included)
  331. Uncharged version: Damage decreased from 60 to 50
  332. Charged version: Damage decreased from 80 to 70
  333. Charged version: V-Gauge meter gain decreased from 100 to 80
  334. Eased the combo count
  335.  
  336. EX Tenko
  337. Damage decreased from 120 to 100
  338.  
  339. EX Orochi
  340. Damage increased from 120 to 140
  341.  
  342. Yasha Gaeshi Tenchi
  343. Can be performed from cancelable moves
  344. Reduced recovery by 5F for situations where the counter was successfully triggered but the attack did not hit
  345. Reduced the damage for the grounded version from 120 to 100
  346.  
  347. Developer Notes: Readjusted the damage and air combo count of moves that serve as combo parts to make her a more offensive character.
  348.  
  349. R. Mika
  350. Crouching MP
  351. Increased the horizontal blowback distance for mid-air hit
  352.  
  353. H Shooting Peach
  354. Changed the performance when performed as a cancel from Lady Mika
  355.  
  356. Rainbow Typhoon/EX Rainbow Typhoon
  357. L: Damage increased from 170 to 180
  358. M: Damage increased from 180 to 190
  359. H: Damage increased from 190 to 200
  360. EX: Damage increased from 230 to 240
  361.  
  362. Developer Notes: Adjusted all versions of Rainbow Typhoon and H Shooting Peach for increased damage on hit at close range.
  363.  
  364. Birdie
  365. Bad Skull (Forward Throw)
  366. Stun decreased from 200 to 150
  367.  
  368. Crouching MP
  369. Active frames reduced from 6F to 5F
  370. Recovery increased from 15F to 16F
  371.  
  372. Crouching HK
  373. Increased the disadvantage on block from -11F to -14F
  374. Expanded the hurtbox after the active frames end
  375. Delayed the timing at which the post-active frames hurtbox disappears
  376. Increased the pushback on block
  377.  
  378. Pepper Pot (V-Reversal)
  379. Startup increased from 16F to 17F
  380.  
  381. Developer Notes: Taking Birdie’s overall strength into account, slightly toned down moves that are thought to be extremely good.
  382.  
  383. Necalli
  384. Standing LP and Crouching LP (Normal/V-Trigger)
  385. Reduced the upwards hitbox
  386.  
  387. Soul Stealer (Forward Throw) (Normal/V-Trigger)
  388. Regular version: Damage increased from 110 to 120
  389. V-Trigger version: Damage increased from 120 to 130
  390.  
  391. Soul Discriminator (Backwards Throw) (Normal/V-Trigger)
  392. Regular version: Damage increased from 100 to 110
  393. V-Trigger version: Damage increased from 110 to 120
  394.  
  395. Valiant Rebellion (Normal)
  396. The blowback on counter hit was changed to be the same as the regular version
  397.  
  398. Valiant Rebellion (V-Trigger)
  399. Blowback on hit changed to be the same as the regular version
  400. The blow on counter hit was changed to be the same as the regular version
  401.  
  402. EX Valiant Rebellion (Normal)
  403. Pushback on hit for the second hit slightly decreased
  404. First hit can be canceled into V-Trigger
  405.  
  406. EX Valiant Rebellion (V-Trigger)
  407. Pushback on hit for the second hit slightly decreased
  408.  
  409. EX The Disc’s Guidance (Normal)
  410. Damage distribution changed from 150 (35+35+80) to 150 (40+40+70)
  411. Stun distribution changed from 200 (25+25+150) to 200 (50+50+100)
  412. The second hit can be canceled into V-Trigger
  413. Increased the pushback on hit for the second hit
  414.  
  415. Clouded Mirror
  416. Increased the cancelation window when canceling from Culminated Power and Sacrificial Altar
  417. Pushback on block slightly decreased for the max charge version
  418. Increased the active frames after landing for the max charge version from 4F to 7F
  419.  
  420. Soul Offering
  421. Added collision boxes for after the move ends
  422.  
  423. Developer Notes: Can now cancel EX Valiant Rebellion (Normal Version) and EX The Disc’s Guidance (Normal Version) with his V-Triggers, creating more options for movement.
  424.  
  425. Rashid
  426. Stun
  427. Decreased from 1000 to 950
  428.  
  429. Riding Glider (Forward Throw)
  430. Added 2F of recovery after the throw
  431.  
  432. Rising Sun (Backwards Throw)
  433. Stun decreased from 200 to 150
  434.  
  435. Standing LK
  436. Advantage on hit decreased from +4F to +2F
  437. Advantage on block decreased from +2F to +1F
  438. Is now a cancelable move
  439.  
  440. Standing HP
  441. Advantage on block decreased from +0F to -3F
  442. Note: Block recovery reduced by 3F
  443.  
  444. Standing MK
  445. Recovery increased from 15F to 17F
  446. Advantage on hit reduced from +2F to +1F
  447. Disadvantage on block increased from -2F to -4F
  448. Expanded the forward hitbox
  449.  
  450. Crouching MK
  451. Cancel timing from Easifa delayed by 3F
  452.  
  453. Crouching HP
  454. Reduced the recovery for the first hit on block by 3F
  455.  
  456. Flap Spin
  457. Reduced the recovery for the first hit on block by 3F
  458. Sped-up the startup of the second hit by 1F
  459.  
  460. Wall Jump (Jump-Off)
  461. Increased the interval between clinging to the wall and jump by 2F
  462.  
  463. L Spinning Mixer
  464. Pushback on block slightly decreased for the rapid button press version
  465. Landing recovery on whiff increased from 11F to 16F on whiff
  466. Note: No changed to recovery on hit or block
  467.  
  468. Block stop for the third hit increased by 4F
  469.  
  470. L Eagle Spike
  471. Sped up the startup when performed in close range
  472.  
  473. EX Eagle Spike
  474. Changed so that Rashid will bounce off the opponent when blocked
  475.  
  476. EX V Eagle Spike
  477. Damage decreased from 140 to 100
  478. Stun decreased from 200 to 150
  479.  
  480. V Airborne Eagle Spike
  481. Damage decreased from 120 to 100
  482. Stun decreased from 200 to 150
  483.  
  484. EX V Airborne Eagle Spike
  485. Damage decreased from 150 to 120
  486. Stun decreased from 200 to 150
  487. Advantage on block decreased from +1F to -2F
  488. Increased the pushback on block
  489.  
  490. V Whirlwind Shot
  491. Damage reduced from 80 to 60
  492. Stun for the M and H versions reduced from 150 to 140
  493.  
  494. EX V Whirlwind Shot
  495. Damage reduced from 120 to 100
  496. Stun reduced from 200 to 160
  497.  
  498. Altair
  499. Invincibility frames changed to 1-17F
  500.  
  501. Developer Notes: Overall toned down his move set in light of his rushdown ability at close range, and rewards on hit.
  502.  
  503. Laura
  504. Seoi Throw (Forward Throw)
  505. Added 2F of recovery after the throw
  506. Slightly increased the separation distance upon landing the throw in the corner
  507.  
  508. Standing MP
  509. Reduced the backwards hitbox
  510.  
  511. Standing MK
  512. Increased the advantage on hit from +3F to +4F
  513.  
  514. Crouching HK
  515. Recovery increased on whiff and on block by 2F
  516.  
  517. Linear Movement – Avante/Linear Movement – Esquiva/Linear Movement – Finta (Spark Show Version)
  518. Is now subject to counter-hit
  519. Expanded the collision boxes in the upwards direction during the move, only when performed from Thunder Clap
  520.  
  521. Linear Movement – Esquiva (Attack, Spark Show Version)
  522. Startup increased from 34F to 32F
  523.  
  524. Double Slap
  525. Startup increased from 16F to 17F
  526.  
  527. EX Sunset Wheel
  528. Expanded the forward hitbox for the second active throw frame
  529.  
  530. Matsuda Sway
  531. Changed so that the dodging motion will not consume V-Timer gauge
  532.  
  533. Shock Choke
  534. V-Timer consumption amount increased from 500F to 1,000F
  535. Fixed the phenomenon where Laura would have a hurtbox during the move’s animation
  536.  
  537. Developer Notes: Adjusted properties of moves that are frequently used at close/mid-range. Additionally, changed Matsuda Sway so that it does not consume the V-Timer when dodging.
  538.  
  539. F.A.N.G
  540. Standing LP
  541. Reduced the upwards hitbox
  542.  
  543. Shimonshu (Forward Throw)
  544. Added 2F of recovery after the throw
  545.  
  546. Shishiruirui
  547. Eased the combo count
  548.  
  549. Nikaiho
  550. Increased the overall movement frames from 30F to 31F
  551. Added a hurtbox from 26F to 31F
  552.  
  553. Developer Notes: Made adjustments to help reduce cases where only the first strike of Shishiruirui would hit during specific combo routes when Koryo Dokuda was activated.
  554.  
  555. Alex
  556. Leg Tomahawk (Backwards Throw)
  557. Damage increased from 140 to 160
  558.  
  559. Standing LP
  560. Reduced the upwards hitbox
  561. Increased the active frames from 2F to 3F
  562. Reduced the recovery from 8F to 7F
  563.  
  564. Standing HK
  565. Will force the opponent to stand on hit
  566.  
  567. Crouching LP
  568. Reduced the upwards hitbox
  569.  
  570. Crouching HP
  571. Increased the float on hit
  572.  
  573. Lariat
  574. Can be canceled
  575.  
  576. Chop
  577. Increased the disadvantage on block from -6F to -8F
  578.  
  579. Flying Cross Chop
  580. Eased the height restriction at which the move can be performed
  581. Eased the combo count
  582. Increased the float for mid-air hit
  583.  
  584. Big Boot
  585. Startup increased from 16F to 17F
  586.  
  587. M Flash Chop
  588. Reduced the startup from 19F to 18F
  589.  
  590. H Flash Chop
  591. Damage increased from 90 to 100
  592.  
  593. H Air Knee Smash
  594. Eased the combo count
  595. Delayed the timing at which he can move again after hit by 4F
  596. Increased the separation distance after hit
  597.  
  598. EX Power Bomb
  599. Throw hitbox startup reduced from 6F to 5F
  600.  
  601. Rage Boost
  602. Reduced the collision box on startup
  603.  
  604. Choke Sleeper
  605. Throw hitbox startup reduced from 6F to 5F
  606.  
  607. Flying DDT
  608. Damage decreased from 190 to 180
  609. Sped up the startup by 3F when performed as a cancel
  610.  
  611. Developer Notes: Adjusted moves that has similar properties across varying input strengths and rebalanced combo routes in various situations to allow for new types of movement.
  612.  
  613. Guile
  614. Dragon Suplex (Forward Throw)
  615. Damage increased from 120 to 130
  616. Stun increased from 120 to 150
  617.  
  618. Reverse Back Knuckle (V-Reversal)
  619. Startup increased from 16F to 17F
  620. Recovery increased on hit by 2F
  621.  
  622. Sonic Boom (Normal/V-Trigger)
  623. Pushback on block slightly decreased
  624.  
  625. Knife Edge
  626. Cannot be activated by V-Trigger cancel from a regular Sonic Boom.
  627. No changes to the EX version
  628.  
  629. Somersault Kick
  630. Increased the horizontal blowback distance on hit
  631. Changed so that the condition after the active frames cause counter hit for the regular (M and H) and the EX version are the same as the regular version
  632.  
  633. EX Somersault Kick
  634. Increased the horizontal blowback distance on hit
  635.  
  636. V EX Somersault Kick
  637. Decreased the invincibility period from 31F to 11F
  638.  
  639. Sonic Hurricane
  640. Changed so that until the attack startup, Guile’s body is not pushed into movement
  641. Expanded the collision boxes in the forward direction until directly before attack startup
  642.  
  643. Sonic Tempest
  644. Changed so that Guile isn’t pushed to a different position until the attack startup
  645.  
  646. Developer Notes: Reduced Sonic Boom’s pushback on block to make it harder to push opponent away. Increased knockback distance after hit on Somersault Kick to make it easier to create distance from opponent. Additionally, it is no longer possible to cancel into Knife Edge from Sonic Boom (normal version) in order to better differentiate it from Solid Puncher.
  647.  
  648. Ibuki
  649. Yami Kazura (Forward Throw)
  650. Damage increased from 120 to 130
  651.  
  652. Kubiori (Backwards Throw)
  653. Damage increased from 140 to 150
  654.  
  655. Jumping HK
  656. Expanded the downwards hitbox
  657. Expanded the downwards hurtbox
  658.  
  659. Kazekiri
  660. Changed the damage for the last hit only to 70
  661.  
  662. Hanagasumi (V-Reversal)
  663. Startup increased from 15F to 17F
  664. Decreased the active frames from 13F to 4F
  665. Reduced the hitbox
  666. Increased the log’s movement speed
  667. Changed to be uniformly -2F on block
  668. Pushback on block slightly decreased
  669.  
  670. Fuma Shuriken (Haku)
  671. Damage reduced from 100 to 80
  672.  
  673. Fuma Shuriken (Kokofu)
  674. Damage increased from 80 to 100
  675.  
  676. Developer Notes: Made minor tweaks such as buffing her jump attacks by adjusting the hit/hurt boxes on her Jumping HK, and changed the damage inflicted by Kazekiri when it is used as an anti-air attack. Also adjusted the damage for Fuma Shuriken Haku/Kokufu after taking into account the situations that these attacks would hit in.
  677.  
  678. Balrog
  679. Dirty Bomber (Forward Throw)
  680. Damage increased from 130 to 140
  681.  
  682. Buffalo Head
  683. Startup increased from 16F to 17F
  684.  
  685. H Screw Smash
  686. Reduced the startup from 24F to 23F
  687. Slightly increased the forward movement distance
  688.  
  689. B3 (Upon V-Trigger 2 Activation)
  690. Can be canceled from Hard Smasher, Hard Pressure, Buffalo Swing, and Buffalo Pressure
  691. The recovery when performed from the second hit of Under Impact was different than that of Crazy Rush, so it was fixed to be consistent with Crazy Rush
  692.  
  693. B3 (No Mercy)
  694. Will combo when performed from a cancelable normal move on hit
  695. Reduced the recovery after the thrown by 8F
  696. Changed the status after hit in the corner to be about the same as in the middle of the screen
  697. Expanded the forward hitbox only when performed from a cancel
  698.  
  699.  
  700. Developer Notes: Rebalanced B3’s move properties and buffed it. Also, by changing the startup frames for H Screw Smash, it is now possible to use it in a combo when successfully Crush Countering with Neutral HK.
  701.  
  702. Juri
  703. Chisenkyaku (Forward Throw)
  704. Damage increased from 110 to 120
  705. Added 2F of recovery after the throw
  706.  
  707. Standing LP
  708. Reduced the upwards hitbox
  709.  
  710. Standing HK
  711. Reduced the downwards hurtbox
  712.  
  713. Jumping HK
  714. Increased the amount of EX meter gain when performed as part of a chain combo during Feng Shui Engine alpha from 30 to 50
  715.  
  716. Kaisenrenkyaku (V-Reversal)
  717. Startup increased from 15F to 17F
  718. Increased the pushback distance on block
  719.  
  720. Fuharenkyaku (Normal/V-Trigger)
  721. Normal, V-Trigger: Damage decreased from 100 to 90
  722.  
  723. Developer Notes: Reduced the hurtbox around Juri’s feet for Neutral HK to make it more effective as a mid-range poke.
  724.  
  725. Urien
  726. Spartan Bomb (Forward Throw)
  727. Stun increased from 120 to 150
  728.  
  729. Spartan Bomb (Backwards Throw)
  730. Stun decreased from 200 to 150
  731.  
  732. Standing LP
  733. Recovery increased from 9F to 10F
  734. Note: No changes to recovery on hit or block
  735.  
  736. Standing LK
  737. Advantage on hit increased from +3F to +4F
  738. Advantage on block increased from +2F to +3F
  739. Increased the pushback distance on hit and block
  740.  
  741. Standing HP
  742. Reduced the opponent pushback distance on Crush Counter
  743.  
  744. Crouching LP
  745. Recovery increased from 8F to 9F
  746. No changes to recovery on hit or block
  747.  
  748. Reduced the upwards hitbox
  749.  
  750. Crouching MK
  751. Delayed the cancel timing for each version of Tyrant Blaze by 2F
  752.  
  753. Quarrel Kick
  754. Increased the advantage on hit from +1F to +3F
  755.  
  756. Terrible Smash
  757. Increased the disadvantage on block from -6F to -8F
  758. Pushback on block slightly decreased
  759.  
  760. Break Rush
  761. Increased the disadvantage on block from -6F to -8F
  762. Pushback on block slightly increased
  763.  
  764. Tyrant Pressure
  765. Changed the length of the V-Timer from 3,000 to 3,200F
  766.  
  767. Tyrant Blaze
  768. Increased the horizontal blowback distance for the 2nd attack on hit
  769. Increased the V-Timer consumption from 800F to 1,200F
  770. Slightly increased the forward hitbox
  771.  
  772. Tyrant Blaze (V-Skill/Uncharged Version)
  773. Increased the V-Timer consumption from 800 to 1,200F
  774. Decreased the recovery for the first hit only by 4F
  775. Changed to have armor properties until 8F after the first hi
  776. Expanded the forward hitbox
  777.  
  778. Tyrant Blaze (V-Skill/Charged Version)
  779. Increased the V-Timer consumption from 800F to 1,200F
  780. Changed to have armor properties until 3F after the first hit
  781. Expanded the forward hitbox
  782.  
  783. Anger Snap Fist
  784. Startup increased from 16F to 17F
  785.  
  786. Developer Notes: Adjusted numerous light attacks to rebalance Urien’s combo routes and sequences. Additionally, made major adjustments to Tyrant Blaze by making adjustments such as improving its performance after activating Urien’s V-Skill.
  787.  
  788. Akuma
  789. Hyakkigosai (Shiretsu Hasshi Ver)
  790. Behavior on whiff unified with the EX version
  791.  
  792. Standing LP
  793. Reduced the upwards hitbox
  794.  
  795. Standing MK
  796. Recovery increased from 16F to 18F
  797. Note: No changes to advantage/disadvantage
  798.  
  799. Crouching LP
  800. Reduced the upwards hitbox
  801.  
  802. Crouching HP
  803. Recovery increased from 16F to 20F
  804. No changes to advantage/disadvantage
  805.  
  806. Gosenkyuku (V-Reversal)
  807. Startup increased from 16F to 17F
  808. Increased the horizontal blowback distance on hit
  809.  
  810. EX Goshoryuken
  811. Expanded the collision boxes for the Shoryu on hit, making it harder for an opponent to fall behind Akuma during midair hit
  812. Changed so that the opponent cannot perform a recovery for the 3rd overall hit
  813.  
  814. Shiretsu Hasshi
  815. Can no longer cancel Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
  816.  
  817. Dohatsu Shoten/Shiretsu Hasshi
  818. Fixed the phenomenon where upon cancelling into from certain special moves, Akuma retained invincibility frames while being able to move
  819.  
  820. Sekia Kuretsuha
  821. Changed so that his collision boxes will not move forward during recovery
  822. Increased the amount of EX Gauge his opponent will gain on hit, from 60 to 100
  823.  
  824. Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.
  825.  
  826. Kolin
  827. Pressure Ridge (Forward Throw)
  828. Damage increased from 120 to 130
  829.  
  830. Standing HP (Normal/V-Trigger)
  831. Increased the disadvantage on block from -2F to -4F
  832.  
  833. Crouching LP
  834. Reduced the upwards hitbox
  835.  
  836. Crouching LK
  837. Delayed the timing for canceling into Absolute Zero by 3F
  838.  
  839. Crouching MK
  840. Expanded the upwards hurtbox
  841. Delayed the timing for canceling into Absolute Zero by 3F
  842. Reduced the backwards hitbox
  843. Reduced the active frames from 3F to 2F
  844.  
  845. Crouching HK
  846. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
  847. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
  848.  
  849. Cold Low
  850. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the first hit for both hit and block
  851. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for the second hit for both hit and block
  852.  
  853. Brinicle
  854. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge for both hit for both hit and block
  855. Recovery increased for the normal and V-Trigger versions on hit by 5F
  856.  
  857. Frost Spike
  858. Can cancel into Absolute Zero on block
  859.  
  860. Snow Grain
  861. Unified the cancel timing for Diamond Dust/Absolute Zero/Frost Edge on block
  862.  
  863. Frost Edge
  864. Increased the V-Timer consumption from 500F to 1,000F, except when used from a dash
  865. Changed so that it will not hit opponents who are behind Kolin
  866. Only applies to grounded opponents, has no effect on her juggle combos
  867.  
  868. Diamond Dust
  869. Damage increased from 90 to 120
  870.  
  871. Forward Dash (V-Trigger)
  872. Increased the V-Timer consumption from 500F to 700F
  873.  
  874. Inside Slash (V-Trigger)
  875. Decreased the advantage on hit from +3 to +2F
  876. Increased the disadvantage on block from -7F to -8F
  877.  
  878. Frost Tower
  879. Increased the amount of EX Gauge her opponent will gain on hit, from 20 to 100
  880.  
  881. Developer Notes: Adjusted move properties and V-Timer consumption upon activating Absolute Zero. Additionally, unified the cancel point for canceling into V-Trigger for I and II, which had differed among moves such as Crouching HK and each of her target combos.
  882.  
  883. Menat
  884. Overflowing Nile (Forward Throw) (Bare Handed/Crystal Ball)
  885. Added 1F of recovery after the throw
  886.  
  887. Standing LP (Crystal Ball)
  888. Expanded the downwards hitbox of the crystal ball
  889.  
  890. Standing HK (Bare Handed/Crystal Ball)
  891. Reduced the backwards hitbox
  892. Base of the hitbox only – will not hit opponents who are behind Menat
  893.  
  894. Khamun Kick (Bare Handed/Crystal Ball)
  895. Changed so that the move can be performed using down-forward and down-backwards diagonal directional inputs
  896.  
  897. Soul Reflect: Kamal (Bare Handed)
  898. V-Gauge meter gain increased from 50/25 to 80/40
  899. Can cancel into Wisdom of Thoth/Prophecy of Thoth
  900.  
  901. Soul Reflect: Kamal (Crystal Ball)
  902. V-Gauge meter gain increased from 80/40 to 100/50
  903. Can cancel into Wisdom of Thoth/Prophecy of Thoth
  904.  
  905. Soul Reflect: Stella (Bare Handed)
  906. V-Gauge meter gain increased from 50/25 to 80/40
  907. Reduced the hurtbox
  908. Fixed the phenomenon where if Menat was attacked before the hitbox became active she would take standing damage
  909. Can cancel into Wisdom of Thoth/Prophecy of Thoth
  910.  
  911. Soul Reflect: Stella (Crystal Ball)
  912. V-Gauge meter gain increased from 50/25 to 100/50
  913. Reduced the hurtbox
  914. Can cancel into Wisdom of Thoth/Prophecy of Thoth
  915.  
  916. Guardian of the Sun/EX Guardian of the Sun
  917. Changed the command from F, D, DF +P/PP to F, D, DF, +K/KK
  918.  
  919. EX Guardian of the Sun
  920. Changed the invincibility timing from 6F to 5F
  921.  
  922. Soul Spark
  923. Changed the command from F, D, DF + P to D, DF, F + K
  924. Reduced the damage from 100 to 80
  925. Reduced the stun from 200 to 150
  926. Increased the chip damage from 7 to 13
  927.  
  928. Developer Notes: Rebalanced properties and buffed Soul Reflect: Kamal and Soul Reflect: Stella. Also, changed the commands of certain moves to avoid unintended inputs.
  929.  
  930. Ed
  931. Standing LP
  932. Reduced the upwards hitbox
  933.  
  934. Crouching LP
  935. Reduced the upwards hitbox
  936.  
  937. Crouching MP
  938. Reduced the advantage on block from +3F to +2F
  939.  
  940. Crouching HP
  941. Reduced the damage from 90 to 80
  942. Note: Damage on the extended part reduced from 80 to 70
  943.  
  944. When triggering a Crush Counter on an airborne opponent, the float value has been made the same as a Crush Counter on a grounded opponent
  945.  
  946. Kill Step
  947. Increased the overall movement frames from 29F to 31F
  948. Added a hurtbox from 26F to 31F
  949.  
  950. Psycho Splash/EX Psycho Splash
  951. Increased the move delay from Psycho Rising by 5F
  952.  
  953. Psycho Snatcher – Ground
  954. Reduced the V-Gauge meter gain for the non-charged version from 100 to 80
  955. The V-Gauge meter gain distribution has been changed in accordance with the damage
  956.  
  957. Reduced the V-Gauge meter gain for the charged version from 120 to 100
  958. Changed the hit motion for the non-charged version
  959. Added 2F of recovery for the non-charged version on hit
  960. Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
  961. Reduced the recovery on whiff for the charged version from 57F to 40F
  962.  
  963. Psycho Snatcher – Air
  964. Reduced the recovery on whiff for the charged version from 50F to 40F
  965. Expanded the downwards hitbox for the non-charged version
  966. Changed so that if the first hit counts as a counter hit, the counter hit effects will carry over to the second hit
  967. V-Gauge meter gain distribution has been changed in accordance with the damage
  968.  
  969. Psycho Cannon
  970. Damage increased from 100 to 120
  971. Reduced the startup from 16F to 13F when the move is performed with the forward input
  972. Deleted the hurtbox during the screen freeze
  973.  
  974. Enhanced Snatcher
  975. Reduced the recovery by 3F when performed from a cancel
  976. Deleted the hurtbox during the screen freeze
  977.  
  978. Ultra Snatcher – Ground
  979. On block, will deal real chip damage instead of recoverable gray damage
  980. Added a projectile-nullifying hitbox aside from the attack hitbox
  981. Expanded the horizontal hitbox for the first active frame
  982. Reduced the horizontal hurtbox
  983. Reduced the amount of V-Timer consumption from 1,500F to 1,300
  984.  
  985. Ultra Snatcher – Air
  986. Expanded the hitbox for the attack active frames from 1F to 3F
  987. Changed the position of the hitbox for the attack active frames from 4F to 7F
  988. Reduced the amount of V-Timer consumption from 1,500F to 1,300F
  989.  
  990. Psycho Barrage
  991. Increased the amount of EX-Gauge meter gain for the opponent upon hit from 75 to 100
  992.  
  993. Developer Notes: Rebalanced properties of Ed’s V-Skills and V-Triggers, and made adjustments to situation on hit and damage.
  994.  
  995. Abigail
  996. Vitality
  997. Reduced vitality from 1100 to 1075
  998.  
  999. Stun
  1000. Stun increased from 1050 to 1075
  1001.  
  1002. Hurtbox Shape
  1003. Changed the height of his hurtbox and collision box for spinning knockdown damage
  1004.  
  1005. Red Leaf (Forward Throw)
  1006. Increased the spacing distance on hit in the corner
  1007.  
  1008. Standing LK
  1009. Startup increased from 5F to 6F
  1010. Increased the pushback on block
  1011.  
  1012. Standing HP (V-Trigger)
  1013. Stun decreased for the charge version from 200 to 150
  1014.  
  1015. Crouching LP
  1016. Startup increased from 5F to 6F
  1017. Reduced the downward hitbox for the second and third active frames
  1018. Recovery increased from 10F to 12F
  1019. Removed the counter hit judgment after the attack startup
  1020.  
  1021. Crouching LK
  1022. Increased the pushback on hit
  1023. Can only be canceled into V-Trigger
  1024.  
  1025. Crouching HP
  1026. Stun decreased for the charge version from 200 to 150
  1027.  
  1028. Vroom Vroom
  1029. Increased the pushback on hit
  1030.  
  1031. Abi Hammer
  1032. Changed so that only the third active frame will hit a downed opponent
  1033.  
  1034. Abi Blaster (V-Trigger)
  1035. Stun decreased for the charge version from 200 to 150
  1036.  
  1037. Abi Twist (V-Trigger)
  1038. Stun decreased for the charge version from 200 to 150
  1039.  
  1040. Ontario Drop (V-Reversal)
  1041. Startup increased from 16F to 17F
  1042. Reduced the opponent’s blowback
  1043.  
  1044. EX Giant Flip
  1045. Damage decreased from 120 to 80
  1046. Stun decreased from 200 to 150
  1047.  
  1048. M/H Abigail Smash
  1049. Made the situation after hit the same as L Abigail Smash
  1050. Expanded the hurtbox during recovery
  1051.  
  1052. EX Abigail Smash
  1053. Damage decreased from 100 to 80
  1054. Expanded the hurtbox during recovery
  1055.  
  1056. Bay Area Sunrise
  1057. Added 4F of recovery after the throw
  1058.  
  1059. EX Bay Area Sunrise
  1060. Increased the separation distance after hit
  1061. Added 3F of recovery after the throw
  1062.  
  1063. Hybrid Charge
  1064. Fixed the phenomenon where the advantage/disadvantage when performed as a cancel from certain regular moves was different than that of Max Power
  1065.  
  1066. Metro Crash
  1067. On block, opponent takes actual damage instead of recoverable damage
  1068. Reduced the upwards hitbox
  1069. Enforced combo count restrictions on the non-charged version
  1070. Damage increased for the non-charged version from 120 to 150
  1071. Stun increased for the non-charged version from 150 to 200
  1072. Damage increased for the charged version from 170 to 200
  1073. Damage increased for the max-charge version from 220 to 250
  1074.  
  1075. Abigail Punch
  1076. Enforced combo count restrictions
  1077. Increased the knockdown time for the first hit
  1078. Stun decreased for the non-rapid button press version from 180 to 120
  1079. Stun decreased for the rapid button press version from 200 to 150
  1080. Added 8F of recovery to the rapid button press version (L/H)
  1081. Added 7F of recovery to the rapid button press version (M)
  1082.  
  1083. EX Abigail Punch
  1084. Increased the knockdown time for the first hit
  1085. Changed the blowback on first hit counter hit to be the same as the regular hit version
  1086. Damage increased for the non-rapid button press version from 130 to 140
  1087. Damage decreased for the rapid button press version from 170 to 160
  1088. Stun decreased for the non-rapid button press version from 200 to 150
  1089. Stun decreased for the rapid button press version from 230 to 200
  1090. Recovery increased for the rapid button press version by 8F
  1091.  
  1092. Developer Notes: Toned down overall in consideration of his ability to rushdown opponents at close range, and rewards on hit.
  1093.  
  1094. Zeku (Old)
  1095. Tsurigane Otoshi (Forward Throw)
  1096. Damage increased from 120 to 130
  1097.  
  1098. Mikoshi (Backwards Throw)
  1099. Damage increased from 140 to 150
  1100.  
  1101. Standing LP
  1102. Reduced the upwards hitbox
  1103.  
  1104. Standing MP
  1105. Reduced the upwards hitbox
  1106.  
  1107. Crouching LP
  1108. Reduced the upwards hitbox
  1109.  
  1110. Jumping HP
  1111. Expanded the hitbox at the base
  1112.  
  1113. Fukuro
  1114. Changed so that it will not build EX gauge on hit or block
  1115.  
  1116. Toushi
  1117. Reduced the startup from 17F to 12F
  1118. Changed the opponent reaction from blowback to stagger on hit
  1119. Increased the pushback on block
  1120.  
  1121. Bushin Gram – Koku/EX Bushin Gram – Koku
  1122. Damage decreased at the base and the part that nullifies projectiles by 10
  1123.  
  1124. L Bushin Gram – Ban
  1125. Damage decreased from 120 to 100
  1126.  
  1127. EX Bushin Gram – Ban
  1128. Changed the blowback for the first hit
  1129.  
  1130. L Bushin Gram – Teki
  1131. Changed the horizontal blowback on hit
  1132.  
  1133. M Bushin Gram – Teki
  1134. Damage decreased on hit at the base from 90 to 80
  1135. Damage decreased on hit for the projectile-nullifying part only from 80 to 70
  1136.  
  1137. EX Bushin Gram – Teki
  1138. Damage decreased on hit at the base from 120 to 110
  1139. Damage decreased on hit for the projectile-nullifying part only from 100 to 90
  1140. Expanded the hitbox for the part that physically hits, from the second hit onward
  1141.  
  1142. EX Bushin Jakura
  1143. Changed the movement distance upon directional key input
  1144. Changed the trajectory on startup
  1145.  
  1146. Shukumyo
  1147. Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only
  1148.  
  1149. Idaten
  1150. The first normal move performed from Idaten can be cancelled
  1151. Changed the invincibility timing from 6F to 3F
  1152. Changed so that a crouching HP from Idaten that hits a crouching opponent will force stand
  1153.  
  1154. Karura Tenzan
  1155. Addressed the phenomenon where all of the hits of Karura Tenzan would not connect when canceled into from certain parts of EX Bushin Gram – Koku/Teki
  1156. Changed the movement distance for the initial startup
  1157. Changed from one-time usage to timer-type, added the special move Karura Tenzan
  1158. Damage decreased from 180 to 140
  1159. Stun decreased from 200 to 150
  1160. On hit, reduced the opponent’s blowback time by 3F
  1161. On hit, changed to be projectile invincible until the active frames end
  1162.  
  1163. Batsuzan Gaisei
  1164. Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
  1165.  
  1166. Zeku (Young)
  1167. Tesso (Forward Throw)
  1168. Damage increased from 120 to 140
  1169.  
  1170. Raiju (Backwards Throw)
  1171. Damage increased from 120 to 160
  1172. Stun increased from 150 to 200
  1173. Increased the EX meter gain from 80 to 100
  1174.  
  1175. Standing LP
  1176. Reduced the upwards hitbox
  1177.  
  1178. Jumping HP
  1179. Changed the hitboxes and hurtboxes in to match a change in the motion
  1180.  
  1181. Jumping HK
  1182. Expanded the forward hitbox
  1183. Deleted the forward hurtbox
  1184. Reduced and expanded the hurtbox
  1185.  
  1186. Tenpo Kari
  1187. Changed so that it does not build EX gauge on hit or block
  1188. Damage increased from 80 to 90
  1189. Expanded the upwards hitbox for the startup of the second hit
  1190. Expanded the upwards hitbox for the second hit
  1191. Active frames from the second hit increased from 2F to 4F
  1192.  
  1193. Toushi (V-Reversal)
  1194. Attack startup reduced from 17F to 12F
  1195. Changed the opponent reaction from blowback to stagger on hit
  1196. Increased the pushback on block
  1197.  
  1198. Bushin Sho
  1199. Eased the combo count
  1200.  
  1201. H Bushin Sho
  1202. Fixed the phenomenon where, for H Bushin Sho only, the projectile-nullifying hitbox would not be generated
  1203.  
  1204. EX Bushin Sho
  1205. Recovery increased from 20F to 21F
  1206. Note: No changes in advantage/disadvantage
  1207.  
  1208. H Hozanto
  1209. Attack startup reduced from 27F to 26F
  1210.  
  1211. Ashikari
  1212. Damage increased from 80 to 100
  1213. Eased the combo count
  1214.  
  1215. EX Ashikari
  1216. Stun increased from 150 to 200
  1217. Eased the combo count
  1218.  
  1219. Gekkou
  1220. Eased the combo count
  1221.  
  1222. EX Gekkou
  1223. Stun increased from 150 to 200
  1224. Eased the combo count
  1225.  
  1226. Shukumyo
  1227. Can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit only
  1228.  
  1229. Idaten
  1230. The first normal move performed from Idaten can be cancelled
  1231. Invincibility timing changed from 6F to 3F
  1232.  
  1233. Karura Tenzan
  1234. Changed the movement distance for the initial startup
  1235. Changed from one-time usage to timer-type, added the special move Karura Tenzan
  1236. Damage decreased from 180 to 140
  1237. Stun decreased from 200 to 150
  1238. On hit, reduced the opponent’s blowback time by 3F
  1239. On hit, changed to be projectile invincible until the active frames end
  1240.  
  1241. Batsuzan Gaisei
  1242. Increased the amount of EX-Gauge meter gain for the opponent upon hit from 60 to 100
  1243.  
  1244. Developer Notes: Can cancel into Shukumyo during the recovery on hit for certain special moves to help bring out Zeku’s unique playstyle.
  1245.  
  1246. Sakura
  1247. Hanakaze (Forward Throw)
  1248. Added 1F of recovery after the throw
  1249. Increased the separation distance upon landing the throw in the corner
  1250.  
  1251. Sakura Shoulder Throw (Backwards Throw)
  1252. Damage increased from 140 to 150
  1253.  
  1254. Sailor Hop (Air Throw)
  1255. Damage increased from 140 to 160
  1256. Landing recovery on whiff increased from 4F to 6F
  1257.  
  1258. Haru Kaze
  1259. Can be canceled into from cancellable-normal moves, Tengyo Hadoken (charged version), V Hadoken, V Tengyo Hadoken, and Hogasho
  1260.  
  1261. Standing LP
  1262. Reduced the upwards hitbox
  1263.  
  1264. Standing LK
  1265. Active frames reduced from 4F to 3F
  1266. Adjusted the motion
  1267. Due to the change above, hitboxes were adjusted accordingly
  1268.  
  1269. Crouching MP
  1270. Advantage on hit increased from +2F to +5F
  1271. Pushback on hit slightly decreased
  1272. Pushback on block slightly decreased
  1273.  
  1274. Furiko Upper
  1275. Expanded the forward hitbox for the first active frame
  1276. Moved the hitbox forward for active frame 3F
  1277. Active frame 3F will no longer trigger a Crush Counter
  1278. Reduced the backwards hurtbox
  1279.  
  1280. Sakura Otoshi
  1281. Changed the stun distribution, from 240 (80 x 3) to 240 (40+80+120)
  1282. Changed the V-Gauge meter build distribution, from 75 (25×3) to 120 (30+40+50)
  1283.  
  1284. Oukakyaku
  1285. Damage increased from 60 to 80
  1286.  
  1287. Floral Spin (V-Reversal)
  1288. Startup increased from 15F to 17F
  1289. Pushback on block slightly decreased
  1290.  
  1291. Hogasho
  1292. Reduced the hitbox
  1293. Added 5F of recovery on whiff
  1294.  
  1295. H Shunpukyaku
  1296. Damage increased from 80 to 100
  1297. Reduced the startup from 25F to 24F
  1298. Expanded the hurtbox for the second hit
  1299.  
  1300. Hadoken
  1301. Damage increased from 50 to 60
  1302.  
  1303. EX Hadoken
  1304. Damage increased from 80 to 100
  1305. Startup decreased from 17F to 14F
  1306. Note: No changes to advantage/disadvantage
  1307.  
  1308. Changed the overall movement frames from 48F to 45F
  1309. Note: No changes to advantage/disadvantage
  1310.  
  1311. Expanded the forward hitbox
  1312. Can now be canceled into V-Trigger
  1313.  
  1314. V Hadoken
  1315. Changed the overall movement frames from 45F to 42F
  1316. Note: No changes to advantage/disadvantage
  1317.  
  1318. Expanded the forward hitbox
  1319. Adjusted the combo count
  1320.  
  1321. V Hadoken (Charged)
  1322. Changed the overall movement frames from 75F to 60F
  1323. Increased the advantage on block from +3F to +10F
  1324. Expanded the forward hitbox
  1325.  
  1326. Tengyo Hadoken
  1327. Reduced the damage from 70 to 60
  1328. Changed the overall movement frames from 57F to 45F
  1329. Changed the opponent’s blowback on hit
  1330. Expanded the forward hitbox
  1331. Changed so that it will not hit a crouching opponent
  1332. Changed to cause a knockdown on hit
  1333. Active frames changed from 24F to 27F
  1334.  
  1335. EX Tengyo Hadoken
  1336. Reduced the attack active frames from 17F to 15F
  1337. Note: No changes to advantage/disadvantage
  1338.  
  1339. Changed the overall movement frames, from 55F to 45F
  1340. Note: No changes to advantage/disadvantage
  1341.  
  1342. Increased the float on hit
  1343. Changed so that it will not hit a crouching opponent
  1344. Can now be canceled into V-Trigger
  1345.  
  1346. V Tengyo Hadoken
  1347. Changed the overall movement frames, from 51F to 45F
  1348. Expanded the forward hitbox
  1349. Changed the opponent’s float on hit
  1350. Changed so that it will not hit a crouching opponent
  1351. Adjusted the combo count
  1352.  
  1353. V Tengyo Hadoken (Charged)
  1354. Damage increased from 100 to 110
  1355. Changed the overall movement frames, from 67F to 55F
  1356. Adjusted the combo count
  1357. Changed the opponent’s float on hit
  1358. Changed so that it will not hit a crouching opponent
  1359.  
  1360. EX Shououken
  1361. Reduced the opponent’s blowback distance on hit
  1362.  
  1363. Sakura Rain
  1364. Addressed the phenomenon where the opponent could not perform a V-Reversal when Sakura Rain was canceled into from certain blocked special moves (charged Hadoken/V Hadoken/charged V Hadoken/V Tengyo Hadoken/ charged V Tengyo Hadoken).
  1365.  
  1366. Developer Notes: Overall improved the effectiveness of her moveset by making adjustments such as changing the parameters and frame advantage of Sakura’s normal and specials.
  1367.  
  1368. Blanka
  1369. Quick Rolling (V-Reversal)
  1370. Increased the pushback on block
  1371. Increased the opponent’s blowback on hit
  1372.  
  1373. Jungle Dynamo/Lightning Beast
  1374. Reduced 2F of recovery to the V-Trigger cancel
  1375.  
  1376. Electric Thunder
  1377. Advantage on block increased from +2F to +3F
  1378.  
  1379. EX Electric Thunder
  1380. Damage increased from 100 to 120
  1381. Stun increased from 180 to 200
  1382. Can now be canceled into V-Trigger
  1383.  
  1384. V Electric Thunder
  1385. Stun increased from 180 to 230
  1386.  
  1387. Back Step Rolling
  1388. Changed to blowback damage on midair hit
  1389. Eased the combo count
  1390. Decreased the landing recovery from 14F to 11F
  1391. Note: No changes to advantage/disadvantage
  1392.  
  1393. EX Back Step Rolling
  1394. Decreased the landing recovery from 13F to 5F
  1395. Note: There are changes to advantage/disadvantage on hit and block
  1396.  
  1397. V Back Step Rolling
  1398. Decreased the landing recovery from 14F to 11F
  1399. Note: No changes to advantage/disadvantage
  1400.  
  1401. Ground Shave Rolling
  1402. Changed so that the first and second hits will be blocked successively
  1403. Reduced the disadvantage on block from -14F to -8F
  1404.  
  1405. Ground Shave Rolling (Max Charge)
  1406. Reduced the damage from 250 to 220
  1407. Changed so that the final hit causes a guard break
  1408.  
  1409. Developer Notes: Adjusted to improve Blanka’s rushdown regardless of the opponent’s distance by tweaking moves such as Electric Thunder and Back Step Rolling.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement