DBFZ/Version/1.21

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< DBFZ‎ | Version


New Content

Added  Kefla


New Mechanics
  • Z Assist Selection: TEAM BUILDING
    • You can now select 3 different assists per character
  • Limit Break: COMEBACKS!!!
    • The last character gains the following three buffs:
  1. More damage (20% - 30% with sparking)
  2. Gains 1 bar of ki gauge
  3. The opponent gets less recoverable health when hit (Doesn't apply to 1 frame invulnerable moves)
  • Superiority Gauge: UI
    • Added a gauge that shows the percentage of your entire team's health remaining compared to the opponents entire team health
System Changes
  • Rising jump attacks: FUZZY OVERHEAD
    • Various jumping attacks do not hit crouching state opponents while rising
    • When landing from the air in blockstun, characters are now in crouching state (Removed "universal" fuzzy)
    • Characters are now considered grounded right before landing
  • Ki Charge: BUFF
    • Reduced recovery
    • Reflects Ki blasts
    • Can be cancelled into Superdash with the H button while mid Ki Charge
    • Even if the Ki Gauge is full, Ki Charge will still charge for a short duration
  • Vanish: BUFF
    • Can be cancelled into Superdash or special moves when it causes a cinematic
  • Dragon Rush: BUFF
    • Made it easier to connect in an air combo
    • Can be cancelled into from 5L
    • Can be cancelled into Vanish when it hits in a combo
    • When Dragon Rushes clash, air options (double jumps and airdashes) are now restored
  • Dragon Rush (Snapback): NERF
    • The opponent comes in faster
    • The opponent can delay their incoming timing by inputting 4
  • EX Specials: BUFF
    • EX specials only cost 0.5 bars now
  • 6M: QUALITY OF LIFE
    • When cancelled into airdash during Sparking, the airdash will not cross over the opponent
  • 5H, 2H and 5[H]: BUFF
    • Does more damage when it causes a cinematic to match 5LLL damage
  • j.H: BUFF
    • Landing recovery is removed when it causes a cinematic
  • Guard Cancel Change: BUFF
    • Gave it a higher attack level for clashes
  • Z Assist: NO MORE "INFINITE" PRESSURE
    • Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again
    • Made Z Assists hit away from them (uncertain what this means)
    • Changed where Z Assists appear
  • Air Dash: EASY IAD
    • You can now airdash by inputting 9 right after jumping. (inputting 99 now does an instant airdash)
  • Attacks on Sub-Characters: SUB CHARACTER SHENANIGANS
    • Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force
  • Bug Fixes: ←SAYS IT RIGHT THERE
    • Fixed a bug where landing recovery was carried over from a previous jump
    • Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun
    • Made it so hitboxes don't appear while the opponent is in hitstop from some attacks that cause a cinematic
Character Changes

 SS Goku

  • 2M REWORK NERF???
    • Increased range
    • Increased active frames
    • Increased recovery
    • Increased startup

This change increases SSJ Goku's reach, and establishes more differences between him, Base Goku and Blue Goku

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

This change is to make it easier for 5S to combo into its follow up hits

  • Instant Transmission Kamehameha BUFF
    • Startup is faster when the opponent is being comboed

This change makes it easier to combo

  • 236S (Ground, Upward Angled) "UNIVERSAL" BUFF
    • Increased damage
    • Decreased recovery
    • Decreased active frames
    • Decreased untech time

This change is to make it easier to use in neutral

 SS Vegeta

  • 2M BUFF
    • Made the hitbox taller
    • Adjusted hurtbox

This change is to make it easier to combo. The hurtbox was adjusted Base Vegeta as a basis

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

This change is to make it easier for 5S to combo into its follow up hits

  • 236X BUFF
    • When the ground ver. is cancelled into other moves, Vegeta keeps his air options

This change allows him to double jump and airdash after vanishing this move

  • 214H BUFF
    • Appears behind the opponent and does a followup on hit
    • Ground bounces on cinematic hit

This change increases the use cases for the EX ver., and distinguishes it from the M ver.

  • 236H+S BUFF
    • Changed the knockback on the air ver.

Made it easier to Ultimate Z Change and combo after

 Piccolo

  • j.M BUFF
    • Made the tracking in the autocombo ver. more precise

This change makes it easier to combo

  • 214X BUFF
    • Increased the buffer time into supers

Made it easier to combo into supers

  • 214L/M BUFF
    • The guard point starts earlier

The guard point was adjusted to be in line with other characters

  • j.214L/H BUFF
    • Decreased startup

Made it easier to use in combos and in neutral

  • 236M BUFF
    • Changed the distance Piccolo travels after he crosses up on the air ver.

Made it easier to hit small characters

  • Z Assist (A Type) BUFF
    • Shoots two homing balls
    • Adjusted each hit's damage, overall damage is higher
    • Decreased startup
    • Increased the hitstop on hit

Made it easier to use to match other assists

 Teen Gohan

  • 5LL NERF
    • Added landing recovery

Made it impossible to true blockstring until Sparking runs out

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

This change is to make it easier for 5S to combo into its follow up hits

  • j.2S BUFF
    • Made the initial hitbox larger

Made it easier to use in combos

  • 214X "UNIVERSAL" BUFF
    • Changed its hit effect on cinematic hits

Made it so j.H causes a cinematic if Gohan does not land before the combo ends

  • 214H BUFF
    • Made the hitbox taller
    • Made the pushbox taller
    • Increased active frames

Made it easier to hit opponents directly above Gohan

  • j.236M BUFF
    • Changed knockback

Made it easier to use in combos

  • j.236H NERF
    • Reduced damage
    • Added damage proration
    • Increased recovery on block

This change is to reduce the move's strengh since EX moves cost less now

  • 214[L+M/H+S] (Level 5) BUFF
    • Increased untech time
    • Changed the final hit's effect

This change adds more knockdown advantage

 Frieza

  • 2M BUFF
    • Made the hitbox taller

Made it easier to combo

  • j.M BUFF
    • Made the tracking in the autocombo ver. more precise

This change makes it easier to combo

  • j.2H BUFF
    • Changed the knockback when it causes a cinematic
    • Increased the amount of time the opponent slides on a cinematic hit
    • Removed landing recovery on a cinematic hit
    • Adjusted the distance Frieza moves
    • Added landing recovery

This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump.

  • j.S BUFF
    • Hits superdash
    • Increased untech time
    • Reduced damage
    • Added landing recovery

This change is to make it more usable in neutral and easier to combo in the corner

  • 236S BUFF
    • Changed the effect on cinematic hit
    • When the move does not hit in close range, the projectile moves slower

Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects

  • Sorbet's Ray Gun (S during Golden Frieza deactivation) BUFF
    • Increased minimum damage
    • Changed the effect on air hit
    • Removed its 'followup super' damage proration

Made it easier to use in combos and to hit opponents

  • 214H+S - Golden Frieza BUFF
    • You can now cancel Golden Frieza by doing the same input
    • Golden Frieza's timer does not count down during Sparking
    • Added cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2S
    • Fixed a bug where the tech after deactivating acted strangely

This change increases the use cases for Golden Frieza and added cancel options he didn't have before

 Captain Ginyu

  • 5M BUFF
    • Increased distance travelled

Made it easier to use in combos and neutral

  • 2M BUFF
    • Increased distance travelled

Made it easier to combo into 2H. Made it easier to use in combos and neutral

  • j.M BUFF
    • Increased active frames
    • Increased recovery
    • Adjusted hitbox
    • Adjusted hurtbox

Made it easier to combo and made it not hit in weird looking ways

  • 5H BUFF
    • Deflects Ki blasts while Ginyu spins
    • Holding the button increases the damage
    • Now hits low

Increased use cases. Increased its damage on top of the universal damage increase on 5Hs

  • 5S (Guldo) BUFF
    • Decreased startup
    • Increased damage
    • Increased untech time
    • Increased hitstop
    • Increased hitbox

Made it easier to use in combos

  • 5S (Burter) BUFF
    • Increased untech time
    • Decreased damage proration
    • Increased hitstop on the final hit
    • Increased pushbox while Burter moves
    • Increased travel distance

Made it easier to use in combos and in neutral

  • 5S (Jeice) BUFF
    • Reduced Jeice's recovery
    • Changed where Jeice appears
    • Ground bounces on hit

Made it easier to use in combos

  • 236X BUFF
    • Increased air ver. active frames
    • Increased air ver. travel distance

Made it easier to use in neutral

  • 236M BUFF
    • Decreased startup

Made it easier to use in neutral and in combos

  • 236H BUFF
    • Decreased startup
    • Increased hitstop
    • Increased untech time on the air ver. when it causes a cinematic

Made it easier to hit, easier to make safe, and increased use cases

  • 214H+S (Together We Are... The Ginyu Force!) NEW MOVE
    • New move (input is 214H+S)
    • Made it an Ultimate Z Change
    • If used after a body change, Ginyu staggers

Added a level 3 move that Ginyu can use for invulnerability and combos

  • Z Assist (A Type) BUFF
    • Decreased Startup

Brought it in line with other Z Assists

 Bardock

  • 236M NERF
    • Added landing recovery to the ground ver. when it causes a cinematic
    • Changed hit effect on a cinematic hit

This change is to limit Bardock's ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends

  • 236H NERF
    • Reduced blockstun
    • Reduced recovery
    • Reduced untech time

This change is to lower the move's strength since EX moves cost less

  • 236S BUFF
    • Decreased startup of fully held version
    • Changed hit effect on a cinematic hit

Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends

  • 236L+M BUFF
    • Increased untech time
    • Changed the angle on the air diagonal ver.
    • Changed the knockback on the air diagonal ver.
    • Increased Ultimate Z Change cancel time on the air ver.

Made it easier to Ultimate Z Change from this move

  • Z Assist BUFF
    • Increased hitstop on hit

Made it easier to use in combos

 GT Goku

  • 5LL NERF
    • Decreased distance travelled
    • Increased startup

No longer beats reflect and backdash. Easier to whiff punish

  • 5S BUFF
    • Made the hitbox taller
    • Adjusted opponent's position on cinematic hit
    • Adjusted knockback on non-cinematic hit
    • Increased untech time on non-cinematic hit

Made it easier to use in combos and neutral

  • j.S BUFF
    • Increased untech time on cinematic hit

Made it easier to combo

  • 236X NERF
    • Reduced the distance at which the attack will hit

Made it so that the move wins less against the opponent's moves

  • 236L BUFF
    • Increased distance travelled

Made it easier to use in combos and neutral

  • 214X NERF
    • Goku now loses a lot of height after the attack on the ground ver.

This change limits the mix ups GT Goku can get off this move

  • 214H NERF
    • Decreased travel distance

This change is to weaken this move since EX moves cost less now

  • 214H+S NERF
    • The opponent can ground tech after this move
    • Reduced damage

Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do. Removed infamous "Spirit Bomb Okizeme"

 Trunks

  • 2M BUFF
    • Made the hitbox taller

Made it easier to combo

  • j.H BUFF
    • Decreased startup
    • Increased active frames
    • Made the initial hitbox smaller
    • Increased the hurtbox at the beginning of the move

Buffed the moved for neutral and made it easier to combo with

  • j.2H BUFF
    • Decreased startup

Made it easier to combo

  • 214S BUFF "UNIVERSAL" BUFF
    • Made the initial hit only hit the opponent's main character
    • Changed the effect on cinematic hits

This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends

  • 236X BUFF
    • Increased buffer window for supers
    • Increased the amount of time the opponent slides on cinematic hit

Made it easier to combo into supers

  • 214H BUFF
    • Added the ability to steer it with 8 and 2
    • Increased travel speed
    • Increased spinning duration

Increased use cases

 Cell

  • 5LLL NERF
    • Decreased damage proration

Brought in line with other characters' 5LLLs

  • 2M BUFF
    • Increased hitbox

Made it easier to combo

  • 5[H] "UNIVERSAL" BUFF
    • Increased damage of the held button version

This adds damage on top of the universal damage increased to 5/2H

  • j.2M BUFF
    • Increased hitstun on ground hit

Made it advantageous on hit

  • 236M BUFF
    • Decreased startup of the ground ver.

Increased use cases such as its usage for opening the opponent up

  • 236H BUFF
    • The ground ver. goes behind the opponent

Increased use cases such as its usage for opening the opponent up and repositioning

  • 214X "UNIVERSAL" BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Cell does not land before the combo ends

  • 214H BUFF
    • The ground ver. can be cancelled into an Ultimate Z Change

Made it easier to combo

  • 214S REWORKED "UNIVERSAL" BUFF
    • Does not do multiple hits when used in a combo
    • Does not hit after a KO
    • Changed effect on cinematic hit

Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends

  • 236S (Ground, Upward Angled) BUFF
    • Increased damage
    • Decreased recovery
    • Decreased active frames
    • Decreased untech time

Made it easier to use in neutral

 Android 18

  • 5L BUFF
    • Changed knockback on air hit

Made it easier to combo after

  • 2L BUFF
    • Changed knockback on air hit

Made it easier to combo after

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

This change is to make it easier for 5S to combo into its follow up hits

  • j.L BUFF
    • Decreased startup
    • Made hitbox taller

Made it better in neutral and mixups

  • j.S REWORK
    • Increased recovery

This change is to make it easier to link into j.L, given than j.L is faster now

  • 236X BUFF
    • Increased throw range

Made it easier to connect

  • 236M/H BUFF
    • Changed the timing of its followup input
    • Increased distance travelled
    • Changed hit effect on cinematic hit

Made it harder to accidentally do the followup input. Made it easier to connect. Made it so j.H causes a cinematic if 18 does not land before the combo ends

  • 236H BUFF
    • Made the latter half of the move special cancelable on hit
    • Increased hitstop on Android 17s attack
    • Changed the knockback on Android 17s attack

Made it easier to combo off

  • 214H BUFF REWORK
    • Android 17 appears faster
    • Doing the input again does the follow up
    • No longer pulls the opponent while they are in blockstun
    • Increased hitstop on the final hit
    • Made it so Android 17 cannot defend against moves done by the opponent's main body
    • If a Z Assist is called while Android 17 is on standby, Android 17 goes away

Changed the move's performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups

  • 214S BUFF
    • Changed knockback on the ground ver.

Made it easier to combo

  • 236S BUFF
    • Increased the damage done when it hits Z Assists

This change is fixing a bug that caused Destructo Disc to do less damage when it hit assists

 Gotenks

  • 5LLL BUFF
    • Made hitbox taller
    • Made hurtbox taller

Made it easier to hit the opponent

  • 5[H] "UNIVERSAL" BUFF
    • Damage increased when button held

This damage increased is on top of the universal 5/2H damage increased

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

This change is to make it easier for 5S to combo into its follow up hits

  • 236X REWORK
    • Can be cancelled into other specials on once on whiff
    • Changed the performance of the move to account for the whiff special cancel
    • Changed the hit range

Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves

  • 214X REWORK
    • Can be cancelled into other specials on once on whiff
    • Changed the performance of the move to account for the whiff special cancel
    • Changed the hit range

Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash

  • 214H NERF
    • Increased recovery

Adjusted to account for EX moves costing less

  • 214S BUFF "UNIVERSAL" BUFF
    • Increased attack range while the opponent is in a combo
    • Changed effect on cinematic hit

Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends

  • 236[S] NERF
    • Added landing recovery on the held ver.

This change is to reduce Gotenks mix up potential off this move

  • 236L+M BUFF
    • Decreased startup while the opponent is in a combo

Made it easier to combo. Fixed cases where the super couldn't connect off of high altitude j.DR.

  • Z Assist (A Type) BUFF
    • Increased attack range while the opponent is in a combo

Made it easier to combo

 Krillin

  • Senzu Bean (214X) BUFF REWORK
    • Krillin now has infinite senzu beans
    • Always throws senzu beans (never throws rocks)

Made senzu and rock separate moves

  • Rock BUFF NEW MOVE...KINDA
    • Changed the input to 22X
    • Changed the move's performance to account for the input change
    • Cannot be superdashed

Made senzu and rock separate moves. Made it easier to use in neutral

  • 214S BUFF
    • Made it automatically follow up on hit
    • Does not do the follow up if the button is held
    • Unaffected by hitstun scaling

Increased use cases

  • 236X BUFF
    • Increased buffer time to cancel into supers
    • Made hitbox taller

Made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to connect

  • 236L/M BUFF
    • Krillin now keeps his air options when the ground ver. is cancelled

This allows double jumps and airdashes after this move is vanished

  • Z Assist (A Type) BUFF
    • Changed the way the rock works to be in line with it when used on point
    • Increased the rocks untech time
    • Throws two rocks

Made it easier to use to bring it in line with other assists

 Kid Buu

  • 5H BUFF
    • Made hitbox taller
    • Made hurtbox taller

Made it easier to combo, but made sure to not make it too strong in neutral

  • 5S BUFF
    • Increased damage
    • Made hitbox taller
    • Adjusted the Initial position

Made it easier to combo

  • j.M NERF
    • When the first hit is cancelled into other normals, Kid Buu's float is increased

This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up

  • 236S "UNIVERSAL" BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends

  • 214S BUFF
    • Increased damage

Made the reward on hit higher

  • 236H NERF
    • Increased startup

Nerfed the move since EX moves cost less now

  • 214M/H "UNIVERSAL" BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends

  • Z Assist (A Type) BUFF
    • Increased damage

This change is to bring it in line with the point ver.

 Majin Buu

  • Vanish / Sparking BUFF
    • Brought Buu's fall speed after attacking in line with the other characters

Buu used to fall slower, making him easier to punish

  • 5LL BUFF
    • Changed knockback

Made it easier to combo

  • 5LLL NERF

Gave it throw damage proration Brought it in line with other 5LLLs

  • 5M BUFF
    • Increased travel distance
    • Ground bounces on air hit

Made it easier to combo and use as a mixup

  • 2M BUFF
    • Changed knockback
    • Increased untech
    • Increased the opponent's hitstop
    • Increased recovery

Made it possible to combo into 5M and easier to use in combos

  • 236X BUFF
    • Causes sliding knockdown on cinematic hit
    • Ground bounces on non-cinematic hit

Made it easier to use in combos

  • 236H NERF
    • Increased recovery
    • Decreased travel distance on the air ver.

Adjusted since EX moves cost less now

  • 214X BUFF
    • Increased the travel distance during the start of the move for the air ver.

Made it easier to use in combos

  • 214L+M/H+S BUFF
    • Increased damage
    • Increased minimum damage
    • Increased the speed of the projectile

Made it easier to combo

  • Z Assist (A Type) BUFF
    • Decreased startup

Brough it in line with other Z Assists

 Nappa

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

  • 5LLL BUFF
    • Made hitbox taller

Made it easier to use in combos

  • 5S BUFF
    • Changed knockback of the first hit
    • Pushbox is larger during the attack
    • Increased opponent's hitstop on the ki blast hit

Made it easier to use in combos

  • 2L BUFF
    • Changed knockback

Made it easier to use in combos

  • j.L REWORK
    • Made hitbox larger
    • Made hurtbox larger
    • Changed Nappa's position during the attack

Made it easier to use in neutral and in combos

  • 214S BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Nappa does not land before the combo ends

  • 236L+M/H+S REWORK
    • Changed where the explosion appears
    • The explosion's location can be altered by a button hold

Increased use cases

  • 214L+M/H+S BUFF
    • Under some circumstances, this can be comboed after if the button is held
    • Nappa can do special moves after if the button is held

Increased use cases

  • Saibaman (M) REWORK
    • Changed the Saibaman's color

Made it easier to distinguish which Saibaman was summoned

  • Z Assist (A Type) BUFF
    • The position of the attack changes based on the opponent's position

This change was to distinguish this Z Assist from others

 Android 16

  • j.L REWORK
    • Made the initial hitbox taller
    • Made the initial hurtbox taller

Made it easier to use in combos

  • j.H BUFF
    • Made an L input after do a superdash after j.LLL
    • Decreased startup

Standardised to other characters. Made it easier to use in neutral and combos

  • j.S BUFF
    • Made 2nd hit's hitbox taller

Made it easier to use in combos

  • 236M/H BUFF "UNIVERSAL" BUFF
    • Decreased damage proration on cinematic hit
    • Changed effect on cinematic hit

Made it easier to use in combos. Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide)

  • 214H BUFF
    • The ground ver. first hit can now be cancelled into supers and vanish

This change gives 16 freedom

  • j.236M BUFF
    • Decreased damage proration on cinematic hit

Made it easier to use in combos

  • j.236M/H BUFF
    • Changed effect on cinematic hit

Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide)

  • Z Assist (A Type) BUFF
    • Increased untech time
    • Increased opponent's hitstop on hit

Made it easier to use in combos

 Yamcha

  • 5LLL BUFF
    • Increased untech time
    • Can jump cancel every hit while in sparking, not just the last hit
    • Changed knockback on cinematic his

Made it easier to combo

  • j.2H BUFF
    • Increased untech time
    • Made initial hitbox taller

Made it easier to combo

  • 214X BUFF
    • Made it so the initial portion of the move does not clash
    • Increased input buffer for cancelling into supers

Made it more usable as an antiair and easier to combo into super after

  • 214L/M BUFF
    • Added head property invulnerability to the middle of the air ver.
    • If the ground ver. is cancelled into other moves, Yamcha retains air options
    • Adjusted the ground ver. travel distance, made it better on block

Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M ver. is blocked, Yamcha can act earlier than before

  • 236L BUFF
    • Increased untech time
    • Increased hitstop on final hit

Made it easier to combo

  • 236M BUFF
    • Increased untech time
    • Increased hitstop on final hit

Made it easier to combo

  • 236X ~ L/M BUFF
    • Increased untech time
    • Increased hitstop on final hit

Made it easier to combo

  • 236XX ~ L/M BUFF
    • Made the pushbox larger when the opponent is being comboed

Made it easier to combo

  • 236X ~ 6L/M REWORK
    • Decreased recovery
    • Changed the opponent's position on cinematic hit

Yamcha can act faster after the L/M ver. are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after

  • 236X ~ H REWORK "UNIVERSAL" BUFF
    • Decreased blockstun
    • When the move hits the opponent's point, recovery is reduced
    • Changed effect on cinematic hit

Cancelling into vanish is no longer a true blockstring. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide)

  • 236H BUFF "UNIVERSAL" BUFF
    • Increased untech time
    • Changed effect on cinematic hit

Made it easier to combo. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide)

 Tien

  • 5LLL BUFF
    • Made hitbox larger

Made it easier to hit crouching opponents

  • 5H BUFF
    • Reduced recovery on cinematic hit

Made it easier to use as a combo tool in the corner

  • 2M BUFF
    • Increased travel distance

Made it easier to use in neutral and combos

  • 2H NERF
    • Increased landing recovery
    • Adjusted travel distance

Made it impossible to true blockstring constantly while in Sparking

  • j.2H BUFF
    • Adjusted travel distance

Made it easier to use in combos

  • 236X BUFF
    • Removed landing recovery on cinematic hit

Made it easier to combo into supers on hit

  • 236M BUFF
    • Decreased startup
    • Attack startup changes based on distance from the opponent
    • Increased active frames

Increased use cases

  • 236H REWORK
    • The ground ver. can only be used once per combo
    • Decreased the air ver. startup

Brought it in line with other throw moves. Made the air ver. better for mixups and combos

  • 214X BUFF
    • Reduced recovery

No longer minus on hit

  • 214L BUFF
    • Causes sliding knockdown on cinematic hit

Made it easier to combo into supers

  • 214M/H REWORK
    • Changed the ground bounce knockback on cinematic hit

In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after

  • 214S BUFF
    • Reduced recovery
    • Increased hitstop
    • Increased meter gain

Made it easier to use in neutral

  • 214H+S BUFF
    • Increased invulnerable frames

Made it harder to be interrupted before the attack hits

  • Z Assist (A Type) BUFF
    • Increased untech time

Made it easier to use, in line with other Z Assists

 Adult Gohan

  • 2H NERF
    • Added landing recovery when cancelled into other moves

Made it impossible to true blockstring constantly while in Sparking

  • 5S BUFF
    • Added cancels into other normals when at potential unleash level 7

Added in cancels

  • j.S BUFF
    • Added cancels into other normals when at potential unleash level 7

Added in cancels

  • 236X NERF
    • Added landing recovery

Made landing recovery uniform across ver. along with the buffs to M/H ver.

  • 236M/H BUFF
    • Changed effect after the first hit
    • Changed the knockback on every hit other than the first
    • Can be cancelled into supers when Gohan lands from the attack
    • Increased number of hits
    • Adjusted damage
    • Increased untech time
    • Changed effect on cinematic hit

Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends

  • j.236H NERF
    • Increased untech time on cinematic hit
    • Changed knockback on cinematic hit
    • Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit
    • Changed the travel distance on hit
    • Removed landing recovery when this move hits the opponent's point character
    • Reduced damage
    • Reduced blockstun
    • Adjusted recovery

Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now

  • Z Assist (A Type) NERF
    • Increased startup
    • Made it impossible to clash

It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves

 Hit

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

  • 2L REWORK
    • Increased opponent's hitstop on hit
    • Increased active frames
    • Changed knockback

Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos

  • 5S BUFF
    • Changed knockback
    • Changed the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing so
    • Increased recovery on successful counter
    • Changed effect on cinematic hit

Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends

  • 214X BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Hit does not land before the combo ends

  • 236X ~ M BUFF
    • Causes sliding knockdown on cinematic hit

Increased use cases as a combo tool

  • 236X ~ H BUFF
    • Increased active frames
    • Made hitbox taller
    • Changed effect on cinematic hit

Made the move stronger along with the Z Assist ver.. Made it so j.H causes a cinematic if Hit does not land before the combo ends

  • Z Assist (A Type) BUFF
    • Invulnerable frames start earlier
    • Increased untech time
    • Decreased startup
    • Increased active frames

Made it easier to use, in line with other Z Assists

 SSB Goku

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

Made it easier to combo

  • 236H BUFF
    • Changed knockback on hit
    • Goku can now act in the air after the air ver. is blocked
    • Fixed a bug where the move would act weird when targeting an opponent who is off screen

Made it easier to combo after. Fixed a bug

  • 214X BUFF
    • Increased throw range

Made it easier to land. Opponent can no longer walk out of M ver. midscreen

  • 214M/H BUFF
    • Increased travel distance
    • Changed effect on cinematic hit

Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends

  • j.214X BUFF

Increased buffer time to cancel into supers Made it easier to combo into supers

  • Z Assist (A Type) BUFF
    • Ground bounces on hit
    • Now has head property
    • Increased hitbox

Made it easier to use, in line with other Z Assists

 SSB Vegeta

  • 2M BUFF
    • Made the hitbox taller
    • Adjusted hurtbox

This change is to make it easier to combo. The hurtbox was adjusted using Base Vegeta as a basis

  • 5S/2S BUFF
    • Knockback adjusted
    • Increased untech time

Made it easier to combo

  • 214X BUFF
    • Increased sliding knockdown time

Made it easier to continue offense after

  • 214L/M BUFF
    • Decreased the ground ver. startup

Made it easier to use in mixups and combos

  • 214M BUFF
    • Increased travel distance

Made it easier to use in mixups and combos

  • 214M/H BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Vegeta does not land before the combo ends

  • 236L ~ M BUFF
    • Changed knockback on non-cinematic hit
    • Increased untech time on non-cinematic hit

Increased use cases of the button hold ver.

  • Final Flash Attack - 214[L+M/H+S] (Lvl 5) BUFF
    • Changed effect on hit
    • Cannot move until landing

Made the hard knockdown on hit better

  • Z Assist (A Type) BUFF
    • Increased damage
    • Decreased damage proration on the initial hit
    • Increased untech time on the 2nd hit

Made it easier to use, in line with other Z Assists

 Beerus

  • 5L BUFF
    • Can be cancelled into 5LL on whiff earlier

This change is to allow a combo from 2L even if 5L whiffs

  • 5LL BUFF
    • Decreased startup

This change is to allow a combo from 2L even if 5L whiffs

  • 5H BUFF
    • Decreased startup

Made it easier to use in neutral

  • 2H BUFF
    • Moves forward during the beginning of the move
    • Increased hitbox

Made it easier to combo

  • 2S BUFF
    • Can cancelled into itself up to 3 times

Increased use cases

  • All Beerus Orbs BUFF
    • The orbs do more damage when hit by Beerus' normals
    • The orbs have large hitboxes when hit by Beerus' normals

Increased use cases. Buffed balls that have been hit by normals

  • 214X BUFF
    • Ground bounces on hit
    • Decreased the slide speed of the sliding knockdown

Made it easier to combo

  • 214H REWORK
    • Decreased damage
    • Ground bounces higher on cinematic hit

Made it easier to combo

  • 236LM/HS BUG FIX
    • Fixed a bug where the super stayed on screen longer than it should

Fixed a bug

  • Z Assist (A Type) BUFF
    • Increased damage
    • Changed knockback
    • Increased untech time

Made it easier to use, in line with other Z Assists

 Goku Black

  • 5LL BUFF
    • Initial hitbox is taller

Made it easier to combo

  • 5S BUFF
    • Changed knockback
    • Always knocks the opponent forward
    • Can be cancelled into 5H and 2H

Made it easier to combo

  • 2L BUFF
    • Made moves cancelable into 2L

Made it easier to use in neutral and pressure

  • 2M BUFF
    • Decreased startup

Made it easier to use in neutral and mix-ups

  • 2H BUFF
    • Increased untech time on cinematic hit

Made it easier to combo

  • j.214X BUFF
    • Increased the size of the inner portion of the hitbox
    • Increased travel distance
    • Changed travel distance on cinematic hit

Made it easier to land on opponents who are directly in the corner

  • 214S BUFF
    • Made it only usable once per combo
    • Changed effect on cinematic hit

Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends

  • 236HS BUG FIX
    • Fixed a bug where the projectile would not come out if the initial part clashed

Fixed a bug

  • Z Assist (A Type) BUFF
    • Decreased recovery

Adjusted to fit other characters kamehamehas

 Android 21

  • 214X BUFF
    • Changed effect on cinematic hit

Made it so other characters' j.H causes a cinematic if 21 does not land before the combo ends

  • 236S BUFF
    • Decreased startup on ground ver.
    • Increased untech time
    • Causes sliding knockdown on hit
    • Increased damage proration
    • Decreased the followup window

Made it easier to connect. Made it easier to combo

  • 214S BUFF
    • Increased untech time
    • Causes sliding knockdown on hit
    • Increased damage proration
    • Decreased the followup window

Made it easier to land. Made it easier to combo

  • 214Y (Stolen Move - Yellow / Command Grab) BUFF
    • Causes sliding knockdown on hit
    • The dive followup tracks the opponent

Made it easier to combo

  • 236X BUFF
    • Increased hitbox

Changed to match the Z Assist (A type)

  • 214LM/HS BUFF
    • Steals all empty move slots on hit

This change is to distinguish is from j.214LM/HS

  • Z Assist (A Type) BUFF
    • Increased opponent's hitstop on hit
    • Increased hitbox
    • Decreased startup

Made it easier to use, in line with other Z Assists

 Broly

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

  • 5[H] "UNIVERSAL" BUFF
    • Increased damage on held ver.

This damage increase is in addition to the universal damage increase to 5/2H

  • 5S BUFF
    • Increased the lower portion of the initial hitbox

Made it easier to hit small characters in standing state

  • j.2H BUFF
    • Increased sliding knockdown time on cinematic hit
    • Increased the amount of time the opponent is frozen for on cinematic hit

Made it easier to continue offense after this hit

  • 236S BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Broly does not land before the combo ends

  • 236X BUFF
    • Changed knockback, including the H ver.
    • Changed effect on cinematic hit

Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends

  • 214X BUFF
    • Increased travel distance on hit
    • Increased input buffer to cancel into supers

Made it easier to continue offense on hit. Made it easier to combo into supers on hit

  • j.214X BUFF
    • Removed landing recovery on hit
    • Increased input buffer to cancel into supers

Made it easier to continue offense on hit. Made it easier to combo into supers on hit

  • j.214M BUFF
    • Increased sliding knockdown time

Made it easier to continue offense on hit

  • 214S BUFF REWORK
    • Decreased total duration
    • Can be done even while Powered Shell (214S) is already active

Made it easier to use in neutral

  • 236HS NERF
    • Decreased minimum damage

Made it do less damage to soften the combo

  • Z Assist (A Type) BUFF
    • Decreased startup
    • Reflects the opponents ki blasts
    • Changed knockback
    • Increased opponent's hitstop on hit

Made changes to distinguish it from his B Type Z Assist

 SSB Vegito

  • 2S BUFF
    • Changed knockback on non-cinematic hit
    • Increased untech time on non-cinematic hit

Made it easier to combo on non-cinematic hit

  • j.S BUFF
    • Increased untech time

Made it easier to combo

  • 236X BUFF
    • Decreased damage proration on non-cinematic hit

Made the damage higher when used in combos

  • 236M/H BUFF
    • If the first hit whiffs, the followup multi-hits can still cause cinematics

Increased use cases

  • 236S BUFF
    • Increased hitbox

Made it more useful in neutral and combos

  • 236LM/HS BUFF REWORK
    • Decreased damage at long range, increased damage at close range
    • Increased minimum damage
    • Changed knockback on all hits but the last
    • All hits but the last cause sliding knockdown
    • Increased active frames on the last hit
    • The last hit will not hit if the opponent is not below a certain height

Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage

  • Z Assist (A Type) BUFF
    • Increased untech time
    • Increased hitstop
    • Increased landing recovery
    • Increased hitbox
    • Decreased startup
    • Changed knockback

Made it easier to use, in line with other Z Assists

 Fused Zamasu

  • 5LLL REWORK
    • Made the throw range taller when used in a combo
    • Added throw damage proration

Made it easier to combo. Brought the damage proration in line with other characters' 5LLL

  • 5S BUFF
    • Increased projectile speed
    • Increased hitstop
    • Increased untech time
    • Changed knockback
    • Increased recovery

Made it easier to combo

  • j.2H BUFF
    • Decreased startup
    • Changed travel distance
    • Increased landing recovery
    • Removed landing recovery on cinematic hit
    • Removed landing recovery when done from flight

Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mix-ups

  • j.S BUFF
    • Changed knockback on all hits but the last
    • Made initial hitbox taller

Made it easier to combo

  • 236X BUFF
    • Increased travel distance on ground ver.
    • Increased travel distance on cinematic hit
    • Removed landing recovery on cinematic hit

Increased use cases for the ground ver.. Made it easier to continue offense on cinematic hit

 Goku

  • j.236M BUFF
    • Wall bounces on cinematic hit

Made it easier to combo

  • j.236H BUFF
    • Increased travel distance downwards

Made it easier to use in neutral and combos

  • 214X BUFF
    • Can call assists earlier on hit

Made it easier to combo with assists

  • 214M BUFF
    • Decreased travel distance on hit
    • Changed knockback
    • Changed knockback on ground bounce
    • Increased hitstop

Made it easier to combo with assists

  • 214M/H REWORK
    • Made attacks not land until the followup hits on a cinematic hit

Made it so the cinematic cannot be interrupted

  • 214S BUFF
    • Can Z Change on hit
    • Reduced recovery on hit

Made it easier to combo

  • 236S (Ground, Upward Angled) "UNIVERSAL" BUFF
    • Increased damage
    • Reduced recovery

Made it easier to use in neutral

  • 236LM ~ HS/LM BUFF
    • Can cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit

Made it easier to combo into an Ultimate Z Change

  • Z Assist (A Type) BUFF REWORK
    • Changed knockback
    • Increased opponent's hitstop on hit

Made it easier to combo. Less corner carry on hit

 Vegeta

  • 5LLL BUFF
    • Added head property invulnerability

Increased use cases in the neutral

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

Made it easier to combo into 5S followup hits

  • 2M BUFF
    • Made hitbox taller

Made it easier to combo.

  • j.8S NEW MOVE...KINDA
    • Can now alter the ki blast's trajectory by inputting 8

Increased use cases

  • 236L/M BUFF
    • When the ground ver. is cancelled, Vegeta keeps his air options

Vegeta can double jump and airdash after a vanish

  • 236H BUFF
    • Becomes invulnerable earlier

Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move

  • 214L BUFF
    • Increased sliding knockdown time on cinematic hit

Made it easier to combo

  • 214M BUFF
    • Ground bounces on cinematic hit

Made it easier to combo

  • 214S BUFF
    • Increased throw range
    • Increased active frames
    • Untech time is unaffected by hitstun scaling
    • Increased untech time on cinematic hit
    • Increased recovery on hit

Made it easier to land. Made it so there are more followup options

  • 236LM/HS BUFF
    • Does more damage when done from 214S

Made it do more damage when done from 214S

  • 214LM/HS BUFF
    • Does more damage when done from 214S

Made it do more damage when done from 214S

  • Z Assist (A Type) BUFF
    • Decreased startup
    • Increased untech time
    • Change knockback

Made it easier to combo

 Cooler

  • 5S BUFF
    • Increased opponent's hitstop on hit
    • Increased untech time
    • Changed knockback

Made it easier to combo

  • 6H BUFF
    • Made hitbox taller
    • Always knocks forward

Made it easier to combo

  • 214LM/HS BUG FIX
    • Fixed a bug where meter cooldown would not happen when the ground ver. whiffed

Fixed a bug

  • Z Assist (A Type) BUFF
    • Increased untech time
    • Increased landing recovery

Made it easier to combo

 Android 17

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

  • 5LL BUFF
    • Decreased startup
    • Changed travel distance and character position
    • Increased hitbox
    • Changed knockback

Made it so 5LL combos from 2L even if 5L whiffs

  • 5LLL BUFF
    • Changed character position
    • Increased hitbox
    • Decreased hurtbox
    • Made pushbox taller in the first half of the move
    • Added invulnerability against lows

Increased use cases

  • 5M BUFF
    • Decreased startup
    • Increased hitbox

Made is easier to use in neutral

  • 5S "UNIVERSAL" BUFF
    • Changed the knockback on all hits but the last

Made it easier to combo

  • 2L BUFF
    • Changed knockback

Made it easier to combo after

  • j.S BUFF
    • Decreased startup
    • Changed travel distance
    • Increased untech time
    • Increased opponent's hitstop on hit
    • Changed knockback

Made it easier to combo

  • Rekka ~ 5H/S
    • Increased active frames
    • Increased recovery
    • Can only be cancelled into on hit

Changed the move to account for EX moves costing less now. Changed the regular ver. to reflect changes to the EX ver.

  • Rekka ~ 5H
    • Can absorb hits from lvl 1s and lvl 3s

Made it stronger as a response to supers

  • 236/214S BUFF
    • Can do the air ver. after the ground ver.
    • Decreased landing recovery
    • Pushbox appears later
    • Can be cancelled earlier

Increased use cases

  • Z Assist (A Type) BUFF
    • Increased active frames
    • Increased untech time
    • Reduced opponent's hitstop on hit
    • Changed knockback
    • Wall bounces on hit

Made it easier to use in combos

 Jiren

  • 5L BUFF
    • Increased lower portion of the hitbox

Made it easier to hit short characters

  • 5S BUFF
    • Decreased startup
    • Increased opponent's hitstop on hit
    • Decreased untech time
    • Increased recovery

Made it easier to use in neutral and combos

  • 2S "UNIVERSAL" BUFF
    • Increased damage on cinematic hit

This change is to reflect the damage change to 2Hs

  • j.2H BUFF
    • Decreased startup
    • Made the initial hitbox taller
    • Made the hitbox come out even when done at minimum height
    • Made the attack come out as soon as you release the button hold
    • Increased the sliding knockdown time
    • Changed the timing for calling Z Assists when this move causes a cinematic hit
    • Increased damage on button hold ver.

Made it easier to combo. Increased damage to match the damage increase to j.H

  • 236X BUFF BUG FIX
    • Increased hitstop
    • Decreased damage proration on non-cinematic hit
    • Fixed a bug where the effect would not appear on clash

Made combos after do more damage

  • 214X BUFF
    • Increased damage
    • Changed effect on cinematic hit

Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends

  • 214L/M BUFF
    • Increased meter gain

Made it easier to distinguish on a successful counter

  • 214L BUFF
    • Can catch lows now

Made it easier to counter moves

  • 214M BUFF
    • Decreased total duration

This change is to distinguish is from the L ver.

  • 214S BUFF
    • Can now counter Z Assists
    • Changed effect on cinematic hit

Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends

  • Z Assist (A Type) BUFF REWORK
    • Position change based on the distance from the opponent
    • Changed knockback
    • Increased untech time
    • Increased startup

Made it easier to use, in line with other Z Assists

 Videl

  • Great Saiyaman Attacks BUFF
    • Decreased the cooldown time before another Great Saiyaman attack

Made it easier to use in neutral and combos

  • 5L BUFF
    • Increased travel distance other than when cancelled into itself

Made it easier to combo

  • j.2S BUFF
    • Increased the sliding knockdown time

Made it easier to combo

  • 6H BUFF
    • Added invulnerability to ki blast

Increased use cases

  • 236H BUFF
    • Increased travel distance

Made it easier to use in neutral

  • 22X BUFF
    • Changed knockback on cinematic hit
    • Decreased damage proration when used as a follow up from 236X

Made it easier to combo

  • 214M BUFF
    • Increased the sliding knockdown time on the Great Saiyaman attack

Made it easier to combo

  • 236HS BUFF BUG FIX
    • Counters on frame 1
    • Fixed a bug where meter gain cooldown does not kick in on whiff

Increased use cases. Fixed a bug

  • Z Assist (A Type) BUFF REWORK
    • Decreased startup
    • Increased opponent's hitstop on hit
    • Reduced travel distance

Made it easier to use, in line with other Z Assists

 Janemba

  • 5S/2S/j.S BUFF
    • Decreased startup outside of combos

Made it easier to use in neutral. The startup during combos is the same as before

  • 236X BUFF
    • Decreased recovery
    • Janemba falls earlier after the air ver.
    • Changed recovery on cinematic hit

Made it easier to use in neutral

  • 236/214S BUFF
    • Even if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground.

This change is to make it more clear when Janemba takes the corner

  • j.214X BUFF
    • The projectile bounces off the corner
    • Increased projectile travel distance
    • Increased the amount of time before the attack automatically goes off

Increased use cases

  • 214M/H BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Janemba does not land before the combo ends

  • Z Assist (A Type) BUFF
    • Decreased startup
    • Increased number of attacks
    • Changed single hit damage, increased overall damage

Made it easier to use, in line with other Z Assists

 SSB Gogeta

  • j.H BUFF
    • Decreased startup

Made it easier to use in neutral and combos

  • j.2H "UNIVERSAL" BUFF
    • Increased damage on cinematic hit

Increased damage to match the damage increase to j.H

  • 214L BUFF
    • Increased the window where the move cannot clash

Made it a better antiair

  • 214S BUFF
    • Changed effect on cinematic hit

Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends

  • 236L ~ M BUFF
    • Made it not do lower damage when done in the corner

Does the same damage in the corner

  • j.236L~ M BUFF BUG FIX
    • Increased hitstop on hit

This change makes it harder for the number of hits to decrease based on positioning

 DBS Broly

  • 2L BUFF
    • Increased travel distance
    • Increased hitbox
    • Increased hurtbox

Made it easier to use in neutral and combos

  • 5[H] "UNIVERSAL" BUFF
    • Increased damage on the button hold ver.

This is on top of the universal 5/2H damage increase

  • 236X BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Broly does not land before the combo ends

  • 214X BUFF
    • Changed effect on cinematic hit

Made it so j.H causes a cinematic if Broly does not land before the combo ends

  • Z Assist (A Type) BUFF
    • Decreased startup
    • Changed knockback

This change is to distinguish this Z Assist from his B Type Z Assist

Navigation

Season 1

1.01 • 1.01 Hotfix • 1.04 • 1.05 • 1.06 • 1.08 • 1.09 • 1.10 • 1.11 • 1.12 • 1.13 • 1.14

Season 2

1.15 • 1.16 • 1.17 • 1.18 • 1.19 • 1.20

Season 3

1.21 • 1.23 • 1.24 • 1.25 • 1.26 • 1.27 • 1.28 • 1.29 • 1.30 • 1.31 • 1.32 • 1.33