1.24 Non-Gameplay Changes
Network Mode
- Added support for cross-platform features between PlayStation 4 and PlayStation 5 versions with the Steam version.
- This option can be turned off under Settings > System Settings.
- Added a function to report other players.
- This option can be selected from the player's R-Code.
- Added a mute function, which can be selected from the R-Code of the player you would like to mute. The player will not know they have been muted.
- Hides Player Name.
- Hides text sent by that player.
- Hides Digital Figure and other user-created content.
- Match replays will be unable to viewed by the muted player.
- Mute will reset after the game has been restarted.
- Block function for players has been adjusted.
- Blocked players names are displayed in red in online lobby, member list, etc.
- Blocked players will remain even after game has been restarted.
R-Code
- Reduced loading time for the R-Code top page.
- Changed conditions for character shown on the R-Code top page from "most wins" to "highest level".
- You can now see how many players are in the same room as you during Training Mode Matchmaking in Rank Tower or Open Park.
- When entering a match, an icon now shows the connection strength with the opponent on the confirmation screen before the match.
Player Match
- Fixed a bug where the spectator icon wouldn't be displayed within the "Wait Order/Spectating" list.
- Fixed a bug where room members would not be displayed correctly when players entered a room over the player capacity simultaneously.
- Fixed a bug where after beginning Training Mode Matchmaking at a specific timing, the player would not enter Training Mode and could not begin matchmaking.
Rank Tower
- Adjusted rules for Assigned Floor changes so it's easier to drop floors.
- Added the option to skip the Rating Update sequence.
- Players can continue to rematch up to 3 matches even if their Assigned Floor changes during a set.
- You can now select the room you would like to enter from Floor Select screen.
Universal Mechanic Changes & Character Balancing
1.24 Universal Changes
Overall Changes
- Increased the amount of Tension gained when blocking attacks.
- The amount gained now increases more depending on your character's R.I.S.C. Level.
- The amount of Tension gained does not increase for the attacking character when an opponent with max R.I.S.C. Level blocks their attacks.
- The rate of R.I.S.C. Level depletion over time is now faster.
- R.I.S.C. Level now resets when Psych Burst is activated.
- Input timing window is now the same when performed with attack buttons (pressed simultaneously) and with the Roman Cancel button.
- There is now an input buffer window when performed with the Roman Cancel button.
- Fixed a bug where the Tension Gauge would not deplete correctly when a Roman Cancel activated simultaneously with the super flash of certain moves.
Hurtbox of 6P
- The height of the hurtbox during startup is now the same for all characters.
- This has not changed the timing of the hurtboxes lowering, which is still character-specific.
- Specifically all hurtbox heights are normalised to 2 heights, an initial head invuln height and an upper-body invuln height. Instances of characters having an intermediary above-waist invuln has been normalised to the head invuln height.
- This change only affects
May,
Ramlethal,
Goldlewis,
Jack-O',
Chaos,
Baiken,
Testament, and
Bridget. Specifics listed in the character changes.
- Proration has been added to attacks that did not have it previously, with the exception of certain moves.
- All normals and specials except for c.S and fully charged Dust Attacks now have 90% proration if they did not prorate previously. Overdrives are unaffected.
Special Moves with Retreating Movement
- These moves now cause the Tension Balance to deplete and the Negative value to increase, similar to back dashes, etc.
1.24 Character Changes
Anji Mito
- 6P
Guard:
AllStartup:
10Recovery:
25Advantage:
-17 BUFF - 5H
Guard:
AllStartup:
15Recovery:
23Advantage:
-8 REWORKED- Now launches opponent on grounded hit.
- Decreased horizontal launch speed by 50%Speed changed from 20 to 10.
- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
22Recovery:
19Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
16Recovery:
21Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- Fuujin (236H)
Guard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] BUFF- Decreased horizontal launch speed by 43%Speed changed from 35 to 20.
- Nagiha (236H~S)
Guard:
LowStartup:
15 (28 with early cancel)Recovery:
20Advantage:
-7 BUFF- Increased vertical launch speed by 38%Speed changed from 26 to 36 and gravity on hit decreased by 83%Gravity changed from 3 to 0.5, but now both change during the launchVertical speed reduces by 80% each frame 5~20F
Gravity increases by 0.15 each frame 5~20F. Overall, launching higher, for longer.
- Increased vertical launch speed by 38%Speed changed from 26 to 36 and gravity on hit decreased by 83%Gravity changed from 3 to 0.5, but now both change during the launchVertical speed reduces by 80% each frame 5~20F
Axl Low
- 5P
Guard:
AllStartup:
7Recovery:
19Advantage:
-11 BUFF- Can now be special canceled on hit or block during recovery.
- 2P
Guard:
LowStartup:
10Recovery:
21Advantage:
-13 BUFF- Can now be special canceled on hit or block during recovery.
- 5H
Guard:
AllStartup:
16Recovery:
19Advantage:
-4 REWORKED- Now causes forced crouching on grounded Counter Hit. This always grants +1 hitstun due to crouching.
- Reduced proration from 100% to 90%.
- 6K
Guard:
AllStartup:
11Recovery:
25Advantage:
-13 NERF- Reduced proration from 100% to 90%.
- j.P
Guard:
HighStartup:
9Recovery:
23Advantage:
BUFF- Can now be special canceled on hit or block during recovery.
- j.K
Guard:
HighStartup:
8Recovery:
16Advantage:
BUFF- Decreased horizontal launch speed by 44%Speed changed from 18 to 10.
- j.D
Guard:
HighStartup:
10Recovery:
22Advantage:
+4 (IAD) BUFF- Increased vertical launch speed by 20%Speed changed from 25 to 30 and decreased horizontal launch speed by 40%Speed changed from 25 to 15.
- Winter Mantis (41236H)
Guard:
Ground ThrowStartup:
28Recovery:
34Advantage:
BUFF- Changes made to Winter Mantis when hitting as a strike during a combo:
- Increased vertical launch speed by 19%Speed changed from 40 to 47.5 and decreased horizontal launch speed by 25%Speed changed from -10 to -7.5.
- Opponent launches facing the opposite direction, affecting the opponent's hurtboxes.
- Added a tumble effect on knockdown, extending the hard knockdown by 20 frames and maintaining a comboable state instead of OTG.
- Reduced proration from 100% to 90%, however this has no effect.
- Changes made to Winter Mantis when hitting as a strike during a combo:
- Snail (All Versions) (214H
Guard:
AllStartup:
14Recovery:
29Advantage:
-24 & j.214HGuard:
AllStartup:
14Recovery:
Until L+10Advantage:
-19) REWORKED- Pushback increased by 86%Pushback rate changed from 70% to 130%.
- Reduced proration from 100% to 90%.
- Rainwater (214S)
Guard:
AllStartup:
24Recovery:
21Advantage:
+3 REWORKED- Pushback reversed and increased by 86%Pushback rate changed from 75% to -100%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense Minimum Pushback Rate changed from 75% to -100% to match.
- Reversed and increased horizontal launch speed by 133%Speed changed from 30 to -70.
- Decreases Tension Balance during the movementFrames 1~22, for a total of -225 Tension Balance.
- Increases Negative value during the movementFrames 1~22, for a total 440~880Amount depends on distance:
* Close range: 440
* Mid range: 660
* Far range: 880 Negative value.
- Axl Bomber (j.236H)
Guard:
AllStartup:
9Recovery:
Until L+7Advantage:
-22 NERF- Reduced proration from 100% to 90%.
Baiken
- 6K
Guard:
AllStartup:
12Recovery:
10Advantage:
-5 NERF- Reduced proration from 100% to 90%.
- 5H
Guard:
AllStartup:
13Recovery:
25Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
9Recovery:
19Advantage:
-10 NERF- Raised hurtbox during frames 1~2 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
- 6H
Guard:
AllStartup:
20Recovery:
24Advantage:
-13 NERF- Reduced proration from 100% to 90%.
- Tatami Gaeshi (All Versions) (236K
Guard:
AllStartup:
15Recovery:
5Advantage:
-3 & j.236KGuard:
AllStartup:
20Recovery:
7 after LandingAdvantage:
+15 (IAD)) BUFF- Can now be input even if other Tatami Gaeshi projectiles are still active. Multiple Tatami Gaeshi may be active at the same time.
- Kabari (All Versions) (41236S
Guard:
AllStartup:
31Recovery:
16Advantage:
+2 & 41236HGuard:
AllStartup:
18Recovery:
19Advantage:
-3) NERF- Reduced proration from 100% to 90%.
- Kabari (H Version) Follow-up (41236H~H)
Guard:
AllStartup:
11 [23]Recovery:
14 (23 on block)Advantage:
-7 NERF- Reduced proration from 100% to 90%.
- Youzansen (j.236S
Guard:
HighStartup:
9Recovery:
7 after LandingAdvantage:
-14 (IAS)) BUFF- Decreased horizontal speed of the ground bounce by 40%Speed changed from 25 to 15. This applies to the late active frames, when Youzansen hits behind Baiken.
- Hiiragi (236P
Guard:
-Startup:
1Recovery:
32Advantage:
-) NERF- Replaced sound effect on startup with a more distinct voice line. The sound plays 3 frames earlier, from frame 4 to 1.
- Kenjyu (All Versions) (214214P
Guard:
All (Guard Crush)Startup:
8+3Recovery:
Total 47Advantage:
+5 & j.214214PGuard:
All (Guard Crush)Startup:
11+3Recovery:
Total 45Advantage:
) BUFF
Bridget
- 2P
Guard:
AllStartup:
7Recovery:
9Advantage:
-3 BUFF - S Follow-Up
Guard:
AllStartup:
12Recovery:
27Advantage:
-14 ADJUSTED - 5H
Guard:
AllStartup:
11Recovery:
29Advantage:
-17 NERF- Reduced proration from 100% to 90%.
- H Follow-Up
Guard:
AllStartup:
12Recovery:
26Advantage:
-13 ADJUSTED - 2H
Guard:
AllStartup:
11Recovery:
24Advantage:
-18 NERF- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
10Recovery:
20Advantage:
-12 BUFF- Now also launches when hitting standing opponents, similar to when hitting crouching opponents.
- Lowered hurtbox during frames 1~3 by 8%Hurtbox height changed from 218 to 200, to match the height of other characters.
- 6K
Guard:
AllStartup:
12Recovery:
13Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
13Recovery:
13Advantage:
-12 NERF- Reduced proration from 100% to 90%.
- Stop and Dash (All Versions) (236S, j.236S, 236H, j.236H
Guard:
AllStartup:
15Recovery:
3Advantage:
-4, 214S, j.214S, 214H & j.214HGuard:
AllStartup:
130Recovery:
Total 30Advantage:
~) BUFF- Increased damage from 30 to 40.
- Increased movement speed of projectile by 8%Speed changed from 85 to 92. This affects both sending and returning the yo-yo, and increases the distance the yo-yo will be placed after sending it out.
- Increased the vertical and horizontal proximity range of the yo-yo by 33%Proximity ranges changed from 120 to 160.
- Grounded Stop and Dash (Hit on Return) (214S & 214H)
Guard:
AllStartup:
130Recovery:
Total 30Advantage:
~ BUFF- Reduced recovery from 34f to 30f.
- Rolling Movement (All Versions) (214K & j.214K)
Guard:
AllStartup:
20~38Recovery:
0Advantage:
+16 (Airborne) BUFF- Decreased pushback by 50%Pushback rate changed from 100% to 50%.
- Increased gravity after hit or block by 100%Gravity changed from 2.5 to 5. This applies for 6 frames after hit or block when not followed up with any other actions.
- When activated as the yo-yo returns to Bridget, she now moves towards where the yo-yo was initially placed.
- No longer in Counter Hit recovery after active frames end.
- Kick Start My Heart (236K)
Guard:
AllStartup:
10Recovery:
9Advantage:
-20~+4 BUFF- Increased horizontal proximity range by 22%Proximity range changed from 205 to 250.
- Brake (236K~P)
Guard:
AllStartup:
7Recovery:
19Advantage:
-6 BUFF- Expanded upper hitbox. (Current | Previous)
- Decreased vertical launch speed by 29%Speed changed from 24 to 17 and decreased horizontal launch speed by 23%Speed changed from 26 to 20.
- Added a tumble effect on knockdown, extending the soft knockdown by 9 frames and maintaining a brief comboable state.
- Return of the Killing Machine (All Versions) (632146H & j.632146H)
Guard:
AllStartup:
9+1Recovery:
~Advantage:
+8 BUFF- Increased number of hits from 5 to 7.
- On-block changed from +8 to +16.
- Roger's movement while hitting an opponent reduced by 25%Speed ratio changed from 20% to 15%.
- Increased number of hits from 5 to 7.
Chipp Zanuff
- 5H
Guard:
AllStartup:
11Recovery:
16Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
12Recovery:
24Advantage:
-14 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
17Recovery:
18Advantage:
-5 REWORKED- The opponent will now be in crouching state on grounded hit. This always grants +1 hitstun due to crouching.
- Reduced proration from 100% to 90%.
- Grounded Alpha Blade (Horizontal) (236P)
Guard:
AllStartup:
29Recovery:
19Advantage:
-4 BUFF- Increased vertical launch speed by 2%Speed changed from 25 to 25.5 and now launches horizontallySpeed changed from 0 to 10 in the direction Chipp is moving.
- Aerial Alpha Blade (Horizontal) (j.236P)
Guard:
AllStartup:
29Recovery:
33Advantage:
BUFF- Now launches horizontallySpeed changed from 0 to 7 in the direction Chipp is moving.
- Resshou (236S)
Guard:
AllStartup:
13Recovery:
16Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- Senshuu (236S~236K)
Guard:
HighStartup:
20Recovery:
20Advantage:
-9 BUFF- Reduced attack startup from 21f to 20f.
- w.P
Guard:
Startup:
9Recovery:
31Advantage:
NERF- Reduced proration from 100% to 90%.
- w.K
Guard:
Startup:
6Recovery:
15Advantage:
NERF- Reduced proration from 100% to 90%.
- w.S
Guard:
Startup:
6Recovery:
18Advantage:
NERF- Reduced proration from 100% to 90%.
- w.SS
Guard:
Startup:
7Recovery:
23Advantage:
NERF- Reduced proration from 100% to 90%.
- w.H
Guard:
Startup:
10Recovery:
21Advantage:
NERF- Reduced proration from 100% to 90%.
- w.6H
Guard:
Startup:
17Recovery:
21Advantage:
NERF- Reduced proration from 100% to 90%.
Faust
- Air Dash REWORKED
- Air dash cancels can be buffered an additional 6 frames in advance.
- 5H
Guard:
AllStartup:
13Recovery:
18Advantage:
-7 REWORKED- Increased pushback by 50%Pushback rate changed from 100% to 150%.
- Reduced proration from 100% to 90%.
- 2P
Guard:
LowStartup:
7Recovery:
11Advantage:
-3 BUFF - 2D
Guard:
LowStartup:
12Recovery:
18Advantage:
-4 BUFF- Increased pushback by 50%Pushback rate changed from 100% to 150%.
- 6P
Guard:
AllStartup:
9Recovery:
32Advantage:
-21 BUFF- Increased pushback by 50%Pushback rate changed from 100% to 150%.
- Mix Mix Mix (All Versions) (236S
Guard:
AllStartup:
17Recovery:
Advantage:
-7 & j.236SGuard:
AllStartup:
17Recovery:
Advantage:
) BUFF- Reduced attack startup from 21f to 17f.
- Scarecrow (P and K Versions) (214P
Guard:
AllStartup:
54 [84]Recovery:
10 [7]Advantage:
-8 [+7] & 214KGuard:
AllStartup:
54 [84]Recovery:
10 [7]Advantage:
-8 [+7]) REWORKED- Reduced lower hurtbox during startup, slightly raised above the ground.
- Reduced proration from 100% to 90%.
- Thrust (41236K)
Guard:
AllStartup:
26Recovery:
19Advantage:
-12 NERF- Reduced proration from 100% to 90%.
- This also applies to Pull Back and Home Run! follow-ups.
- Reduced proration from 100% to 90%.
Giovanna
- 5H
Guard:
AllStartup:
10Recovery:
19Advantage:
-5 REWORKED- Increased downward vertical launch speed by 100%Speed changed from -40 to -80 and decreased horizontal launch speed by 17%Speed changed from 30 to 25.
- Increased vertical speed of Ground Bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 60%Ground Bounce horizontal speed set to 15 of the initial launch.
- Added Wall Bounce effect.
- The Wall Bounce also overrides the launch speeds. Relative to the initial launch, it has 60%Wall Bounce horizontal speed set to 15 horizontal speed, and launches up at 28%Wall Bounce vertical speed set to 22 speed.
- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
11Recovery:
21Advantage:
-8 REWORKED- Pushback reversed and decreased by 63%Pushback rate changed from 80% to -30%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense minimum pushback rate changed from 75% to -30% to match.
- Reversed and increased horizontal launch speed by 50%Speed changed from 20 to -30.
- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
17Recovery:
15Advantage:
-10 NERF- Reduced proration from 100% to 90%.
- 6HH
Guard:
AllStartup:
11Recovery:
Advantage:
-11 NERF- Reduced proration from 100% to 90%.
- 6HHH
Guard:
AllStartup:
13Recovery:
Advantage:
-16 NERF- Reduced proration from 100% to 90%.
- Ground Throw
Guard:
ThrowStartup:
2Recovery:
38Advantage:
N/A BUFF- Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
- Advantage increased from +38 to +39, matching the advantage on Light weight characters.
- Sol Poente (All Versions) (214S
Guard:
All, HighStartup:
[4] 27Recovery:
21Advantage:
-5 & j.214SGuard:
All, HighStartup:
[4] 27Recovery:
Until L+12Advantage:
) REWORKED - Grounded Sol Poente (214S)
Guard:
All, HighStartup:
[4] 27Recovery:
21Advantage:
-5 REWORKED- Changes to only the first hit:
- Decreased horizontal launch speed by 12%Speed changed from -25 to -22.
- Lowered the Same Attack Penalty limit from 2 to 1, meaning the 2nd hit and onwards result in increased gravity for the remainder of the combo. The second hit and air versions remain at 2.
- Changes to only the first hit:
Goldlewis Dickinson
- 5K
Guard:
LowStartup:
10Recovery:
12Advantage:
-7 BUFF- Added stagger effect on Counter Hit, with a minimum 17f duration on fastest recovery, equivalent to crouching hitstun.
- 5H
Guard:
AllStartup:
19Recovery:
15Advantage:
-2 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
20Recovery:
30Advantage:
-15 NERF- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
12Recovery:
27Advantage:
-19 BUFF- Lowered hurtbox during frames 1~2 by 16%Hurtbox height changed from 238 to 200, to match the height of other characters.
- 6H
Guard:
AllStartup:
25Recovery:
30Advantage:
-14 NERF- Reduced proration from 100% to 90%.
- j.H
Guard:
HighStartup:
15Recovery:
20Advantage:
REWORKED - Behemoth Typhoon (41236H
Guard:
All (Guard Crush)Startup:
12Recovery:
18Advantage:
+12~+16, j.41236HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, 63214HGuard:
All (Guard Crush)Startup:
12Recovery:
21Advantage:
-5, j.63214HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, 23698HGuard:
All (Guard Crush)Startup:
12Recovery:
18Advantage:
+3~14, j.23698HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, j.21478HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, 69874HGuard:
All* (Guard Crush)Startup:
12Recovery:
21Advantage:
-5, j.69874HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, j.47896HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7, j.87412HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7 & j.89632HGuard:
AllStartup:
12Recovery:
Until landing+10Advantage:
-25~+7) NERF- Reduced proration during 'All' guard sections of swings from 100% to 90%. No changes were made to the proration when the attack is guarded High (90%) or Low (80%).
- Thunderbird (All Versions) (214S)
Guard:
AllStartup:
57Recovery:
42 TotalAdvantage:
NERF- The drone and its attacks disappear when Goldlewis is hit. This includes having his throw clashed and being hit by a Yellow Roman Cancel.
- The hit effect of the final hit now varies depending on the Security Level.
- Previously all Security Levels resulted in a launch into hard knockdown.
- Security Level 1: now leaves the opponent grounded on hit.
- Security Level 2: now launches into a soft knockdown.
- Security Level 3: Unchanged, launches into a hard knockdown.
- Burn It Down (All Versions) (236236K)
Guard:
AllStartup:
13+(84 Flash)+79Recovery:
27 TotalAdvantage:
BUFF- Increased number of hits by 5 across all Security Levels:
- Level 1: Increased number of hits from 5 to 10.
- Level 2: Increased number of hits from 10 to 15.
- Level 3: Increased number of hits from 15 to 20.
- Increased total duration of laser by 20 frames.
- Increased number of hits by 5 across all Security Levels:
Happy Chaos
- 6P
Guard:
AllStartup:
9Recovery:
25Advantage:
-16 NERF- Raised hurtbox during frames 1~3 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
- 6K
Guard:
LowStartup:
16Recovery:
16Advantage:
-7 NERF- Increased attack startup from 14f to 16f.
- Increased vertical launch speed by 20%Speed changed from 50 to 60, gravity on hit reduced by 10%Gravity changed from 1.0 to 0.9, and speed change during launch reduced by 1 frameVertical speed reduction by 60% per frame changed from 5~15F to 6~15F.
- 6S
Guard:
AllStartup:
12Recovery:
24Advantage:
-14 BUFF- Delayed gravity change during launch by 8 framesGravity increase by 0.1 per frame changed from 5~27F to 13~43F but occurs for an additional 8 frames, resulting in an overall higher launch.
- On-hit changed from +20 to +24.
- Delayed gravity change during launch by 8 framesGravity increase by 0.1 per frame changed from 5~27F to 13~43F but occurs for an additional 8 frames, resulting in an overall higher launch.
- j.D
Guard:
HighStartup:
11Recovery:
21Advantage:
+3 (IAD) BUFF- Reversed and increased pushback by 60%Pushback rate changed from 50% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense minimum pushback rate changed from 75% to -80% to match.
- Reversed horizontal launch speedSpeed changed from 15 to -15, creating a vacuum-like effect.
- At the Ready (H Version) (H)
Guard:
-Startup:
-Recovery:
Total 12Advantage:
- BUFF- Reduced recovery when failing to activate as a result of having no Concentration from 59f to 36f.
- Cancel Aim (During At the Ready) (H~2H & 236S~2H)
Guard:
-Startup:
-Recovery:
0 [9]Advantage:
- REWORKED- Can now be activated with any downward input, including the 1
or 3
directions.
- Can now be activated with any downward input, including the 1
- Scapegoat (236K)
Guard:
-Startup:
10Recovery:
43 totalAdvantage:
- NERF- Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
- Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
* Close range: 1240
* Mid range: 1612
* Far range: 2573 Negative value.
- Curse (236P)
Guard:
-Startup:
-Recovery:
29 totalAdvantage:
- NERF- Decreases Tension Balance during the movementFrames 1~20, for a total of -1980 Tension Balance.
- Increases Negative value during the movementFrames 1~20, for a total 880~1660Amount depends on distance:
* Close range: 800
* Mid range: 1040
* Far range: 1660 Negative value.
I-No
- Dash BUFF
- Startup can now be canceled into a jump during the first 6 frames.
- Performing a jump during this window results in a dash jump, granting additional momentumAdded 6 momentum for further forward movement.
- Sped up timing when I-No can block and trigger proximity guard from frame 13 to 10.
- The dash will now be interrupted if a backwards direction (4
, 7
, or 1
) is input, even if a Dash
input is held.
- Removed the ability to Gold Psych Burst during a dash cancel. Bug fix
- Startup can now be canceled into a jump during the first 6 frames.
- Air Dash REWORKED
- The dash will now be interrupted if a backwards direction (4
, 7
, or 1
) is input, even if a Dash
input is held.
- The dash will now be interrupted if a backwards direction (4
- 5H
Guard:
AllStartup:
15Recovery:
23Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
11Recovery:
14Advantage:
-5 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
7Recovery:
19Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- Antidepressant Scale (All Versions) (214P
Guard:
AllStartup:
29Recovery:
Total 51Advantage:
-16 & j.214PGuard:
AllStartup:
28Recovery:
Until Landing + 6Advantage:
-16) BUFF- Added horizontal proximity rangeHorizontal proximity range maximum of 180
Horizontal proximity range minimum of -500 for the attack to connect. This means the projectile will not trigger on hurtboxes unless within a certain distance of the opponent. - Expanded attack hitbox on hit or block.
- Added horizontal proximity rangeHorizontal proximity range maximum of 180
- Stroke the Big Tree (S Version) (236S
Guard:
LowStartup:
16Recovery:
15Advantage:
-7) BUFF- Lowered hurtbox on frame 4 to match the height on frame 3. Previously, the hurtbox would momentarily go up higher.
- Stroke the Big Tree (H Version) (236H
Guard:
LowStartup:
28Recovery:
16Advantage:
-2) BUFF- Lowered hurtbox on frames 7~8 to match the height on frames 5~6. Previously, the hurtbox would momentarily go up higher.
- Sultry Performance (All Versions) (j.236K
Guard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-1~-2 [+4~+2], j.236SGuard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-2~-4 [+4~+1] & j.236HGuard:
AllStartup:
9Recovery:
Until Landing + 6Advantage:
-7 [-2]) NERF- Reduced proration from 100% to 90%.
- Sultry Performance (K and S Versions) (j.236K
Guard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-1~-2 [+4~+2] & j.236SGuard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-2~-4 [+4~+1]) BUFF- Reduced landing recovery from 18f to 13f.
- On-block changed from -7~[+1] to -2~[+4].
- Reduced landing recovery from 18f to 13f.
Jack-O'
- 2S
Guard:
AllStartup:
9Recovery:
22Advantage:
-15 BUFF- Changed the Servants' trajectory when hitting them with this attack.
- Servant bounce vertical speed increased by 11%Speed changed from 45 to 50 and horizontal speed increased by 80%Speed changed from 10 to 18.
- Servant bounce vertical speed is doubled for the first frameMoves at 100 speed on frame 1
- Changed the Servants' trajectory when hitting them with this attack.
- 5H
Guard:
AllStartup:
10Recovery:
23Advantage:
-6 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
15Recovery:
18Advantage:
-5 NERF- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
10Recovery:
20Advantage:
-12 REWORKED- Lowered hurtbox during frame 1 by 5%Hurtbox height changed from 211 to 200 to match the height of other characters, and raised hurtbox during frame 2 by 20%Hurtbox height changed from 167 to 200 to match the initial frame 1 height.
- 6H
Guard:
AllStartup:
8,19Recovery:
14Advantage:
-6 NERF- Reduced proration from 100% to 90%.
- 5D
Guard:
HighStartup:
20Recovery:
26Advantage:
-15 BUFF- Reduced frontal hurtbox after the attack active frames end.
- Servants ADJUSTED
- Fixed a bug causing unintended Servant behavior when a Servant's hitbox touched another Servant under certain conditions. Unknown effect
- Throw Servant (All Versions) (hs.6X & hs.j.6X)
Guard:
AllStartup:
12Recovery:
Total 27Advantage:
+5 BUFF- Added Wall Bounce effect.
- The Wall Bounce speed scales to the current speed. Relative to the current speed, it has 30% horizontal speed, and 25% vertical speed.
- Added Wall Bounce effect.
- Release Servant (All Versions) (hs.D & hs.j.D)
Guard:
-Startup:
Recovery:
Total 11Advantage:
ADJUSTED- Can now also be input to occur automatically by holding
.
- Holding 6D before the input buffer will still result in Release Servant and not Throw Servant.
- Holding 7D, 8D, or 9D will result in Jack-O' performing a jump and Air Release Servant on the first possible frame.
- This also functions during Jack-O's Defend Command to automatically cancel the Guard Crush attack.
- Can now also be input to occur automatically by holding
- Countdown (All Versions) (214H, hs.H, j.214H & hs.j.H)
Guard:
AllStartup:
3+180+25Recovery:
Total 24Advantage:
BUFF- Horizontal and vertical speeds now reduce during the launchVertical speed reduces by 20% each frame 6~17F
Horizontal speed reduces by 20% each frame 6~15F. - Reduced gravity on hit by 83%Gravity changed from 3 to 0.5 but it now changes during the launchGravity increases by 0.05 each frame 6~36F.
- Overall launch is substantially higher and longer.
- Horizontal and vertical speeds now reduce during the launchVertical speed reduces by 20% each frame 6~17F
- Servant Shoot (All Versions) (236K, hs.K, j.236K & hs.j.K)
Guard:
AllStartup:
15Recovery:
25Advantage:
-12 NERF- Reduced proration from 100% to 90%.
Ky Kiske
- 6K
Guard:
AllStartup:
25Recovery:
11Advantage:
+4 NERF- Reduced proration from 100% to 90%.
- 5H
Guard:
AllStartup:
14Recovery:
21Advantage:
-8 ADJUSTED - 2H
Guard:
AllStartup:
11Recovery:
28Advantage:
-13 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
15Recovery:
20Advantage:
-7 NERF- Reduced proration from 100% to 90%.
- Stun Dipper (2nd Hit) (236K)
Guard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] NERF- Reduced proration on second hit from 100% to 90%. The first hit remains unchanged at 90%.
- Foudre Arc (All Versions) (214K)
Guard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12] BUFF- Decreased pushback on hit by 30%Pushback rate changed from 100% to 70%. Pushback on block remains unchanged.
- Dire Eclat (All Versions) (214S)
Guard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6] NERF- Reduced proration from 100% to 90%.
- Sacred Edge (All Versions) (236236P)
Guard:
All [All (Guard Crush)]Startup:
4+3Recovery:
Total 38Advantage:
+10 [+26] BUFF- No change was made to move at its base state.
- During Shock State, added Guard Crush effect to the final hit on block, for 29f.
- On-block changed from +18 to +26.
- Increased chip damage rate of the final hit from 25% to 50%.
- During Dragon Install, added Guard Crush effect to the final hit on block, for 29f.
- On-block changed from +24 to +32.
- Increased chip damage rate of the final hit from 37% to 62%.
Leo Whitefang
- Hurtbox NERF
- Expanded hurtbox during a specific 9 frame windowWhen Leo is visually approximately horizontal, facing up late into face-up launches.
- 6K
Guard:
AllStartup:
14Recovery:
18Advantage:
-4 ADJUSTED- Decreased horizontal launch speed by 43%Speed changed from 40 to 23
- Reduced proration from 100% to 90%.
- 5H
Guard:
AllStartup:
15Recovery:
22Advantage:
-10 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
12Recovery:
30Advantage:
-20 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
28Recovery:
30Advantage:
-15 NERF- Reduced proration from 100% to 90%.
- 2D
Guard:
LowStartup:
12Recovery:
19Advantage:
-8 BUFF- Increased vertical launch speed by 15%Speed changed from 20 to 23.
- Removed increased vertical launch speed on Counter Hit. Previously increasing the speed by 10%Speed changed from 20 to 22 on Counter Hit.
- Erstes Kaltes Gestöber (236S)
Guard:
AllStartup:
12Recovery:
20Advantage:
-6 ADJUSTED - Blitzschlag (bt.214H)
Guard:
All (Guard Crush)Startup:
29Recovery:
33Advantage:
+21 NERF- Reduced proration from 100% to 90%.
May
- Forward Jump BUFF
- Increased forward movement speed during jump by 19%Speed changed from 6.3 to 7.5.
- 5H
Guard:
AllStartup:
13Recovery:
15Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
11Recovery:
26Advantage:
-20 NERF- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
12Recovery:
18Advantage:
-7 NERF- Raised hurtbox during frames 2~3 by 12%Hurtbox height changed from 179 to 200, to match the initial frame 1 height.
- 3K
Guard:
LowStartup:
11Recovery:
15Advantage:
-10 BUFF- Increased active frames from 6f to 9f.
- Reduced recovery frames from 21f to 15f.
- On-block changed from -13 to -10.
- 6H
Guard:
All [All (Guard Crush)]Startup:
16~39 [40]Recovery:
24Advantage:
-8 [+8] NERF- Reduced proration from 100% to 90%.
- j.2H
Guard:
HighStartup:
13Recovery:
6Advantage:
+2 (IAD) BUFF- Counter Hit level changed from Very Small to Mid.
- Mr. Dolphin (Horizontal) (All Versions) ([4]6S
Guard:
AllStartup:
7Recovery:
11 (24 OH)Advantage:
-3 & [4]6HGuard:
AllStartup:
25Recovery:
11 (18 OH)Advantage:
+7) BUFF- S Version reduced recovery frames on hit or block from 26f to 24f.
- On-block changed from -5 to -3.
- On-hit changed from -2 to 0.
- H Version reduced recovery frames on hit or block from 20f to 18f.
- On-block changed from +5 to +7.
- On-hit changed from +8 to +10.
- S Version reduced recovery frames on hit or block from 26f to 24f.
- Mr. Dolphin (Vertical) (All Versions) ([2]8S
Guard:
All→HighStartup:
6Recovery:
7 (21 OH)Advantage:
0 (Airborne) & [2]8HGuard:
All→HighStartup:
11Recovery:
8 (19 OH)Advantage:
+6 (Airborne)) NERF- Reduced proration from 100% to 90% while ascending. Descending proration remains unchanged at 80%.
- Arisugawa Sparkle (All Versions) (214P
Guard:
AllStartup:
48Recovery:
Total 45Advantage:
+29 & 214KGuard:
AllStartup:
48Recovery:
Total 45Advantage:
+29) BUFF- Creates a stationary hitbox after the projectile hits the ground for an additional 10 frames.
- The lingering hitbox gradually increases in size at 20% every 2 frames.
- Creates a stationary hitbox after the projectile hits the ground for an additional 10 frames.
Millia Rage
- 6K
Guard:
HighStartup:
28Recovery:
10Advantage:
+2 BUFF- Reduced recovery from 14f to 10f.
- On-block changed from -2 to +2.
- On-hit changed from +2 to +6.
- Reduced recovery from 14f to 10f.
- 5H
Guard:
AllStartup:
12Recovery:
23Advantage:
-8 ADJUSTED- Decreased horizontal launch speed by 33%Speed changed from 30 to 20.
- Increased vertical speed of Ground Bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 50%Ground Bounce horizontal speed set to 10 of the initial launch.
- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
14Recovery:
17Advantage:
-7 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
15Recovery:
23Advantage:
-8 ADJUSTED- Reduced attack startup from 17f to 15f.
- Reduced proration from 100% to 90%.
- 2D
Guard:
LowStartup:
12Recovery:
19Advantage:
-8 BUFF- Reduced recovery from 22f to 19f.
- On-block changed from -11 to -8.
- Reduced recovery from 22f to 19f.
- Ground Throw
Guard:
Ground ThrowStartup:
2Recovery:
38Advantage:
- BUFF- Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
- No change to the frame advantage on Mid weight characters.
- Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
- Turbo Fall (j.236K)
Guard:
-Startup:
14Recovery:
9LAdvantage:
- BUFF - Tandem Top (All Versions) (236S
Guard:
AllStartup:
12Recovery:
Total 45Advantage:
-10 & 236HGuard:
AllStartup:
73Recovery:
Total 51Advantage:
+36) BUFF- Increased attack level from 2 to 3.
- S Version on-block changed from -14 to -10.
- H Version on-block changed from +54 to +58.
- Slightly increased the cost of blocking with Faultless Defense.
- No change to Tension Gain or R.I.S.C. Gain as it is a projectile with a fixed level of each.
- Increased attack level from 2 to 3.
- Lust Shaker (214S)
Guard:
AllStartup:
17Recovery:
-16, -18, -20Advantage:
-5, -7, -9 NERF- Reduced proration from 100% to 90%.
Nagoriyuki
- Blood Gauge NERF
- Nagoriyuki now receives additional damage based on his Blood Gauge:
- Blood Level 1: +0% damage, default health.
- Blood Level 2: +11.11%Internally calculated as a division of 0.9, resulting in an unusual amount damage
- Blood Level 3: +25% damage
- Blood Rage: +25% damage
- Nagoriyuki now receives additional damage based on his Blood Gauge:
- 2S
Guard:
LowStartup:
12Recovery:
21Advantage:
-11 NERF- Increased recovery from 15f to 21f.
- On-block changed from -5 to -11.
- On-hit changed from -2 to -8.
- Increased recovery from 15f to 21f.
- f.SS
Guard:
AllStartup:
13Recovery:
19Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- f.SSS
Guard:
AllStartup:
14Recovery:
35Advantage:
-22 ADJUSTED- Reduced recovery from 38f to 35f.
- On-block changed from -25 to -22.
- On-hit changed from +31 to +34.
- Reduced proration from 100% to 90%.
- Reduced recovery from 38f to 35f.
- 5H
Guard:
AllStartup:
20Recovery:
27Advantage:
-14 NERF- Reduced lower hitbox.
- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
19Recovery:
29Advantage:
-17 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
17Recovery:
30Advantage:
-17 NERF- Reduced proration from 100% to 90%.
- Shizuriyuki (623H)
Guard:
AllStartup:
11Recovery:
21Advantage:
-7 NERF- 623H reduced proration from 100% to 90%.
- 623HH reduced proration from 100% to 90%.
- Fukyo (Backward) (214K)
Guard:
N/AStartup:
-Recovery:
Total 16Advantage:
N/A NERF- Decreases Tension Balance during the initial movementFrames 1~16, for a total of -1584 Tension Balance.
- Increases Negative value during the initial movementFrames 1~16, for a total 640~1328Amount depends on distance:
* Close range: 640
* Mid range: 832
* Far range: 1328 Negative value.- Canceling Fukyo into Fukyo (Forward) or another special on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.
Potemkin
- 6K
Guard:
AllStartup:
22Recovery:
18Advantage:
-6 NERF- Reduced proration from 100% to 90%.
- f.S
Guard:
AllStartup:
12Recovery:
18Advantage:
-8 BUFF - 5H
Guard:
AllStartup:
16Recovery:
25Advantage:
-11 ADJUSTED - 2H
Guard:
AllStartup:
13Recovery:
35Advantage:
-21 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
23Recovery:
29Advantage:
-15 NERF- Reduced proration from 100% to 90%.
- 2D
Guard:
LowStartup:
13Recovery:
18Advantage:
-8 BUFF- Reduced recovery from 21f to 18f.
- On-block changed from -11 to -8.
- Reduced recovery from 21f to 18f.
- Heat Knuckle (623H)
Guard:
Air Guard CrushStartup:
12Recovery:
18Advantage:
+10~+3 BUFF- Now draws the opponent in horizontallyHorizontal air block pushback changed from 0 to -5 on block. Previously the opponent would fall straight down.
- Mega Fist (Backward) (214P)
Guard:
HighStartup:
25Recovery:
6Advantage:
+4 NERF- Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
- Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
* Close range: 1240
* Mid range: 1612
* Far range: 2573 Negative value.- Neither penalty applies to the kara version of Mega Fist (Backward).
- Hammer Fall ([4]6H)
Guard:
AllStartup:
18~62Recovery:
26Advantage:
-9 BUFF - F.D.B (63214S)
Guard:
AllStartup:
20~37Recovery:
20Advantage:
-6 ADJUSTED- Reduced attack startup of flick upon releasing the input, minimum startup reduced from 21f to 20f.
- Increased total duration the flick can be delayed by 1 frame, maximum startup is unchanged from 38f.
- Reduced proration from 100% to 90%.
Ramlethal Valentine
- 5H
Guard:
AllStartup:
12Recovery:
28Advantage:
-12 [-13] NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
14Recovery:
25Advantage:
-15 [-17] ADJUSTED - 6P
Guard:
AllStartup:
9Recovery:
18Advantage:
-9 NERF- Raised hurtbox during frames 2~3 by 7%Hurtbox height changed from 187 to 200, to match the initial frame 1 height.
- 6H
Guard:
AllStartup:
18Recovery:
33Advantage:
-16 [-18] NERF- Reduced proration from 100% to 90%.
- j.D
Guard:
HighStartup:
10Recovery:
Advantage:
+2 (IAD) BUFF - Erarlumo (All Versions) (214P
Guard:
AllStartup:
16Recovery:
12Advantage:
-5, 214P~214PGuard:
AllStartup:
9Recovery:
25Advantage:
-12 [-10], 214P~214P~214PGuard:
AllStartup:
11Recovery:
38Advantage:
-25) NERF- Data in [ ] refer to when attack is delayed.
- First Hit: decreased damage from 30 to 20.
- Second Hit: decreased damage from 35 [50] to 25 [40].
- Third Hit:
- Decreased damage from 40 [70] to 30 [60].
- No longer results in a hard knockdown, instead launching into a soft knockdown.
- On-hit changed from +49 [+66] to +24 [+41].
- Reduced proration of all hits from 100% to 90%.
- Agresa Ordono (j.214S)
Guard:
AllStartup:
12Recovery:
24Advantage:
-6 (IAS) NERF- Reduced proration from 100% to 90%.
Sin Kiske
- 5H
Guard:
AllStartup:
16Recovery:
18Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
Low, AllStartup:
14Recovery:
27Advantage:
-16 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
15Recovery:
17Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- Hoof Stomp Follow-up (214S~S)
Guard:
AllStartup:
13Recovery:
22Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- Elk Hunt Follow-up (236K~K)
Guard:
All (Guard Crush)Startup:
13Recovery:
20Advantage:
+8 NERF- Reduced proration from 100% to 90%.
Sol Badguy
- 5H
Guard:
AllStartup:
11Recovery:
20Advantage:
-5 ADJUSTED - 2H
Guard:
AllStartup:
11Recovery:
31Advantage:
-17 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
9Recovery:
43Advantage:
-27 NERF- Reduced proration from 100% to 90%.
- 6S
Guard:
AllStartup:
15Recovery:
20Advantage:
-9 NERF- Decreased attack level from 4 to 3.
- On-block changed from -7 to -9.
- On-hit changed from -4 to -6.
- No longer launches the opponent on grounded Counter Hit, instead leaving them grounded.
- Decreased attack level from 4 to 3.
- Gun Flame (236P)
Guard:
AllStartup:
18Recovery:
Total 54Advantage:
-10 REWORKED- Decreased attack startup of projectile from 20f to 18f.
- On-block decreased from -10 to -8.
- Total duration of the attack unchanged.
- Duration of flame stages reduced from 10f to 8f.
- Decreased active frames from 10→10→10→10 to 8→8→8→8.
- Functionally, the flame moves faster as a result.
- Each flame after the first now moves 19%Distance changed from 130 to 155 further.
- Maximum range extended by approximately 14%The initial flame is not moved, resulting in slightly less total distance.
- In combination with the flame stages going faster, the projectile moves approximately 48%Stages occur at 125% rate, and travel 119% distance faster.
- Decreased attack startup of projectile from 20f to 18f.
Testament
- 5H
Guard:
AllStartup:
13Recovery:
25Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
23Recovery:
12Advantage:
-2 REWORKED- Pushback reversedPushback rate changed from 80% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense minimum pushback rate changed from 75% to -80% to match.
- Decreased vertical launch speed by 10%Speed changed from 50 to 45. Reversed and decreased horizontal launch speed by 33%Speed changed from 15 to -10.
- Increased gravity on hit by 100%Gravity changed from 0.5 to 1.0, and now increases during the launchGravity increases by 0.05 each frame 9~58.
- Reduced proration from 100% to 90%.
- 6P
Guard:
AllStartup:
11Recovery:
15Advantage:
-7 NERF- Raised hurtbox during frames 1~3 by 7%Hurtbox height changed from 187 to 200, to match the height of other characters.
- 6H
Guard:
AllStartup:
23Recovery:
32Advantage:
-19 NERF- Reduced proration from 100% to 90%.
- Grave Reaper (All Versions) (236S
Guard:
AllStartup:
16~22Recovery:
27Advantage:
-4, 236HGuard:
AllStartup:
13~19Recovery:
21Advantage:
+2, j.236SGuard:
AllStartup:
16~22Recovery:
27Advantage:
-4 & j.236HGuard:
AllStartup:
13~19Recovery:
21Advantage:
+2) BUFF- Can now be input even if other Grave Reaper projectiles are still active. Releasing a new Grave Reaper projectile immediately destroys any other currently active Grave Reaper projectiles.
- Grounded Grave Reaper (H Version) (236H)
Guard:
AllStartup:
13~19Recovery:
21Advantage:
+2- Decreased pushback by 53%Pushback rate changed from 150% to 70%.
- Nostrovia (236236P)
Guard:
AllStartup:
11+19Recovery:
Total 53Advantage:
+63- Increased active frames of the first and second hits from 2f to 6f.
- Total active frames changed from
2, (24), 2, (28), 4
to6, (20), 6, (24), 4
.
- Total active frames changed from
- Increased active frames of the first and second hits from 2f to 6f.
Zato-1
- 6K
Guard:
HighStartup:
28Recovery:
7Advantage:
+2 BUFF- Reduced recovery from 11f to 7f.
- On-block changed from -2 to +2.
- On-hit changed from +2 to +6.
- Decreased pushback by 40%Pushback rate changed from 100% to 60%.
- Reduced recovery from 11f to 7f.
- 5H
Guard:
AllStartup:
13Recovery:
19Advantage:
-9 NERF- Reduced proration from 100% to 90%.
- 2H
Guard:
AllStartup:
13Recovery:
26Advantage:
-13 NERF- Reduced proration from 100% to 90%.
- 6H
Guard:
AllStartup:
30Recovery:
11Advantage:
-4 NERF- Reduced proration from 100% to 90%.
- j.D
Guard:
HighStartup:
11Recovery:
22Advantage:
-7 (Airborne) BUFF- Sped up the timing when Zato halts his momentum from frame 8 to 6.
- Break the Law (214K)
Guard:
Startup:
28 Total (Max 95)Recovery:
Advantage:
BUFF- Only Eddie will move now when 1
or 3
is input.
- Eddie will no longer move when 7
or 9
is input.
- Increased Zato-1's forward movement speed by 30%Speed changedfrom 12.25 to 15.925.
- Zato-1 now turns to face the opponent on frame 13 of startup if he was not, instead of after resurfacing.
- Decreases Tension Balance while moving backwards, for a maximum of -295 Tension Balance.
- Increases Negative value while moving backwards, for a maximum 590~1180Amount depends on distance:
* Close range: 590
* Mid range: 885
* Far range: 1180 Negative value.
- Only Eddie will move now when 1
- Drunkard Shade (214S)
Guard:
AllStartup:
9Recovery:
12Advantage:
-8 NERF- Reduced proration from 100% to 90%.
- Grounded Sun Void (632146S)
Guard:
AllStartup:
11+14Recovery:
Advantage:
+3 BUFF