New Content

Returning from Xrd, Johnny is a stylish swordsman who excels around the midrange with his signature iaido style attacks.
His signature move is Mist Finer, preparing an attack in a stance where he may walk or step dash and release it at any time. He can also use this stance to quickly cancel other attacks to maitain offense.
New to -Strive-, Johnny can throw playing cards onto the field with Deal. Upon cutting them with Mist Finer, a second slash will appear to attack the opponent from a variety of angles.
236D (Hold OK)
Performs a lunging attack performed at the cost of 50% of the Burst Gauge. It may be canceled into similar to special moves, and when the attack connects it drains the opponent's Burst Gauge slightly.
There are three types of Wild Assault, depending on the character using it.
- Orange Wild Assault
- Blue Wild Assault
- White Wild Assault
- Invulnerability shortly into startup but slow movement. Useful to move through powerful attacks in neutral.
- Cannot be canceled, but has advantageous Guard Crush on block.
- Used by
Potemkin,
Nagoriyuki,
Goldlewis, and
Bedman?
Holding the button will power up the attack in exchange for extending the attack startup.
214D (Air OK)
A special method of blocking performed at the cost of 50% of the Burst Gauge. Similar to Psych Burst, it may be activated during blockstun or even Guard Crush to defend during a blockstring.
When activated, you enter a blocking stance for a short time, and will automatically block any attack including overheads, lows, and cross-ups.
After blocking any attack with Deflect Shield, an explosive shockwave will appear to push the opponent very back. This is similar to when blocking a strike with Faultless Defense, but works even against projectiles.
However, Deflect Shield is vulnerable to throws, and after a brief period will enter Counter Hit recovery, severely punishing you if the opponent can predict it.
1.29 Non-Gameplay Changes
Main Menu
- The main menu has received significant visual changes. Certain menu items and their respective names, as well as the menu location of certain modes, have also been changed as a result. System settings, battle settings, etc. can be selected and changed through Game Settings, which can be accessed via the Options menu, Menu button, or the Enter key (for keyboard input).
- Added Quick Access feature. This feature allows specific items from the main menu to be assigned and opened with a single button press, avoiding unnecessary inputs and resulting in easier menu navigation.
Online Matches
- Changed some visual features of the lobby selection screen.
- Added a visual indicatior of current online player count for each floor when selecting floors in the Ranked Tower.
- Added Africa as a selectable network region.
- Changed the structure of the lobby screen.
- Items can now be selected from the shortcut menu when the button is being held down by selecting the option through the Contact menu displayed on the Member List.
- Added the ability to Follow, Block, or Report other players both directly or by selecting the option through the Contact menu displayed on the Member List.
Online Lobbies
- Avatars in online lobbies will now be moved from the Duel Station they were using to the Bartender's area when suspending matchmaking in Standby in Training Mode.
- Fixed an issue where vacant Duel Stations could not be accessed due to the information of the most recent player remaining on the server.
Character Select
- Changed the display format.
- Revised character selection to achieve a better overall equilibrium for Battle Type and Ease of Use classifications. Battle Type and Ease of Use descriptions for some characters have been changed as a result. These revisions are not intended to represent any changes associated with the most recent balance update.
- The operation of changing settings for BGM, Stage, and Battle Settings have been revised from a method where changes are made collectively and then confirmed to a method where changes are selected and then confirmed individually.
- The selected BGM or Stage using the AUTO function is now displayed after the character is determined.
R-Code
- When checking your R-Code, the Options/Menu button now opens the Edit Profile screen. Please note that you can no longer edit your profile from the standard R-Code menu.
Universal Mechanic Changes & Character Balancing
1.29 Universal Changes
- Burst Gauge BUFF
- Burst Gauge refill over time increased by 100%~33%.
- At over 50% life, rate is increased from 0.4% to 0.8% per second60 every 60 frames to 30 every 15 frames.
- At over 25% life, rate is increased from 0.8% to 1.3% per second120 every 60 frames to 50 every 15 frames.
- At 25% or less life, rate is increased from 1.2% to 1.6% per second180 every 60 frames to 60 every 15 frames.
- Positive Bonus now refills Burst Gauge at 4.8% per second12 Burst Gauge per frame, for a total 48% Burst Gauge.
- Negative Penalty now immediately fully empties the Burst Gauge.
- Wall Stick and Instant Wall Break now refills 25% of the opponent's Burst Gauge.
- This amount is not affected by Combo Decay scaling.
- This can only occur once per combo.
- Burst Gauge refill over time increased by 100%~33%.
- Blue Psych Burst REWORKED
- Attack level increased from 1 to 3.
- Hitstop increased from 6F to 15F.
- Hitstop continues to only affect the opponent.
- On-block changed from -30 to -16.
- On-hit changed from KD +11 to KD +19.
- Grounded pushback reduced by 57%Pushback rate changed from 70% to 30%.
- Active time increased from 6 to 11.
- Pre-landing recovery reduced from 33 to 28.
- No change to total move duration.
- Expanded hitbox.
- No longer refills 33%5000 Burst Gauge units Burst Gauge on hit.
- Blue Psych Burst will now always complete startup even when input on the 1 frame landing period from a knockdown.Bug fix
- Gold Psych Burst REWORKED
- Increased amount of Burst Gauge consumed on activation from 67% to 100%Burst Gauge consumed changed from 10,000 to 15,000.
- Attack level increased from 2 to 4.
- Hitstop increased from 12F to 16F.
- Hitstop continues to only affect the opponent.
- On-block changed from -10 to -2.
- On-hit changed from KD +29 to KD +31.
- No longer fully fills Tension Gauge on hit and instead grants Positive Bonus.
- Roman Cancel (All versions) BUG FIX
- No longer applies Tension penalty if interrupted during startup before super flash.
- Yellow Roman Cancel BUFF
- Now hits opponents who have strike or throw invulnerability.
- It may still be evaded by activating a Roman Cancel on the exact same frame as Yellow Roman Cancel.
- Now hits opponents who have strike or throw invulnerability.
- Faultless Defense BUG FIX
- Faultless Defense no longer pushes in the opposite direction when blocked on cross-up.
- Finish Blow BUFF
- Now grants Positive Bonus on hit.
- Weight REWORKED
- Proration NERF
- Several special moves have proration increased from 90% to 80%. Specifics listed in the character changes. This broadly affects:
- Moves with follow-up attacks, including the follow-ups.
- Moves with far-reaching forward movement.
- Several special moves have proration increased from 90% to 80%. Specifics listed in the character changes. This broadly affects:
- Counter Hit NERF
- Reduced Counter Hit type to Very Small for special moves with follow-up attacks, including the follow-ups.
- Very Small has no slowdown or altered hitstop, similar to projectiles.
- Changed camera visuals on Large Counter Hits for the duration of the combo.
- Slightly rotates towards the opponent.
- If the opponent is launched extremely high up, the camera will attempt to keep both characters in frame.
- Reduced Counter Hit type to Very Small for special moves with follow-up attacks, including the follow-ups.
- Damage NERF
- Reduced damage across various attacks, this broadly includes:
- Invulnerable reversal Overdrives.
- High-damage combo ending Overdrives.
- Command grabs.
- Reduced damage across various attacks, this broadly includes:
- Hurtboxes REWORKED
- Adjusted hurtboxes of some moves for consistency.Currently unknown
1.29 Character Changes
MidareGuardAllStartup7Recovery30Advantage+11 NEW MOVE
214P after successful Suigetsu No Hakobi
After deflecting an attack with Suigetsu No Hakobi or any other activation from Anji's specials, he may cancel into an extremely fast attack. This is able to punish fast-recovering moves and projectiles.
In addition, it has full invulnerability on startup and advantageous Guard Crush on block, allowing Anji to secure an advantage even if the opponent is safe from a punish.
- 6H
GuardAllStartup16Recovery21Advantage-8 NERF
- Wall damage increased from 300 to 500.
- Fuujin
GuardAllStartup16 [32]Recovery21Advantage-8 [-6] 236H NERF
- Counter Hit type reduced from Mid to Very Small.
- Proration increased from 90% to 80%.
- Shin: Ichishiki
GuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 P during Fuujin BUFF
- Inputting with
or
now changes Anji's jump trajectory.
- Inputting
will cause Anji to jump backwards.
- Inputting
will cause Anji to jump further forward.
- Direction does not need to be held after startup begins.
- Inputting
- Inputting with
- Issokutobi
Guard-Startup-Recovery22+6 after LandingAdvantage- K during Fuujin BUFF
- Recovery reduced from 28 to 26.
- Rin
GuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 H during Fuujin NERF
- Counter Hit type reduced from Mid to Very Small.
- Nagiha
GuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 S during Fuujin NERF
- Counter Hit type reduced from Mid to Very Small.
- Proration increased from 90% to 80%.
- Kou
GuardAllStartup12 [28]Recovery14Advantage- 236S NERF
- Proration increased from 90% to 80%.
- Issei Ougi: Sai
GuardAllStartup11+6Recovery-Advantage-30 632146H NERF
- Damage reduced from 15×6, 75 to 13×6, 67.
- Total damage changed from 165 to 145.
- Damage reduced from 15×6, 75 to 13×6, 67.
- Kachoufuugetsu Kai
Guard-Startup-RecoveryTotal 40Advantage- 632146S NERF
- Damage reduced on far parry from 60, 80 to 49, 66.
- Total damage changed from 140 to 115.
- Damage reduced on near parry from 80, 15×4, 60 to 66, 13×4, 49.
- Total damage changed from 200 to 167.
- Damage reduced on far parry from 60, 80 to 49, 66.
- 2P
GuardLowStartup10Recovery14Advantage-6 BUFF
- Recovery reduced from 21 to 14.
- On-block changed from -13 to -6.
- Recovery reduced from 21 to 14.
- 6H
GuardHighStartup27Recovery13Advantage-3 NERF
- Wall damage increased from 300 to 500.
- Ground Throw
GuardGround ThrowStartup2Recovery38Advantage- BUFF
- Horizontal launch speed decreased by 30%Speed changed from 10 to 7.
- Rainwater
GuardAllStartup24Recovery21Advantage+3 214S NERF
- Same Attack Penalty threshold reduced from 3 to 2.
- Sickle Flash
GuardAllStartup24Recovery29Advantage-19~-9 [4]6S BUFF
- Grounded pushback increased by 54%Pushback rate changed from 130% to 200%.
- Horizontal launch speed increased by 200%Speed changed from 5 to 15.
- Now applies rolling tumble on knockdown for 10F.
- On-hit changed from KD +16~+26 to KD +26~+36.
- Winter Cherry
GuardAllStartup18 [22]Recovery24Advantage-3 [+10] S during Sickle Flash BUFF
- Active time increased from 10 [20] to 15 [25].
- No change to total recovery duration.
- Active time increased from 10 [20] to 15 [25].
- Axl Bomber
GuardAllStartup9RecoveryUntil L+7Advantage-22 j.236H BUFF
- Now affected by momentum.
- Sickle Storm
GuardAllStartup11+1Recovery26Advantage-2 236236H NERF
- Damage reduced from 50×2, 20×3 to 45×2, 18×3
- Total damage changed from 160 to 144.
- Damage reduced from 50×2, 20×3 to 45×2, 18×3
- Backdash BUFF
Aquila Metron BUFF
- Now applies hard knockdown on hit.
- On-hit changed from KD +15 to HKD +41.
- Now applies hard knockdown on hit.
Delayed Tardus Metron BUG FIX
- Fixed an issue where the projectile would not disappear after hitting 3 times.
- System Mechanics
- Weight increased from Light to Mid. BUFF
- 6K
GuardAllStartup12Recovery10Advantage-5 BUFF
- Now causes stagger on Counter Hit.
- On gold stagger recovery, opponent is in hitstun for 17F and throwable for 25F.
- Now causes stagger on Counter Hit.
- c.S
GuardAllStartup7Recovery10Advantage+1 NERF
- Same Attack Penalty threshold reduced from 4 to 3.
- Same Attack Penalty gravity change increased from 0.5 to 1.5.
- Kabari S
GuardAllStartup29Recovery16Advantage+2 41236S BUFF
- Tether will no longer remain if Baiken is hit by a Psych Burst shortly after contact before the Tether was active.Bug fix
- Startup reduced from 31 to 29.
- Active time reduced from 11 to 10.
- Reduced time from start of animation, giving functionally reduced startup when hitting outside of this range.
- No change to on-block frame data due to forced recovery animation.
- Kabari H
GuardAllStartup18Recovery19Advantage-3 41236H NERF
- Proration increased from 90% to 80%.
- Counter Hit type reduced from Mid to Very Small.
- Kabari H Follow-up
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 41236H~H NERF
- Proration increased from 90% to 80%.
- Counter Hit type reduced from Mid to Very Small.
- Counter Hit no longer alters the launch or improves the ground bounce.
- Youzansen
GuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) j.236S REWORKED
- Adjusted hit during the first 4 active frames (9~12F).
- Now launches, instead of causing floating crumple.
- Horizontal launch speed increased by 100%Speed changed from 10 to 20.
- On-hit changed from +6 to KD +30 (+8 to KD +32 if performed without a High Jump).
- Adjusted hit during the first 4 active frames (9~12F).
- Hiiragi
Guard-Startup1Recovery32Advantage- 236P NERF
- Damage reduced from 130 to 100.
- Tsurane Sanzu Watashi
GuardAllStartup8+1Recovery48Advantage-32 236236S NERF
- Damage reduced from 45×2, 100 [45×2, 60] to 35×2, 89 [35×2, 55].
- Total damage changed from 190 [150] to 159 [125].
- Damage reduced from 45×2, 100 [45×2, 60] to 35×2, 89 [35×2, 55].
- Kenjyu
GuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 214214P All versions REWORKED
- Initial projectile now hits seperately to the explosion.
- Upon hitting the opponent, the projectile will travel for 4 more frames, and explode on frame 5 (usually behind the opponent).
- Projectile will automatically explode upon hitting the ground.
- No change to explosion nor launch height of the attack.
- If the projectile whiffs, it will no longer automatically explode.
- Damage reduced from 110 to 30, 70.
- Initial projectile now hits seperately to the explosion.
- System Mechanics
- Weight reduced from Heavy to Mid. NERF
- Earliest air dash timing after activating 8-Way Dash reduced from 15F to 13F. BUFF
- Fixed an issue where it would not be possible to perform 8-Way Dash. BUG FIX
- error 6E BUFF
- Now persists during Homing Jump, resetting the timer to 200F.
- Now persists after Wall Break, resetting the timer to 100F.
- 2P
GuardAllStartup5Recovery10Advantage-2 BUFF
- Attack level increased from 0 to 1.
- Recovery increased from 8 to 10.
- No change to on-block frame data.
- 6P
GuardAllStartup5Recovery10Advantage-2 BUFF
- 2K
GuardLowStartup6Recovery10Advantage-2 BUFF
- Startup reduced from 7 to 6.
- f.S
GuardAllStartup11Recovery17Advantage-9 BUFF
- Now applies rolling tumble on knockdown for 10F.
- 5H
GuardAllStartup13Recovery22Advantage-7 BUFF
- 2H
GuardLowStartup16Recovery30Advantage-15 BUFF
- Extended time you can Red Roman Cancel on all except the final hit.Bug fix
- Attack level increased for final hit from 2 to 3.
- On-block changed from -18 to -15.
- 6H
GuardHighStartup25Recovery30Advantage-16 NERF
- Wall damage increased from 300 to 500.
- call 4BA
GuardAllStartup16Recovery-Advantage- j.236P Aerial version BUFF
- Negative value timing reduced by up to 16FNegative value timing changed from 20~45F to 20~29F.
- call 4B3
GuardAllStartup14Recovery24Advantage-12 236S All versions BUFF
- Startup reduced from 15 to 14.
- Horizontal launch speed decreased by 17%Speed changed from 14.4 to 12.
- call 13C
Guard-Startup4RecoveryTotal 14Advantage- 632146S All versions BUG FIX
- No longer applies Tension penalty if interrupted by Wall Break before super flash.
- call 4CC
GuardAllStartup9+4Recovery70Advantage-39 632146H REWORKED
- System Mechanics
- Weight increased from Light to Mid. BUFF
- c.S
GuardAllStartup7Recovery13Advantage+1 BUFF
- 5H
GuardAllStartup11Recovery29Advantage-17 BUFF
- Pushback on hit decreased by 29%Pushback rate changed from 70% to 50%.
- 6H
GuardAllStartup13Recovery13Advantage-12 BUFF
- Horizontal launch speed decreased by 40%Speed changed from 15 to 12.
- Vertical launch speed increased by 29%Speed changed from 35 to 45.
- On-hit advantage changed from KD +27 to KD +34.
- Rolling Movement
GuardAllStartup20~38Recovery0Advantage+16 (Airborne) 214K All versions NERF
- Proration increased from 90% to 80%.
- Kick Start My Heart
GuardAllStartup10Recovery9Advantage-20~+4 236K REWORKED
- Expanded upper hitbox. (Current | Previous)
- Vertical Activation Range increased by 10%Vertical Activation Range maximum changed from 200 to 220.
- Attack can now hit hurtboxes from opponents slightly higher above the ground.
- Proration increased from 90% to 80%.
- Counter Hit type changed from Mid to Very Small.
- Brake
GuardAllStartup7Recovery19Advantage-6 P during Kick Start My Heart NERF
- Proration increased from 90% to 80%.
- Combo Decay increased from 5 to 10.
- R.I.S.C. Loss increased from 1000 to 2000.
- Wall Damage increased from 300 to 700.
- Added a vertical Activation Range.
- Can no longer hit extended hurtboxes of opponents significantly high upVertical Activation Range maximum of 150.
- Shoot
GuardAllStartup3Recovery24Advantage-33 K during Kick Start My Heart NERF
- Proration increased from 90% to 80%.
- Counter Hit type changed from Mid to Very Small.
- Now has additional upward movement on first active frame (3F).
- First active frame height increased by 250%Height on first active frame changed from 24 to 84.
- Roger Dive
GuardAllStartup25Recovery15Advantage-5 j.236K NERF
- Proration increased from 90% to 80%.
- Pushback reduced by 33%Pushback rate changed from 120% to 80%.
- Rock the Baby
GuardGround ThrowStartup27Recovery28AdvantageN/A 63214P All versions NERF
- Damage reduced from 100 to 90.
- Pushback reduced by 33%Pushback rate changed from 120% to 80%.
- Loop the Loop
GuardMidStartup9+2Recovery47Advantage-29 632146S NERF
- Damage reduced from [10, 1]×6, 10, 80 to [9, 1]×6, 9, 71.
- Total damage changed from 156 to 140.
- Damage reduced from [10, 1]×6, 10, 80 to [9, 1]×6, 9, 71.
- Return of the Killing Machine
GuardAllStartup9+1Recovery~Advantage+16 632146H All versions BUG FIX
- Attack will no longer hit more than 7 times unexpectedly.Unknown effect
- 6K
GuardHighStartup28Recovery7Advantage+2 REWORKED
- Can now be special canceled.
- Startup increased from 20 to 28.
- Attack level increased from 1 to 2.
- Now forces crouching on hit.
- This gives a guaranteed +1 hitstun.
- On-block changed from -2 to +2.
- On-hit changed from +1 to +6.
- No longer extends collision when attack connects.
- 5H
GuardAllStartup11Recovery16Advantage-4 BUFF
- Now moves Chipp forward a short distanceMoves at 37.5 speed and speed reduces by 75% per frame starting on the first active frame (11F).
- j.H
GuardHighStartup8Recovery17Advantage+4~5 (IAD) NERF
- j.D
GuardHighStartup8Recovery22Advantage0 (IAD) BUFF
- Added wall bounce effect.
- Alpha Blade Diagonal
GuardAllStartup28~41Recovery21Advantage-6 j.236K Aerial version BUFF
- Startup reduced from 32 to 28.
- Startup at higher positions or when bouncing off the wall also reduced by 4 frames.
- Startup reduced from 32 to 28.
- Resshou
GuardAllStartup13Recovery16Advantage-4 236S REWORKED
- Counter Hit type reduced from Mid to Very Small.
- Proration increased from 90% to 80%.
- Whiff cancel timing sped up from 15F to 8F.
- Attack can now be canceled before it is active.
- Rokusai
GuardLowStartup8Recovery21Advantage-6 236S during Resshou NERF
- Counter Hit type reduced from Mid to Very Small.
- Proration increased from 90% to 80%.
- Horizontal launch speed reduced by 80%Speed changed from 15 to 3.
- Senshuu
GuardHighStartup20Recovery20Advantage-9 236K during Resshou or Rokusai NERF
- Counter Hit type reduced from Mid to Very Small.
- Genrou Zan
GuardGround ThrowStartup27Recovery15AdvantageN/A 63214S NERF
- Damage reduced from 87 to 77.
- Banki Messai
GuardAllStartup6+1~11Recovery28Advantage-20 236236P NERF
- Damage reduced from 15×5, 9×3, 30 to 14×5, 7×3, 28.
- Total damage reduced from 132 to 119.
- Damage reduced from 15×5, 9×3, 30 to 14×5, 7×3, 28.
What Could This Be? (Eat)Guard-Startup15RecoveryTotal 31Advantage- and What Could This Be? (Spit)
Guard-Startup26RecoveryTotal 40Advantage- NEW MOVE
236[P] (Eat) and 22P after eating an item (Spit)
When performing What Could This Be? (Toss)Guard-Startup26RecoveryTotal 40Advantage- and holding the input, Faust will eat the item instead of throwing it. This has a shorter recovery, and allows Faust to store an item inside of him for later, at the cost of not throwing an item immediately.
When performing What Could This Be? (Spit)Guard-Startup26RecoveryTotal 40Advantage- Faust will spit out the last item stored, instead of throwing a random item. This has a similar speed and functionaliy to throwing an item, but allows Faust to be selective for which item he uses.
- System Mechanics
- Face-up launch hurtboxes reduced. BUFF
- 2S
GuardAllStartup11Recovery26Advantage-19 BUFF
- 6H
GuardHighStartup25Recovery44Advantage-34 NERF
- Wall damage increased from 300 to 500.
- Banana
GuardNone, AllStartup51 to LandRecovery-Advantage- and Banana Peel
GuardNone, AllStartup51 to LandRecovery-Advantage- BUFF
- No longer bounces off the wall.
- Horizontal speed when thrown or spat increased by 80%Speed changed from 5 to 9.
- If a Banana Peel is blocked by using Deflect Shield, the game will crash.Bug
- Mix Mix Mix
GuardAllStartup17Recovery14 after LandingAdvantage-7 236S All versions BUFF
- Horizontal launch of first three hits is now affected by the combo momentum by 33% lessHorizontal speed of opponent maintained on launch changed from 15% to 10%..
- Horizontal launch of first three hits is now affected by Combo Decay 50% lessCombo Decay influence on horizontal launch changed from 100% to 50%.
- Thrust
GuardAllStartup26Recovery19Advantage-12 41236K BUFF
- Holding the input will now delay the attack. If held for the maximum duration, the attack will be strengthened.
- Fully charged attack has a startup of 38.
- Damage increased from 40 to 60.
- Causes the Guard Crush effect on block, 44F duration.
- On-block changed from -12 to +14.
- Chip damage ratio on block increased from 25% to 50%.
- Holding the input will now delay the attack. If held for the maximum duration, the attack will be strengthened.
- Bone-crushing Excitement
GuardAllStartup16+5Recovery48Advantage-32 632146H NERF
- Damage reduced from 50, 105 to 42, 88.
- Total damage changed from 155 to 130.
- Damage reduced from 50, 105 to 42, 88.
ChaveGuard-Startup-Recovery30Advantage- NEW MOVE
214H
A short command dash infusing Giovanna with magic. Though unassuming with its short movement and longer recovery, it can be cancelled into Giovanna's other specials, enhancing all of them with 20% greater damage and new properties.
- Sepultra
- Hugely increased grounded pushback.
- Trovão
- Applies Stagger on hit.
- Applies Guard Crush on block.
- Largely increased wall bounce height.
- Sol Nascente
- Hugely increased launch time even when hit raw.
- Sol Poente
- Hugely increased launch on first hit.
- Hugely increased ground bounce with less horizontal distance on second hit.
- System Mechanics
- Weight increased from Light to Mid. BUFF
- Sepultura
GuardAllStartup13Recovery20Advantage-4 214K REWORKED
- Proration increased 90% from 80%.
- Raw hit launch adjusted.
- Changed launch animation to match non-raw hits.
- Horizontal launch speed increased by 29%Speed changed from 25 to 35 and now decreases over timeHorizontal speed reduces by 20% per frame 6~20F.
- Overall launch distance decreased.
- Vertical launch speed increased by 200%Speed changed from 15 to 45 and now decreases over timeVertical speed reduction by 50% per frame 6~20F.
- Gravity on launch decreased by 83%Gravity changed from 3 to 0.5 and now increases over timeGravity increases by 0.25 per frame 11~33F.
- Overall launch height increased, and total launch time increased by 14F.
- No longer applies hard knockdown.
- On-hit changed from HKD +45 to KD +33.
- Trovão
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] 236K NERF
- Proration increased from 90% to 80%.
- Sol Nascente
GuardAllStartup7Recovery21Advantage-15 623S NERF
- Raw hit no longer increases initial vertical launch speed by 33%Speed changed from 60 to 80.
- Raw hit no longer reduces initial gravity on launch, and now increases it by 100%Initial gravity effect changed from -0.5 to +0.5
Total initial gravity changed from 0 to 1.- On-hit changed from KD +33 to KD +25.
- No longer affects gravity change over time on Counter Hit.
- Ventania
GuardAllStartup5+4Recovery49Advantage-37 632146H NERF
- Damage reduced from 21×4, 84 to 17×4, 71.
- Total damage changed from 168 to 139.
- Damage reduced from 21×4, 84 to 17×4, 71.
- Tempestade
GuardAllStartup3+1Recovery-Advantage0~+6 j.236236H NERF
- Damage reduced from 42, 10×5, 21, 31 to 39, 10, 9, 10, 9, 9, 19, 28.
- Total damage changed from 144 to 133
- Damage reduced from 42, 10×5, 21, 31 to 39, 10, 9, 10, 9, 9, 19, 28.
- System Mechanics
- Weight reduced from Heavy to Mid. NERF
- 2K
GuardLowStartup8Recovery11Advantage-2 BUFF
- f.S
GuardAllStartup11Recovery23Advantage-12 NERF
- Startup increased from 10 to 11.
- Recovery increased from 18 to 23.
- On-block changed from -7 to -12.
- Horizontal launch speed reduced by 14%36 to 31.
- Vertical launch speed increased by 62%8 to 13.
- 2S
GuardAllStartup13Recovery18Advantage-9 BUFF
- Active time increased from 3 to 5.
- Recovery reduced from 20 to 18.
- No change to on-block frame data.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.41236H
Aerial 426 version REWORKED
- Startup reduced from 12 to 10.
- Active time reduced from 20 to 15.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.47896H
Aerial 486 version REWORKED
- Startup reduced from 12 to 10.
- Active time reduced from 20 to 15.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.63214H
Aerial 624 version REWORKED
- Startup reduced from 12 to 10.
- Active time reduced from 20 to 15.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.69874H
Aerial 684 version REWORKED
- Startup reduced from 12 to 10.
- Active time reduced from 20 to 15.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.89632H
Aerial 862 version REWORKED
- Startup reduced from 12 to 10.
- Active time reduced from 20 to 15.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.21478H
Aerial 248 version BUFF
- Startup reduced from 12 to 10.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.23698H
Aerial 268 version BUFF
- Startup reduced from 12 to 10.
- Behemoth Typhoon
GuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.87412H
Aerial 842 version BUFF
- Startup reduced from 12 to 10.
- Thunderbird
GuardAllStartup57Recovery42 TotalAdvantage- 214S All versions BUFF
- Horizontal launch of final explosion decreased by 35%Speed changed from 21.5 to 14.
- Vertical launch of final explosion increased by 28%Speed changed from 25 to 32.
- Down With The System
GuardAllStartup6+(135 Flash)+4Recovery46Advantage-33 632146P Level 1 NERF
- Damage reduced from 160 [185] to 130 [143]Base damage changed from 160 [160, 25] 130 [130, 13].
- Down With The System
GuardAllStartup11+(191 Flash)+4Recovery46Advantage-33 720P Level 2 NERF
- Damage reduced from 175 [210] to 145 [166]Base damage changed from 175 [160, 25×2] to 145 [140, 13×2].
- Down With The System
GuardAllStartup16+(230 Flash)+4Recovery46Advantage-33 1080P Level 3 NERF
- Damage reduced from 190 [235] to 160 [190]Base damage changed from 190 [160, 25×3] to 160 [151, 13×3].
- 6K
GuardLowStartup16Recovery16Advantage-7 BUFF
- No longer extends collision when attack connects.
- Ground Throw
GuardGround ThrowStartup2Recovery38Advantage- BUFF
- Horizontal launch speed reduced by 44%Speed changed from 25 to 14.
- At the Ready 236S
GuardAllStartup9Recovery13Advantage+3 236S BUFF
- Horizontal launch is now affected by Combo Decay 50% lessCombo Decay influence on horizontal launch changed from 100% to 50%.
- At The Ready H / Fire
GuardAllStartup1Recovery-Advantage+23 H then ]H[ during At the Ready NERF
- R.I.S.C. Loss increased from 1000 to 2000.
- Combo Decay increased from 5 to 10.
- Steady Aim / Fire
Guard-Startup-RecoveryTotal 18Advantage- 214S then ]H[ during Steady Aim NERF
- R.I.S.C. Loss increased from 1000 to 2000.
- Combo Decay increased from 5 to 10.
- Inputs for special move cancels are now simplified during Steady Aim.
- Reload: 2P (
)
- Focus: 4P (
)
- Curse: 6P (
)
- Roll: 4K (
)
- Scapegoat: 6K (
)
- Cancel Aim: 4S (
)
- Reload: 2P (
- Reload
Guard-Startup23RecoveryTotal 23~77Advantage- 22P BUFF
- No longer halts Concentration refill during first bullet animation when cancelled out of Steady Aim.
- This equates to 4.4% additional Concentration.
- No longer halts Concentration refill during first bullet animation when cancelled out of Steady Aim.
- Roll
Guard-Startup-Recovery35 totalAdvantage- 214K REWORKED
- Movement speed now reduces by 20% per frame after going past the opponent.
- Super Focus
Guard-Startup5RecoveryTotal 11Advantage- 214214P NERF
- Concentration cost effect duration reduced from 10 to 5 seconds.
- Deus Ex Machina
GuardAllStartup13+(193 Flash)+7Recovery-Advantage-25 632146S NERF
- Damage reduced from 20, 1×17, 100 to 18, 1×17, 92.
- Total damage changed from 137 to 127.
- Damage reduced from 20, 1×17, 100 to 18, 1×17, 92.
Mad Love AgitatoGuardAll (Guard Crush)Startup26Recovery15 (17 OH)Advantage+17 NEW MOVE
214S
Leaps forward from the ground into a slow but very large advancing attack. When blocked, it leaves I-No airborne and extremely advantaged with the opponent in Guard Crush. This can be used to close distance and set up mixups on the opponent.
Its startup uses similar sound and movement to her Hover Dash, giving I-No a more ambiguous approach.
- System Mechanics
- Weight increased from Light to Mid. BUFF
- 5H
GuardAllStartup15Recovery23Advantage-8 BUFF
- Horizontal speed on ground bounce reduced by 50%Ground bounce horizontal speed rate changed from 100% to 50%.
- Vertical speed on ground bounce increased by 10%Speed changed from 25 to 27.5.
- On-hit changed from KD +34 to KD +37.
- Chemical Love
GuardAllStartup11Recovery22Advantage-9 214K All versions NERF
- Attack level reduced from 4 to 2.
- On-block changed from -2 to -9. (Note: Attack level changes hitstop of projectile.)
- Attack level reduced from 4 to 2.
- Stroke the Big Tree
GuardLowStartup16Recovery15Advantage-7 236S & 236H All versions NERF
- Proration increased from 90% to 80%.
- Sultry Performance K
GuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2~-4 [+4~+1] j.236K NERF
- Proration increased from 90% to 80%.
- Landing recovery increased from 13 to 15.
- On-block changed from ±0~-2 [+2~-1] to -2~-4 [+4~+1].
- Sultry Performance S
GuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3~ -4 [+2~ 0] j.236S NERF
- Proration increased from 90% to 80%.
- Landing recovery increased from 13 to 15.
- On-block changed from -1~-2 [+4~+2] to -3~-4 [+2~±0].
- Sultry Performance H
GuardAllStartup8 [32]RecoveryUntil Landing + 6Advantage-7 [-2] j.236H REWORKED
- Proration increased from 90% to 80%.
- Horizontal launch speed of final hit reduced by 41%Speed changed from 17 to 10.
- Megalomania
GuardGround Throw (All)Startup11+0(41)Recovery-AdvantageN/A (-18) 632146H NERF
- Damage reduced from 13×18 [17×11] to 12×18 (15×11).
- Total damage changed from 234 [187] to 216 [165].
- Damage reduced from 13×18 [17×11] to 12×18 (15×11).
- Ultimate Fortissimo
GuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 632146S All versions NERF
- Damage of ground version reduced from 40, 20×2, 100 to 24,18×2, 89.
- Total damage changed from 180 to 149.
- Damage of air version reduced from 20×2, 100 to 18×2, 89.
- Total damage changed from 140 to 125.
- Damage of ground version reduced from 40, 20×2, 100 to 24,18×2, 89.
- System Mechanics
- Weight increased from Light to Mid. BUFF
- 5K
GuardAllStartup7Recovery10Advantage-4 NERF
- Initial vertical launch speed reduced by 20%Speed changed from 50 to 40.
- Gravity on launch increasedInitial grabity changed from 0 to 1, and sped up the timing of gravity increasing by 1FGravity increases by 0.25 per frame changed from 6~30F to 5~29F.
- Defend Command
Guard-Startup4RecoveryTotal 24Advantage+31 214S All versions REWORKED
- No longer applies Guard Crush on hit, instead launching the opponent airborne.
- Still applies Guard Crush if the servant's attack is blocked.
- Attack still cannot be a lethal blow on hit.
- Chip damage ratio on block increased from 12% to 25%.
- Proration increased from 80% to 60%.Undocumented
- Wall Damage increased from 300 to 500.Undocumented
- Combo Decay when hit raw increased from 5 to 25.Undocumented
- No longer applies Guard Crush on hit, instead launching the opponent airborne.
- Countdown
GuardAllStartup3+180+25RecoveryTotal 24Advantage- 214H All versions BUFF
- Added Guard Crush effect on block for 29F.
- Total blockstun increased by 13F.
- Chip damage ratio increased from 12% to 25%.
- Added Guard Crush effect on block for 29F.
- Forever Elysion Driver
GuardAllStartup10+1Recovery58Advantage-41 632146P REWORKED
- No longer hits as a throw, but instead as a strike with hitgrab properties.
- Hitbox modified. (Current | Previous)
- Attack Level 4; On-block -41; no change to frame data.
- Can be Red Roman Canceled on block.
- May connect on extended hurtboxes.
- May connect on airbone opponents.
- Opponents in Faultless Defense during super flash are no longer incapable of avoiding the hit.
- Strike does zero chip damage.
- Strike has zero hitstop.
- No longer connects on opponents fully behind Jack-O'.
- When blocked, briefly places Jack-O' airborne even if Roman Canceled.
- Damage reduced from 179 to 149.
- No longer hits as a throw, but instead as a strike with hitgrab properties.
- Cheer Servant On S
Guard-Startup3RecoveryTotal 15AdvantageSee Notes 236236S REWORKED
- Effect duration increased from 5 to 6 seconds.
- Fixed issue where servants would not be affected by Psych Burst if it hit Jack-O' on the same frame as or any frame before hitting the servant.Undocumented bug fix
- Cheer Servant On H
Guard-Startup3RecoveryTotal 15AdvantageSee Notes 236236H REWORKED
- Effect duration decreased from 5 to 3 seconds.
- Now immeditely refills the Servant Gauge to full during super flash.
- System Mechanics
- Face-up launch hurtboxes adjusted. REWORKED
- Various adjustments that expand and reduce hurtboxes at different times.
- Face-up launch hurtboxes adjusted. REWORKED
- f.S
GuardAllStartup10Recovery13Advantage-5 BUFF
- Startup reduced from 12 to 10.
- 2S
GuardLowStartup11Recovery20Advantage-8 NERF
- Startup increased from 10 to 11.
- 5H
GuardAllStartup12Recovery21Advantage-8 BUFF
- Startup reduced from 14 to 12.
- j.D
GuardAllStartup13Recovery15Advantage- CHANGED
- Projectile no longer affected by slowdown.
- Stun Edge
GuardAllStartup13RecoveryTotal 46Advantage-14 236S BUFF
- Horizontal launch speed decreased by 19%Speed changed from 35 to 25.
- Vertical launch speed increased by 100%Speed changed from 10 to 20.
- Charged Stun Edge
GuardAllStartup39RecoveryTotal 62Advantage+22 [+25] 236H BUFF
- Horizontal launch speed decreased by 71%Speed changed from 35 to 10.
- Vertical launch speed increased by 75%Speed changed from 10 to 17.5.
- Aerial Stun Edge S
GuardAllStartup21RecoveryUntil Landing+10Advantage- j.236S All versions BUFF
- Horizontal launch speed decreased by 33%Speed changed from 30 to 20.
- Vertical launch speed reversed to launch upwards and decreased by 60%Speed changed from -30 to 20.
- Aerial Stun Edge H
GuardAllStartup21RecoveryUntil Landing+10Advantage- j.236H All versions BUFF
- Horizontal launch speed decreased by 60%Speed changed from 50 to 20.
- Vertical launch speed reversed to launch upwards and decreased by 60%Speed changed from -30 to 20.
- Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] 236K Standard NERF
- Startup increased from 5 to 7.
- Proration increased from 90% to 80%.
- Recovery increased from 26 to 30.
- On-block changed from -15 [-10] to -19 [-14].
- Vertical launch speed of second hit increased by 25%Speed changed from 40 to 50 and duration of speed decreasing extended by 4FVertical speed reduction by 40% per frame changed from 6~16F to 6~20F.
- Gravity on launch of second hit lowered by 12%Gravity changed from 2.5 to 2.2, sped up timing of gravity change by 2F, and potency of gravity change reduced by 13%Gravity increases per frame changed from 0.15 to 0.13.
Gravity increases per frame changes from 11~45 to 9~43.- No change to on-hit advantage.
- Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-14 236K Dragon Install NERF
- Startup increased from 5 to 7.
- Proration increased from 90% to 80%.
- Recovery increased from 26 to 30.
- On-block changed from -10 to -14.
- Foudre Arc
GuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] 214K All versions NERF
- Proration increased from 90% to 80%.
- Vapor Thrust H
GuardAllStartup13Recovery44Advantage-38 [-33] 623H All versions NERF
- No longer strike invulnerable immediately.
- Invulnerable time during standard version changed from 1~16F to 7~16F.
- Invulnerable time during Dragon Install changed from 1~18F to 7~18F.
- No longer strike invulnerable immediately.
- Dire Eclat
GuardAllStartup14Recovery25Advantage-8 [-6] 214S All versions NERF
- Proration increased from 90% to 80%.
- Ride The Lightning
GuardAllStartup8+1Recovery99Advantage-82 632146H All standard versions NERF
- Damage reduced from 21×4, 50 [22×4, 60] to 18×4, 42 [19×4, 52].
- Total damage changed from 134 [148] to 114 [128]
- Damage reduced from 21×4, 50 [22×4, 60] to 18×4, 42 [19×4, 52].
- Ride The Lightning
GuardAllStartup8+1Recovery99Advantage-79 632146H All Dragon Install versions NERF
- Damage reduced from 10×8, 30×3 to 9×8, 26, 25×2.
- Total damage changed from 170 to 148.
- Damage reduced from 10×8, 30×3 to 9×8, 26, 25×2.
- System Mechanics
- Weight reduced from Heavy to Mid. NERF
- 5H
GuardAllStartup15Recovery22Advantage-8 BUFF
- Attack level increased from 3 to 4.
- On-block changed from -10 to -8.
- On-hit changed from -7 to -5.
- Attack level increased from 3 to 4.
- j.D
GuardHighStartup22Recovery15Advantage- NERF
- Added an Activation Range, preventing the attack from hitting based on the opponent's distance from Leo.
- Can no longer hit extended hurtboxes from significantly far awayHorizontal Activation Range of 0 to 350.
Vertical Activation Range of -150 to 300. - Can no longer hit opponents behind LeoHorizontal Activation Range minimum of 0.
- Can no longer hit extended hurtboxes from significantly far awayHorizontal Activation Range of 0 to 350.
- Added an Activation Range, preventing the attack from hitting based on the opponent's distance from Leo.
- Eisensturm H
GuardAllStartup10Recovery42Advantage-52 [2]8H NERF
- No longer strike invulnerable immediately.
- Invulnerable time changed from 1~10F to 7~10F.
- No longer strike invulnerable immediately.
- Erstes Kaltes Gestöber
GuardAllStartup12Recovery20Advantage-6 236S REWORKED
- Proration increased from 90% to 80%.
- Horizontal launch speed reduced by 7%Speed changed from 35 to 32.5 and duration of speed change increased by 2FHorizontal speed reduction by 20% per frame changed from 5~14F to 5~16F.
- Zweites Kaltes Gestöber
GuardAllStartup25 [27]Recovery22 [16]Advantage-6 [+2] 236H NERF
- Proration increased from 90% to 80%.
- Pushback now affects move during its active frames.Bug fix
- Alongside system mechanic changes, Instant Block, Faultless Defense, and Deflect Shield now push Leo away on block even on cross-up.
- Move is still unaffected by all pushback force (including from Deflect Shield) on frames 15~24.
- Sometimes when performed with dash momentum after launching an opponent in the corner, the attack will hit from the front despite being able to cross-up.Bug
- Turbulenz
GuardAllStartup21Recovery21Advantage-8 214S BUFF
- Forward movement on startup increased by 83%Speed changed from 30 to 55.
- Kahn-Schild
GuardAllStartup3Recovery18Advantage- D during Brynhildr Stance NERF
- Damage reduced from 74 to 54.
- Glänzendes Dunkel
GuardGround ThrowStartup30Recovery42Advantage- 214K during Brynhildr Stance NERF
- Damage reduced from 115 to 105.
- Stahlwirbel 632146S during Brynhildr Stance NERF
- Damage reduced from 170 to 150.
- Leidenschaft des Dirigenten
GuardAllStartup10+1Recovery43Advantage-33 632146H NERF
- Damage reduced from 20×4, 50 to 17×4, 42.
- Total damage changed from 130 to 110.
- Damage reduced from 20×4, 50 to 17×4, 42.
SplitGuard-Startup-RecoveryTotal 20Advantage- NEW MOVE
K during Mr. Dolphin Horizontal
Duing either version of Mr. Dolphin Horizontal, May can immediately cancel into a very fast jump. The motion itself does not attack the opponent, but can quickly lead into follow-up air actions. This can be used to defeat reactive attacks to Mr. Dolphin, or to set up okizeme.
- System Mechanics
- Weight increased from Light to Mid. BUFF
- 6K
GuardHighStartup28Recovery6Advantage+2 REWORKED
- Can now be special canceled.
- Startup increased from 20 to 28.
- Active time increased from 5 to 6.
- Recovery reduced from 11 to 6.
- Now forces crouching on hit.
- This gives a guaranteed +1 hitstun.
- On-block changed from -2 to +2.
- On-hit changed from +1 to +6.
- No longer extends collision when attack connects.
- 6H
GuardAll [All (Guard Crush)]Startup16~39 [40]Recovery24Advantage-8 [+8] NERF
- Wall damage increased from 300 to 500.
- No longer launches on ground hit when attack is uncharged.
- j.2H
GuardHighStartup13Recovery6Advantage+2 (IAD) BUFF
- Grounded pushback lowered by 25%Pushback rate changed from 100% to 75%.
- Mr. Dolphin Horizontal
GuardAllStartup7Recovery20 (24 OH)Advantage-3 [4]6S & [4]6H All versions REWORKED
- Holding
or
no longer extends the active time. Instead, pressing
cancels the attack manually and immediately begins recovery. Pressing
will cancel into Split.
- Maximum distance and active time unchanged.
- The attack may cancel on any active frame (7~24). This may be used to prevent any attack occuring, ending the attack 9 frames sooner than previously possible.
- Recovery on whiff increased from 11 to 20.
- This includes the recovery time when canceled with
.
- This includes the recovery time when canceled with
- Holding
- Mr. Dolphin Horizontal S
GuardAllStartup7Recovery20 (24 OH)Advantage-3 [4]6S REWORKED
- Proration increased from 90% to 80%.
- May no longer bounces backwards when attack connects.
- Grounded pushback on hit now differs from on block.
- Grounded pushback on block reduced by 60%Pushback rate changed from 125% to 50%.
- Grounded pushback on hit increased by 100%Pushback rate changed from 125% to 250%.
- Final distance on block significantly reduced, while mostly unchanged on hit.
- Mr. Dolphin Horizontal H
GuardAllStartup25Recovery20 (18 OH)Advantage+7 [4]6H NERF
- Proration increased from 90% to 80%.
- R.I.S.C. Loss increased from 1000 to 2000.
- Combo Decay increased from 5 to 10.
- Mr. Dolphin Vertical
GuardAll→HighStartup6Recovery7 (21 OH)Advantage0 (Airborne) [2]8S & [2]8H All versions NERF
- Holding
or
no longer extends the horizontal movement. Instead, pressing
will slow down the horizontal movement.
- No change to maximum or minimum distances.
- Proration increased from 90% to 80%.
- Holding
- Overhead Kiss
GuardGround ThrowStartup6Recovery40AdvantageN/A 623K NERF
- Damage reduced from 20, 50 to 20, 30.
- Total damage changed from 70 to 50.
- Damage reduced from 20, 50 to 20, 30.
- Great Yamamda Attack
GuardAllStartup10+1Recovery88Advantage-54 236236S NERF
- Damage reduced from 190 to 170.
- The Wonderful and Dynamic Goshogawara
GuardAllStartup6+4Recovery55Advantage-31 632146H All versions NERF
- Damage reduced from 80, 100 [50, 100] to 66, 82 [43, 82].
- Total damage changed from 180 [150] to 148 [125].
- Damage reduced from 80, 100 [50, 100] to 66, 82 [43, 82].
- System Mechanics
- Weight increased from Light to Mid. BUFF
- 5K
GuardAllStartup7Recovery12Advantage-3 NERF
- Horizontal launch speed reduced by 30%Speed changed from 10 to 7.
- Vertical launch is now affected by Combo Decay 60% lessCombo Decay influence on vertical launch changed from 250% to 100%.
- Iron Savior
GuardLowStartup20Recovery17 + 10LAdvantage-12 214P NERF
- Proration increased from 90% to 80%.
- Mirazh
Guard-Startup-RecoveryTotal 26Advantage- 214K BUFF
- Recovery reduced from 28 to 26.
- Cancel timing sped up from 9~15F to 7~13F.
- Low profile timing changed:
- Upper body invincibility changed from 1~3F to 1~2F.
- Above knee invincibility changed from 4~24F to 3~22F.
- Mirazh may now cancel into Wild Assault.
- Lust Shaker
GuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 214S BUFF
- Startup reduced from 17 to 13.
- Winger
GuardAllStartup8+1Recovery40Advantage-32 632146H NERF
- Damage reduced from 20×5, 60 to 16×5, 50.
- Total damage changed from 160 to 130.
- Damage reduced from 20×5, 60 to 16×5, 50.
- System Mechanics
- Weight reduced from Heavy to Mid. NERF
- 5K
GuardAllStartup7Recovery14Advantage-2 NERF
- Recovery increased from 12 to 14.
- On-block changed from ±0 to -2.
- Expanded frontal hurtbox. (Current | Previous)
- Lower half of hurtbox expanded to match his normal standing hurtbox, losing low crush properties.
- Vertical launch speed reduction over time reduced by 1FVertical speed reducion by 40% per frame changed from 6~16F to 7~16F.
- Recovery increased from 12 to 14.
- 6K
GuardLowStartup15Recovery13Advantage-2 BUFF
- Recovery reduced from 15 to 13.
- On-block changed from -4 to -2.
- c.S
GuardAllStartup7Recovery10Advantage+3 BUFF
- 6H
GuardAll (Guard Crush)Startup17Recovery30Advantage-2 REWORKED
- Applies Guard Crush on block, 33F duration.
- On-block changed from -17 to -2.
- Can no longer be special canceled.
- Applies hard knockdown on hit.
- Has lower gravity and launches higher.
- Applies Guard Crush on block, 33F duration.
- Kamuriyuki
GuardLowStartup14Recovery17Advantage-3 214H REWORKED
- Guard type changed from All to Low.
- Proration increased from 90% to 80%.
- Initial Combo Decay increased from 5 to 10.
- Shizuriyuki
GuardAllStartup11Recovery21Advantage-7 623H NERF
- Proration increased from 90% to 80%.
- Shizuriyuki Follow-up
GuardHighStartup10Recovery29Advantage-16 623HH REWORKED
- Guard type changed from All to High.
- Proration changed from 90% to 80%.
- Initial Combo Decay increased from 5 to 10.
- Wasureyuki
GuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 632146S BUG FIX
- Expanded hitbox on final it of cinematic, to prevent opponents falling out.
- System Mechanics
- Weight reduced from Heavy to Mid. NERF
- 5P
GuardAllStartup5Recovery6Advantage+1 BUFF
- f.S
GuardAllStartup12Recovery18Advantage-8 BUFF
- Horizontal launch speed reduced by 50%Speed changed from 30 to 15.
- Mega Fist (Forward)
GuardHighStartup25Recovery16Advantage-6 236P REWORKED
- Now launches on grounded hit.
- On-hit changed from -2 to KD +30.
- No longer applies hard knockdown on air hit.
- Ground bounce when hit raw adjusted (Note: previously only applied on air hit).
- Vertical speed reduced by 85%Speed changed from 20 to 3.
- Now reduces horizontal speed by 60%.
- Now launches on grounded hit.
- Slide Head
GuardLowStartup29Recovery16Advantage0 236S BUFF
- No longer causes Guard Crush on block.
- Total blockstun reduced from 22F to 18F.
- No change to on-block frame data.
- Recovery reduced from 28 to 24.
- Vertical launch speed reduced by 13%Speed changed from 30 to 26.
- On-hit changed from HKD +55 to HKD +56.
- Grounded pushback increased by 500%Pushback rate changed from 10% to 60%.
- No longer causes Guard Crush on block.
- F.D.B.
GuardAllStartup18~36Recovery19Advantage-6 63214S REWORKED
- Heavenly Potemkin Buster
GuardAir ThrowStartup12+0Recovery16AdvantageN/A 236236S NERF
- Damage reduced from 220 to 190.
- Giganter Kai
GuardAllStartup10+1Recovery17Advantage+100 632146H BUG FIX
- No longer applies Tension penalty if interrupted during startup before super flash.
236K
Creates an earth-shattering crack in the ground, to hit from a very far distance. It is very slow to start up, but is advantageous on block with an extremely large vacuum effect. When it hits, it launches the opponent back towards Ramlethal for a combo.
- System Mechanics
- Weight increased from Light to Mid BUFF
- Dash acceleration reduced by 43%Dash acceleration changed from 0.7 to 0.4. NERF
- Dauro
GuardAllStartup11Recovery27Advantage-10 623P NERF
- Proration increased from 90% to 80%.
- Erarlumo
GuardAllStartup16Recovery12Advantage-5 214P All versions NERF
- Proration increased from 90% to 80%.
- Erarlumo 1 and 2: Counter Hit type reduced from Mid to Very Small.
- Erarlumo 3: Counter Hit type reduced from Large to Very Small.
- Sildo Detruo
GuardAllStartup22Recovery17Advantage-2 214K Ground version REWORKED
- No longer wall bounces.
- Proration increased from 90% to 80%.
- Startup reduced from 30 to 22.
- Recovery increased from 13 to 16.
- On-block changed from +2 to -2.
- Grounded pushback on hit now differs from on block.
- Grounded pushback on block increased by 44%Pushback rate changed from 90% to 130%.
- Grounded pushback on hit reduced by 33%Pushback rate changed from 90% to 60%.
- Distance traveled increased by 28%Horizontal speed changed from 25 to 32.
- Sildo Detruo
GuardAllStartup30Recovery-Advantage-3~+4 j.214K Aerial version NERF
- Proration increased from 90% to 80%.
- Sabrobato
GuardAllStartup19Recovery42Advantage-27 [-27] {-32} 214H NERF
- Proration increased from 90% to 80%.
- Calvados
GuardAll (Guard Crush)Startup11+13Recovery-Advantage+16 631246H NERF
- Damage reduced from 1×29, 127 to 1×29, 112.
- Total damage changed from 156 to 141.
- Damage reduced from 1×29, 127 to 1×29, 112.
- Mortobato
GuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} 236236S NERF
- Damage reduced from 160 [130] {100} to 130 [110] {90}.
- Backdash BUFF
- Invulnerable time increased from 5F to 6F.
- Recovery reduced from 28 to 24.
- No change to distance traveled.
- Lower hurtbox reduced on frames 1~18.
- f.S
GuardAllStartup11Recovery19Advantage-8 BUFF
- Startup reduced from 13 to 11.
- 5H
GuardAllStartup16Recovery18Advantage-2 BUFF
- Attack level increased from 3 to 4.
- On-block changed from -4 to -2.
- 6H
GuardAllStartup15Recovery17Advantage-4 NERF
- Wall damage increased from 300 to 500.
- 2H
GuardLow, AllStartup14Recovery27Advantage-16 BUFF
- Horizontal launch speed reduced by 57%Speed changed from 35 to 15.
- Beak Driver
GuardAllStartup16Recovery22Advantage-14 236H NERF
- Proration increased from 90% to 80%.
- Beak Driver Follow-up
GuardAllStartup13Recovery9Advantage-3 H during Beak Driver NERF
- Proration increased from 90% to 80%.
- Elk Hunt
GuardLowStartup21Recovery15Advantage-8 236K REWORKED
- Proration increased from 90% to 80%.
- Startup reduced from 24 to 21.
- Distance traveled reduced by 14%Movement on first active frame changed from 573.083 to 491.237.
- Elk Hunt Follow-up
GuardAll (Guard Crush)Startup13Recovery20Advantage+8 K during Elk Hunt NERF
- Proration increased from 90% to 80%.
- Hoof Stomp Follow-up
GuardAllStartup13Recovery22Advantage-8 S during Hoof Stomp NERF
- Proration increased from 90% to 80%.
- Hawk Baker
GuardAllStartup9Recovery36Advantage-26 623S BUFF
- Hawk Baker Follow-up
GuardAllStartup12Recovery33Advantage-19 S during Hawk Baker BUFF
- Gravity change during launch reduced by 20%Gravity increase per frame changed from 0.125 to 0.1.
Change occurs frames 6~35.- On-hit changed from KD +28 to KD +30.
- Vertical launch is now affected by Combo Decay 50% lessCombo Decay influence on vertical launch changed from 100% to 50%.
- Gravity change during launch reduced by 20%Gravity increase per frame changed from 0.125 to 0.1.
- R.T.L.
GuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 632146H All versions REWORKED
- Damage reduced from 30×2, 60 to 20×2, 50.
- Total damage changed from 120 to 90.
- No longer costs Stamina when kara canceled from follow-up specials.
- Input is now prioritised over Tyrant Barrel if both moves are input at the same time.Bug fix
- Damage reduced from 30×2, 60 to 20×2, 50.
- Tyrant Barrel
GuardAllStartup9+1Recovery38Advantage-22 236236P BUFF
- No longer costs Stamina when kara canceled from follow-up specials.
- Follow-up attack strength levels have more lenient timing and height restrictions.
- Level 1: Level removed, all ranges this would occur now hits as Level 2.
- Level 2: No changes.
- Level 3: Maximum height allowed increased by 20%Allowed height changed from 100 to 120. Input window remains 2F.
- Level 4: Maximum height allowed increased by 400%Allowed height changed from 10 to 50. Input window increased from 1F to 2F.
- OTG: No changes.
- 2K
GuardLowStartup5Recovery11Advantage-2 BUFF
- Startup reduced from 6 to 5.
- f.S
GuardAllStartup10Recovery13Advantage+2 BUFF
- Adjusted the opponent's animation on hit.
- Horizontal blowback distance reduced.
- 6H
GuardAllStartup9Recovery43Advantage-27 NERF
- Wall damage increased from 300 to 500.
- Volcanic Viper H
GuardAllStartup13Recovery19+10 LandingAdvantage-26 623H All versions NERF
- No longer strike invulnerable immediately.
- Invulnerable time changed from 1~14F to 7~14F.
- No longer strike invulnerable immediately.
- Bandit Revolver
GuardAllStartup12Recovery9+6 LandingAdvantage-7 236K All versions NERF
- Counter Hit type changed from Mid to Very Small.
- Proration increased from 90% to 80%.
- Bandit Revolver Follow-up
GuardAllStartup6Recovery6+17 LandingAdvantage-11 236KK All versions REWORKED
- Bandit Bringer
GuardHighStartup22~29 [30]RecoveryUntil Landing+18Advantage- j.214K Aerial version BUFF
- Holding K now increases attack potency.
- Damage increased from 40 to 60.
- Ground bounce effect increased.
- Holding K now increases attack potency.
- Wild Throw
GuardGround ThrowStartup6Recovery41Advantage- 623K NERF
- Damage reduced from 120 to 100.
- Night Raid Vortex
GuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 214S NERF
- Proration increased from 90% to 80%.
- Fafnir
GuardAll (Guard Crush)Startup24Recovery16Advantage+11 41236H REWORKED
- Proration increased from 90% to 80%.
- Launch height after a ground bounce reduced.
- On-hit changed from HKD +76 to HKD +70.
- Movement distance increased.
- Tyrant Rave
GuardAllStartup7+2Recovery41Advantage-44 632146H NERF
- Damage reduced from 70, 100 [70, 130] to 58, 82 [58, 112].
- Total damage changed from 170 [200] to 140 [170].
- Damage reduced from 70, 100 [70, 130] to 58, 82 [58, 112].
- 5H
GuardAllStartup13Recovery25Advantage-8 BUFF
- Horizontal launch speed decreased by 35%Speed changed from 23 to 15.
- Now applies rolling tumble on knockdown for 10F.
- On-hit changed from KD +22 to KD +32.
- Grave Reaper
GuardAllStartup16~22Recovery27Advantage-4 236S & 236H Ground versions NERF
- Extends collision when strike connects.Bug fix
- Grave Reaper H
GuardAllStartup13~19Recovery21Advantage+2 j.236H Aerial version BUFF
- Grounded pushback on strike reduced by 67%Pushback rate changed from 150% to 50%.
- Possession
Guard-Startup16RecoveryTotal 35Advantage- 214K All versions BUFF
- Falling momentum after teleporting to the air can be controlled by holding
or
.
- Input must be held on frame 29.
- Holding
will cause Testament to move slightly backwards.
- Holding
will cause Testament to move further forward.
- This can be performed without teleporting to the Succubus.
- Falling momentum after teleporting to the air can be controlled by holding
- Arbiter Sign S
GuardLowStartup24Recovery26Advantage-12 214S BUFF
- Horizontal launch speed decreased by 31%Speed changed from 13 to 9.
- Vertical launch speed increased by 44%Speed changed from 34 to 49.
- On-hit changed from KD +26 to KD +36.
- Arbiter Sign H
GuardHighStartup28Recovery26Advantage-12 214H BUFF
- Horizontal launch speed decreased by 31%Speed changed from 13 to 9.
- Vertical speed on ground bounce increased by 60%Ground bounce vertical speed rate changed from 25% to 40%.
- On-hit changed from KD +27 to KD +38.
- Nostrovia
GuardAllStartup11+19RecoveryTotal 53Advantage+63 236236P BUG FIX
- No longer applies Tension penalty if interrupted during startup before super flash.
- Calamity One
GuardAllStartup11+4Recovery67Advantage-38 236236K NERF
- Damage reduced from 143 to 123.
Break The LawGuard-Startup13RecoveryTotal 28~95Advantage- Swap NEW MOVE
22 during Break The Law
When submerged, Zato may swap locations with Eddie before quickly resurfacing. This not only allows Zato to change locations very quickly, but may also cancel Eddie's current action to change the pace of offense.
In addition, Zato will resurface faster than usual when moving this way, allowing for faster mix-ups or whiff punishing attacks made against Eddie.
- Eddie Gauge NERF
- Refill rate when Eddie is deactivated (i.e. when the gauge is red) reduced from 15 to 8 HP per frame.
- Total refill duration changed from 200F to 375F.
- Refill rate when Eddie is deactivated (i.e. when the gauge is red) reduced from 15 to 8 HP per frame.
- Flight
Guard-Startup-Recovery-Advantage- NERF
- Maximum duration decreased from 91F to 61F.
- 5P
GuardAllStartup5Recovery8Advantage-2 NERF
- 2P
GuardAllStartup6Recovery9Advantage-3 NERF
- c.S
GuardAllStartup8Recovery10Advantage+1 BUFF
- Startup reduced from 9 to 8.
- 6H
GuardAllStartup30Recovery11Advantage-4 NERF
- Wall damage increased from 300 to 500.
- 5D
GuardHighStartup20Recovery26Advantage-15 BUFF
- Air Throw
Guard200000 (Air)Startup2Recovery38 or Until Landing + 10Advantage- ADJUSTED
- Can no longer kill until the final hit.
- Summon Eddie
Guard-Startup20Recovery-Advantage- 214H BUFF
- Zato's total recovery reduced from 36 to 28.
- Break The Law
Guard-Startup13RecoveryTotal 28~95Advantage- 214K REWORKED
- If
is released on the same frame as
is input, Zato will emerge from where he stands while bringing Eddie to his location.Potential bug
- Due to system mechanic changes, being submerged will no longer make Zato immune to Yellow Roman Cancel, nor cause Burst to whiff.
- If
- Damned Fang
GuardGround ThrowStartup6Recovery38Advantage- 623S NERF
- Damage reduced from 1×13, 89 to 1×13, 69.
- Total damage changed from 102 to 82.
- Damage reduced from 1×13, 89 to 1×13, 69.
- Sun Void
GuardAllStartup11+14Recovery-Advantage+3 632146S BUG FIX
- No longer applies Tension penalty if interrupted during startup before super flash.
- Amorphous
GuardAllStartup8+8RecoveryTotal 43Advantage+12 632146H NERF
- Damage reduced from 150 to 135.