- Official source (Japanese): http://www.arcsystemworks.jp/portal/wordpress/wp-content/uploads/2018/02/d6f78ee727cdd00f649981d6fe37e69d.pdf
- Translation source
- Second source
System Changes
Air Blitz Shield NERF
- Fixed a bug where doing Blitz Shield before landing would not use Tension
Sol
Forward dash BUFF
- In both regular state and Dragon Install, Sol will now accelerate faster.
Ground S Volcanic Viper (623S)Guard:
MidStartup:
7Recovery:
21+8 after landingAdvantage:
-26 BUFF
- First part of 2nd hit's hitbox size increased overall.
- Untech time increased on 2nd hit.
Ground S Volcanic Viper (DI version) (DI 623S)Guard:
MidStartup:
7Recovery:
21+8 after landingAdvantage:
-17 BUFF
- First part of 2nd hit's hitbox size increased overall.
Wild Throw (623K)Guard:
Ground Throw: 122500Startup:
4Recovery:
Whiff: 45Advantage:
BUFF
- Including both the regular and Dragon Install versions, the window in which you can Roman Cancel this move on hit has been extended.
Grand Viper (214S)Guard:
Lowx2~6,
Midx3Startup:
17Recovery:
37+10 after landingAdvantage:
-56 BUFF
- the time before Sol moves forward was reduced.
- Startup and active frames unchanged.
- Added acceleration to the grounded part of the move.
- Including both the regular and Dragon Install versions, the falling part of this move will now also be faster.
P.B.B. (DI j.623K)Guard:
Air Throw: 122500Startup:
9Recovery:
Whiff: Until Landing+12Advantage:
BUFF
- Screen shake added.
- Increased RC buffer on hit.
6HGuard:
MidStartup:
17Recovery:
26Advantage:
-10 REWORKED
- Force crouch on hit. Knock back reduced.
- Pushbox expanded forward.
Air Bandit Revolver (j.236K)Guard:
AllStartup:
4Recovery:
Until landing+12Advantage:
REWORKED
- Added horizontal knock back.
- 2nd hit starts up earlier, more active frames, recovery is unchanged.
- The move will no longer become two hits after the initial movement.
Volcanic Viper (DI version) (DI 623S/H)Guard:
MidStartup:
7Recovery:
38+8 after landingAdvantage:
-71 AESTHETIC
- Screen shake added on first hit.
Fafnir (DI version) (DI 41236H)Guard:
MidStartup:
18Recovery:
23Advantage:
+4 AESTHETIC
- Screen shake added.
Ky Kiske
GrinderGuard:
MidStartup:
15Recovery:
15Advantage:
-1 BUFF
- The area in which a Stun Edge will be enhanced has been vertically increased.
Ground Stun Edge (Fortified version) (236S)Guard:
AllStartup:
~+9Recovery:
Advantage:
+8 BUFF
- Hitstop increased
6HGuard:
MidStartup:
23Recovery:
6Advantage:
+11 NERF
- 2nd hit changed to regular hitstun.
- Pushback on block increased on 2nd hit.
Greed Sever (214K)Guard:
High/AirStartup:
19Recovery:
5+11 LandingAdvantage:
-10 NERF
- Pushback on block decreased.
- Hitbox size decreased overall.
- Lower hurtbox increased.
- Ground bounce height lowered.
- The timing in which opponents will begin to fall, and the speed or their descent has been changed. There is no overall change to how long opponents will stay airborne from this move.
H Air Vapor Thrust (j.623H)Guard:
AllStartup:
9Recovery:
9 After LandingAdvantage:
NERF
- Increased horizontal knockback.
j.DGuard:
AllStartup:
38Recovery:
Total 25+8 after landingAdvantage:
REWORKED
- Hitbox and the Grinder Creation box has been moved further down.
- Downward hitbox has been decreased.
May
2SGuard:
MidStartup:
9Recovery:
15Advantage:
-4 BUFF
- Gatlings into 3K
j.DGuard:
High / AirStartup:
10Recovery:
24 + 5 Landing RecoveryAdvantage:
BUFF
- Counter hit untech time increased.
- Horizontal knock back on counter hit decreased
Mr. Dolphin Vertical (S) ([2]8S)Guard:
Mid,High / AirStartup:
8Recovery:
2+5 After LandingAdvantage:
-9 BUFF
- Hurtbox during the upwards movement decreased.
- Bounce back when the downward moving parts hits decreased.
- Downward part changed to regular hitstun
Mr. Dolphin Vertical (H) ([2]8H)Guard:
Mid,High / AirStartup:
15Recovery:
2+5 After LandingAdvantage:
-9 BUFF
- Bounce back when the downward moving parts hits decreased
Ensenga? (j.41236H)Guard:
High / AirStartup:
14Recovery:
17 After LandingAdvantage:
-15 BUFF
- First hit on the rising portion is an overhead.
- Startup on the first hit decreased.
- Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
- First hit lower hitbox increased.
3KGuard:
LowStartup:
8Recovery:
18Advantage:
-27 REWORKED
- Moves forward faster.
- Deceleration starts earlier, overall slower movement
Millia Rage
6PGuard:
MidStartup:
10Recovery:
22Advantage:
-13 BUFF
- Gatling into 6H added.
Bad Moon (above minimum height) (j.236P)Guard:
High/AirStartup:
11Recovery:
See notesAdvantage:
-17 BUFF
- Hit count increases with height
- Forward speed increased
- Damage reduced
- Hitstop reduced
- Untech time reduced
- Ground bounces on hit and knocks away
- Regular hitstun on ground hit
Silent Force (j.214S/H)Guard:
AllStartup:
11Recovery:
23 TotalAdvantage:
BUFF
- Can pick up pin with roll and 2nd roll follow up
Chroming Rose (214214S)Guard:
Startup:
23+0Recovery:
Advantage:
BUFF
- Badmoon (above minimum height), hitbox moved forward, startup decreased
- Turbofalls speed and startup are faster in chroming rose
Emerald Rain (236236S)Guard:
AllStartup:
4+1Recovery:
Total: 74Advantage:
-3 NERF
- Forced proration added
- Wall bounce decreased
- Height, speed and knock back of projectiles changed
Zato-1
2KGuard:
LowStartup:
7Recovery:
9Advantage:
+3 BUFF
- Gatling into 5D added
f.SGuard:
MidStartup:
7Recovery:
20Advantage:
-9 BUFF
- Gatling into 6H added
j.SGuard:
High / AirStartup:
7Recovery:
12Advantage:
BUFF
- Jump cancelable
Eddie UnsummonGuard:
Startup:
Recovery:
Total 33Advantage:
BUFF
- Doesn't take Eddie meter if you release P, K or S while unsummoning
Dead Man's Hand (Eddie 214D)Guard:
Ground ThrowStartup:
30Recovery:
Summon Total 77Advantage:
BUFF
- Forward movement faster at the start, slower during active frames
- Lower hurtbox on start and active decreased
Damned Fang (623S)Guard:
Ground Throw: 122500Startup:
6Recovery:
Whiff Total: 43FAdvantage:
+62 BUFF
- RC buffer on hit increased
6HGuard:
MidStartup:
13Recovery:
23Advantage:
-16 NERF
- Horizontal knock back on hit increased
- Horizontal knock back on counter hit increased slightly
Drunken Shade (214S)Guard:
MidStartup:
9Recovery:
10Advantage:
-6 NERF
- Horizontal knock back increased, vertical knock back reduced
Great White (632146S)Guard:
AllStartup:
6 After Searching for OpponentRecovery:
Total 22Advantage:
REWORKED
- Hitbox influenced by time stop
- Consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
- Attacks 3 times, depending on the amount of Eddie gauge left.
Potemkin
j.D:
- fixed a bug where pot would not transition into landing.
Heat Knuckle (623H):
- startup decreased
- Recovery on hit increased
Forward Mega Fist (236P):
- knocks downwards on air hit
Potemkin Buster (632146P):
- RC buffer on hit increased
ICPM (41236H):
- can combo after on RC
Heavenly Potemkin Buster (236236S):
- RC buffer on hit increased
- Startup decreased
Chipp Zanuff
Pre standing animation:
- hurtbox in the back decreased
Jump startup:
- hurtbox in the back decreased
j.S:
- lower hitbox increased
j.H:
- first hits vertical knock back decreased
Air Alpha Blade (j.236P):
- turns to face the opponent if the early part hits
Ground Beta Blade (623S):
- throw invul added
Genrouzan/wall cling genrouzan (63214S):
- RC buffer on hit increased
Wall Cling Alpha Blade (Wall > P):
- hitstop increased
- Horizontal knock back increased, vertical knock back decreased
- Knocks opponent in the direction chipp is facing
- Horizontal movement decreased
Zansei Rouga (632146H):
- last hit horizontal knock back increased
- Last hit can be RCed
Ryuu Yanagi (j.214214K):
- minimum damage reduced
Faust
Going My Way (j.236H):
- Pushbox while active removed
- Removed landing recovery after all hits land
- Hitbox and hurtbox altered
- Untech time increased
- Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
- Faust rises high up in the latter half of the move
From Above (214S):
- Faust falls faster
- Faust does not bounce off on hit
- Faust has no pushbox after hitting until he lands
- Hit type changed to ground bounce from regular hitstun
- Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
- The speed at which Faust bounces back on block or whiff was altered
Spear Point Centripetal Dance (236S):
- Can cancel into followups earlier
Growing Flower (Pogo~K):
- Front hurtbox is smaller in the first half of the move, and wider in the second half
- Hitbox is wider
See? I'm A Flower! (Pogo~S):
- If YRCed, the flower comes out as a mid hitting projectile
- When done in the corner, the flower will still appear on stage
Small Jump (Pogo~9):
- Buffer into Pogo~P/K/S/H/D extended
Doctor Copter (Pogo~8):
- Startup is faster
Stimulating Fists of Annihilation (236236S):
- RC buffer on hit increased
Axl Low
5K:
- Removed gatling into 2H
2P:
- Can cancel into f.S regardless of distance from the opponent
2K:
- Removed gatling into 2H
2S:
- Vacuums the opponent even on air block
2H:
- Special cancelable
- Startup increased, overall duration longer
- Normal hitstun on hit
- Attack level on first hit reduced
- Amount of RISC taken off by the first hit increased
- Added initial proration
- 2nd hit vacuums the opponent even on air block
- In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
6P:
- Removed gatling into 2H
6K:
- Vacuums the opponent even on air block
j.S:
- Vacuums the opponent even on air block
j.6K:
- Vacuums the opponent even on air block
j.2S:
- Added gatling into j.P
Heaven Can Wait (Mid) (214P):
- Overall duration when not successful is longer, counter catch time is the same
- Overall duration on successful counter is shorter
- Vertical knock back increased, unaffected by the opponent's weight
- RC buffer on hit increased
Heaven Can Wait (Low) (214K):
- RC buffer on hit increased
Sparrowhawk Stance (63214H):
- Follow up attacks do not stay unblockable
Sickle Storm (2363214H):
- First hit horizontal knock back increased
- Second hit vertical knock back increased
- Axl takes longer to throw the sickle out, overall duration unchanged
- The above mentioned part's hitbox is widens backwards
- Fixed a bug where the opponent would be stuck in a block animation
Shark Strike (214214S):
- Vacuums the opponents even on air block
Venom
j.S:
- Lowered damage
j.H:
- Lowered damage
j.D:
- Lowered damage
Stinger Aim ([4]6S/H):
- First hit builds more RISC on block, second hit builds the same amount as before
Carcass Raid ([2]8S/H):
- First hit builds more RISC on block, second hit builds the same amount as before
S Double Head Morbid (623S):
- The hitbox on the interior portion is widened backwards
- Launches balls upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
H Double Head Morbid (623H):
- The hitbox on the interior portion is widened backwards
- Knock back increased on block
- Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
QV (41236P/K/S/H):
- Screen shake added right before active frames
- The hitbox on the inner portion is larger behind
Dark Angel (2363214S):
- Chip damage increased
Slayer
5P:
- Attack level increased
2K:
- Damage increased
- Knockback reduced
2S:
- Damage increased
6K:
- Once the K button is released, you cannot do the feint
- Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
6H:
- Cancel window extended
Bloodsucking Universe (63214H):
- RC buffer on hit increased
- Whiffing a special does not end the CH buff state
- If you land a bite while in the CH buff state, the new buff will last longer
- Time during cinematics no longer counts to the CH buff timer
I-No
Air Dash after 663:
- Special cancelable
f.S:
- Startup faster, recovery reduced
- Hitbox larger in every direction other than behind
f.S>6S:
- recovery reduced
- Hitbox larger in every direction other than downwards
2D:
- Startup faster
j.S:
- Hitbox larger behind
j.H:
- recovery shorter
Antidepressant Scale (214P):
- Up and Down inputs affect the movement of the note more
S Stroke The Big Tree (4236S):
- stagger time increased
P Sultry Performance (j.236P):
- Minimum height added
- If the attack hits at the same time I-no lands, she bounces backwards
- Max charge ground bounces on hit
- The bounce back after the attack lands can be cancelled into Fortissimo
K Sultry Performance (j.236K):
- Minimum height added
S Sultry Performance (j.236S):
- Minimum height added
H Sultry Performance (j.236H):
- Standardized the speed I-no moves during the active frames
- I-no now has a pushbox during the active frames
- Landing recovery reduced, max charge version has no landing recovery
- Knock back increased
Air Vertical Chemical Love (j.214S):
- When done during the air dash after 663, the trajectory is altered
Bedman
Forward Dash:
- Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
1/2/3H:
- Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
6P:
- Untech time increased on counter hit
6HH:
- Startup slower
- First hit's knock back decreased
- Only the first hit is special cancelable
Ground Blitz Shield:
- Return position of Task A and Task A' altered while doing Blitz on the ground
Task B (236S):
- Hitbox and hurtbox on the lower portion increased
- Return position of Task A and Task A' altered
Ground Task B (236S):
- Startup faster
- The initial speed is fast, but it decelerates as the move goes on
Ground Task C (236H):
- If RCed in the air, Bedman has air actions and will face the opponent
Dejavu (214P/K/S/H):
- Damage increased on all dejavu moves other than air icon Dejavu B.
Various Air Dejavus (j.214P/K/S/H):
- Minimum height increased
- Landing recovery decreased
Hemi Jack (632146S):
- Overall duration shortened
- Made it hard to build meter while Hemijack is active
Hemi Jack (projectile):
- Cannot hit grounded opponents
- Appears directly above the opponent
- Destroyed after taking 3 attacks
- Hitbox and hurtbox changed
Ramlethal Valentine
f.S(sword):
- cancels into forpelli in stylish mode on auto combo
f.S(no sword):
- cancels into martelli in stylish mode on auto combo
2D:
- cancels into martelli in stylish mode on block auto combo
Ground/air throw:
- distance opponent lands after throw reduced
Various sword sets:
- when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
PPK, KPK:
- increased attack level
- Increased knock back on block
PK4K, KK4K, K4K:
- decreased upper hurtbox before the attack
Dauro (623P):
- accepts buffer inputs.
Dauro (just frame) (623P):
- forced proration removed
Flama Cargo (236K):
- easier to carry dash momentum before the active frames
- RC buffer on hit increased
Cassius (214P):
- hitbox on the back right after startup larger
Martelli (214S):
- can do this move when S sword is set. Slower startup than equipped version.
- Knocks away on ground hit.
- Untech time increased
Forpelli (214H):
- can do this move when H sword is set. Slower startup than equipped version.
Explode (2363214K):
- RC buffer on hit increased
Sin Kiske
5H (2nd hit):
- Changed knock back to a horizontal one, pulls the opponent in (vacuums)
- Has vertical knock back on counter hit
- Knocks down (where they fall forward (probably face down kd)) on air hit
6H:
- Knock back decreased
2D:
- Startup reduced by 1f
Ground Beak Driver (236H):
- Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
- Maximum hold time for charged version is halved(?)
I'm Sure I'll Hit Something (236H > H):
- All hits untech time normalized to be the same as the final hits untech time
Bull Bash (214S):
- Startup reduced by 1f
Elk Hunt (236K):
- Hitbox of the beginning part of the attack made taller
Air Beak Driver (j.236H):
- Hitbox and hurtbox at the start of the 2nd hit increased
Elphelt Valentine
2S:
- Vertical knock back decreased
- Added gatling into 2H
2H:
- First hit's vertical knock back decreased
6P:
- knock back decreased
j.D:
- Vertical knock back on counter hit increased
- When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
j.D (RCed just before active):
- Made it possible to hit crouchers
- Lower hitbox increased
Ground Bridal Express (214K):
- Made it so that it will always knock the opponent forward
Miss Confire (236S):
- Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
Miss Travailler Demolish (shotgun grab) (236H~D):
- Cancelable into Miss Confire
Judge Better Half (236236H):
- Knock back on the latter half of the active frames increased
- RC Buffer for after the cinematic increased
Genoise (632146H):
- The hitbox right at the beginning of startup is extended forward
Leo Whitefang
f.S~P:
- Can YRC when it guard points a move
5H~P:
- Can YRC when it guard points a move
6P:
- Hitstop on armor reduced, start up varies based on the timing it armored a move
j.D:
- Hits 3 times
- Along with the above change, it's performance is changed entirely
- When cancelled after making contact with the opponent, Leo will turn to face the opponent
Air throw:
- Leo falls slower
S Graviert Würde ([4]6S):
- YRC window increased
S Eisen Sturm ([2]8S):
- Horizontal movement increased on the rising portion
- 1st hit active frames reduced
- 2nd hit vertical knock back increased, horizontal knock back decreased
- 2nd hit untech time increased
H Eisen Sturm ([2]8H):
- 1st hit active frames reduced
- Vertical knock back on later active frames decreased
Brynhildr Stance:
- Buffer on everything other than dashes increased
Leidenschaft Dirigent (632146H):
- Cinematic animation switched to 4th or 5th hit
Johnny
j.D:
- Cancel window larger
Mist Finer Stance (214P/K/S/H):
- Time to buffer ground dash increased
- Mist Finer Air dash overall duration decreased
- Mist Finer Dash can be canceled into Mist Finer
- Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
Mist Finer:
- The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
Ground Zweihander (623K~K):
- The timing on the jump is later when the follow up input is used
- Projectile hitbox larger
Air Zweihander (j.623K):
- Projectile hitbox larger
That's My Name (2363214H):
- RC buffer on hit increased
Jack-O
Elysion Driver (6D):
- RC Buffer on hit increased
Hunger of Dopoulos (4D/Meterless Version):
- Startup reduced
- The direction and the timing the opponent gets knocked back on hit cannot be controlled
Hunger of Dopoulos (4D/Metered Version):
- RC buffer on hit increased
Ghost Pick Up (2P near Ghost):
- Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
- After a certain amount of time, the ghost you are hold starts to regenerate health
- The time until the next servant spawns for the ghost you're holding is decreased
Ghost Throw (Pick Up Ghost > 5P/K/S):
- Damage increases with Ghost levels
- After throwing the ghost, the time until the next servant spawns is increased
Servant:
- Fixed a bug where more than 3 servants of a kind could be spawned
K Servant:
- Depending on the level, the about of RISC taken away on hit is reduced
Organ Deployment (22H):
- If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
Organ Followups (Organ > P/K/S/H):
- Clock Up, Explode, Aegis Field cooldowns shortened
- Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
Clock Up (Organ > K):
- Fixed a bug where the servants kept animating powering up even though they were at max level
Forever Elysion Driver (360P):
- RC buffer on hit increased
Jam Kuradoberi
5H:
- Can cancel into f.S regardless of distance from the opponent
6P:
- Knock back on the first hit decreased
- Knock back decreased
j.S:
- Vertical knock back decreased
Senri Shinshou (Hyappo Shinshou > H):
- When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
Hochifu~P (46~P):
- Cancels projectiles
Renhoukyaku (632146H):
- Overall duration increased, hitstop increased
- Advantage on block unchanged
Bao Saishinshou (236236H):
- Fixed a bug where the animation on his changed based on the platform the game was running on
Raven
Excitement:
- Does not decrease while Raven takes damage
- Fixed a bug where his excitement would not decreased during charged blitz
Crouch:
- Hurtbox widened forward
j.D:
- Untech time on 2nd hit reduced
Air Grausam Impuls (j.236S):
- If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
- Active frames reduced
- Landing recovery added if raven lands during the move, no landing recovery if move is completed
Ground Scharf Kugel (236H):
- Moves forward less, slowly rises
- Startup increased
- Active frames increased
Kum Haehyun
6P:
- Attack level increased
- Vertical knock back on regular hit decreased
5D:
- When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
j.H:
- Untech time reduced
j.2K:
- When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
- Attack level increased
- Active frames increased
- Recovery increased
Four Tigers Sword (623K):
- Cannot transition into Four Tigers Sword (Reverse) after jumping up
Falcon Dive (Reverse) (214K):
- The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
Enlightened 3000 Palm Strike (236236H):
- Grants roll hit stun state no matter how many times it is used successively
Dizzy
f.S:
- The Hurtbox on the Latter half of the move is larger in front
2H:
- Buffer time on jump cancel for the second hit increased
6H:
- Fully charged version is an overhead
- Fully charged version ground bounces on ground hit
2D:
- Hitbox made taller
j.D:
- Effect on hit changed from vertical hit stun to normal hit stun
- Vertical knock back decreased, horizontal knock back increased
- First hit's untech time decreased
Fire Spear (421H):
- Fixed a bug where the trajectory of the spears would not change upon being fully charged
Ice and Fire Bubbles (j.236P/K):
- Increased the window for accepting a down input to affect the trajectory of the bubble
- Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
Gamma Ray (64641236H):
- Startup reduced
- Initial proration increased (more than what it's traditionally been)
- Hitbox for the first half of the attack increased
- Damage for the second half of the attack increased
Baiken
Defense Modifier:
- Increased
Push box:
- Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
5H:
- Hitbox and hurtbox made larger in front
6P:
- Internal hitbox larger
2D:
- Initial proration reduced
j.S:
- Hitbox extends forward faster
Dead Angle Attack:
- Internal hitbox larger
Youzansen (j.623S):
- Landing recovery reduced
- Baiken falls faster after the move
Azami (S+H):
- Overall duration increased
Azami (Hold) (S+H):
- if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
- Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
Azami (Guard Cancel) (S+H):
- The window to catch attacks can be extended by holding the buttons
- Given counter hit recovery
Air Azami (j.S+H):
- Unheld version shortest possible catch window increased
- Along with the change above, overall duration increased
- Even when done right before landing, landing recovery will apply
- Landing recovery reduced
- On successful Azami, landing recovery is removed
Rokkonsogi (Azami > H):
- When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
Kabari (41236S/H):
- Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)
S Kabari (41236S):
- Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
H Kabari (41236H):
- Untech time increased
- Vertical knock back decreased
Himawari (Kabari > P):
- RCing once the move is active will now be PRC
- RC buffer on hit increased
Tsurane Sanzu Watashi (236236S):
- If the super hits such that the cinematic plays, the last hit cannot be RCed
Answer
5K:
- Added gatling into 6K
c.S:
- First and second hits' damage reduced, thirds hit's damage increased
- Amount of RISC taken on hit increased
5H:
- Attack level reduced
- Damage reduced
2H:
- Damage reduced
6K:
- Damage reduced
- Vertical knock back reduced
- Once the K button is released, you cannot do the feint
j.H:
- Damage reduced
j.D:
- Damage increased
Business Ninpo; Under the Bus (421S/H):
- If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
- Startup reduced
- Damage increased
Savvy Ninpo: Stepping Down (seal slide):
- Damage increased
Savvy Ninpo: Safety Net (seal~D):
- Damage increased
Resshou (46P):
- Damage increased
Ground Savvy Ninpo: Tax Write-off (623K):
- Cannot cancel into from normals
Ground Dead Stock Ninpo; Firesale (632146S/D):
- First hits's hitbox moves forward
- First hit's hitbox larger overall
Air Dead Stock Ninpo: Firesale (j.63216S/D):
- The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit
Business Ultimate Ninpo: All Hands (236236K):
- RC buffer on hit increased
Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
• Medal of Millionaire •