DBFZ/Version/1.15

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< DBFZ‎ | Version
System Changes
  • 5LLL: BUFF
    • Can now be linked to a Z Change
    • Will always knock the opponent forward on hit
  • j.L: BUG FIX
    • Fixed an issue in which an air auto-combo would not occur if j.L connected at a low position in the air
  • j.H: BALANCE?
    • Opponent falling speed increased on cinematic hit
    • Sliding knockdown time decreased
    • Can only transition to a Z Change when performed in a ground "Dynamic" combo (5LLLLLLL)
  • Air Dragon Rush (j.DR): BALANCE?
    • Mid-combo Opponent falling speed increased

This change mimics the universal j.H change

  • Hurtboxes: ADJUSTMENT
    • Adjusted crouching and moving hurtboxes
  • Vanish: BUFF
    • Increased minimum damage
  • Projectiles: BUG FIX
    • Fixed an issue in which damage scaling would not apply when a projectile connected during an attack
  • Sub-Character Attacks: BUG FIX
    • Fixed an issue in which guard direction would be reversed if a sub character's projectile flew past the opponent
  • Button Settings: QUALITY OF LIFE
    • Simple Dash can now be set to "Normal" or "Off"
    • Simple Z Change can now be set to "Normal", "Down Input", or "Off"
Character Changes

 SS Goku

  • 5LLL BUFF
    • Initial attack hitbox increased
  • j.2H QUALITY OF LIFE
    • Increased horizontal travel distance on use
  • j.S BUFF
    • Initial hitbox increased
  • 236X REWORK BUFF
    • Increased damage
    • Adjusted properties on cinematic hit
    • Adjusted air ver. hitbox
    • Opponent falling speed increased when hit airborne
  • 236L REWORK
    • Increased air ver. active frames
    • Now triggers a cinematic hit
  • 236H BUFF
    • Adjusted where Goku appears during the attack
    • Attack start-up now changes based on distance from the opponent.
    • Decreased startup when the opponent is in hit stun and airborne (Opponent is in a combo)
    • Can buffer supers when ground ver. hits the opponent
    • Removed head property on ground ver.
  • 214X REWORK BUFF
    • Increased untech time
    • Adjusted recovery, removed landing recovery
    • Increased damage
    • Increased proration
    • Adjusted properties on cinematic hit
    • Removed head property on ground ver.
  • 214L ADJUSTMENT BUFF
    • Increased horizontal travel distance on use
    • Adjusted hit properties of ground ver. on hitting a grounded opponent

214L now keeps the opponent standing on ground hit

  • 236S BUG FIX
    • Fixed an issue in which recovery would increase if all hits of 236S[9] did not land
  • 214L+M/H+S NERF
    • Adjusted properties on hit

Changed hard knockdown okizeme. Opponent is pushed full screen on hit

 SS Vegeta

  • Wake up
    • Adjusted wake up timing
  • j.S
    • Adjusted when projectile starts moving
    • Decreased blowback on hit
    • Initial attack hitbox increased
  • 236X
    • Adjusted properties on cinematic hit
  • 236L
    • Delayed window for cancelling into vanish
  • 236M
    • Reduced recovery for air ver.

214X

    • Increased recovery for air ver.

214M/H

    • Opponent falling speed increased when final hit connects
    • Sliding knockdown time decreased
  • j.2L
    • No longer triggered when inputting j.1L or j.3L
    • Increased recovery
    • Adjusted travel distance
    • Will no longer ground bounce when hitting the airborne opponent from low heights
    • Will no longer cross up
  • 236S
    • Increased damage
    • Increased meter gain
    • Decreased start up
    • Decreased hitstop
    • Increased untech time for ground ver.
    • Adjusted blowback for ground ver.
    • Adjusted when projectiles start moving for air ver.
    • Initial attack hitbox increased for air ver.
  • j.236H+S
    • Will now ground bounce on hit
    • Increased Ultimate Z change window
    • Reduced base damage
  • 214L+M/H+S
    • Adjust blowback on hit
    • Increased untech time
    • Vegeta can no longer move until he lands
    • Vegeta falls faster after air ver.

 Piccolo

  • 5H
    • Initial attack hitbox increased upwards
  • j.H BUFF
    • Decreased damage
  • 5S/2S/j.S
    • Increased proration
    • Increased damage
  • 6S/3S
    • Decreased hitstop
    • Now unable to Z change cancel on whiff
  • 214X
    • Unified directional input when canceling into Super Attacks
    • Ground ver. can no longer tank sparking activation
  • j.214L
    • Increased proration when used as a combo starter
  • j.214M
    • Decreased proration when used as a combo starter
  • j.214H
    • Increased damage
    • Increased proration when used as a combo starter
    • Increased sliding knockdown time
  • 236X
    • Decreased startup when opponent is in an air combo
    • Adjusted properties on cinematic hit
  • 236S BUFF
    • Increased untechable time
    • Increased blowback on hit
    • Increased recovery when the opponent is hit the moment the projectile becomes active
  • 236HS
    • Decreased interval between each projectile
    • Adjusted properties for the last hit
  • Assist BUFF
    • Increased untechable time
    • Increased blowback on hit

This change mimics the changes to the point ver. of the same move

 Teen Gohan

  • Mid-air Stun
    • Hurtbox increased upwards when falling
  • 5L
    • Decreased time window for cancelling into 5LL on whiff
  • 5LL
    • Decreased landing recovery
  • 5LL
    • Adjusted travel distance
    • Now always faces the opponents direction
    • Increased startup
  • 2L
    • Initial attack hitbox increased
  • 236X
    • Can now be followed up with H (236LLLH is now possible)
    • Can now follow up even if only the last active frames hit the opponent
    • Decrease hitbox upwards
    • Fixed an issue where the timing for using vanish on cinematic hit was weird
    • Decreased last hits recovery
    • Decreased blowback on last hit
    • Increased untechable time on last hit
  • 236L
    • Adjusted landing recovery
    • Gohan now falls to ground when it hits the opponent
  • 236M/H
    • Removed head property
    • Adjusted travel distance
    • Lowered height on activation
    • Adjusted landing recovery
  • 214H
    • Adjusted properties on non-cinematic hit
    • Increased untechable time on non-cinematic hit
  • j.236L
    • Can now hold either L, M or H to continue kicking
    • Now attacks right before landing
    • Increased landing recovery
    • Adjusted blowback based on opponents height
    • Increased untechable time
    • Decreased travel distance
    • Can now buffer supers on landing
  • j.236M
    • Decreased damage
    • Decreased meter gain
  • j.236M/H
    • Adjusted travel distance
    • Added slight rebound effect after the attack is blocked
    • Increased recovery
    • Adjusted properties on cinematic hit
  • 236L+M/H+S
    • Adjusted hit properties when closed to the opponent
  • Assist
    • Appears further foward when the opponent is close to you or when opponent is in an air combo

 Frieza

  • Mid-air stun
    • Hurtbox increased upwards when falling
  • Air Dragon Rush (j.DR)
    • Adjusted travel distance when you're snapbacked
  • 5L
    • Decreased startup
    • Increased travel distance
  • 5LL > 5LLL
    • Longer time window for cancelling into 5LLL on whiff
  • 2L
    • Decreased startup
    • Decreased initial hits hitstop
    • Increased travel distance
  • 5H
    • Increased the first hits active frames
    • Decreased the first hits hitstop on block
    • Decreased the first hits knockback
    • Initial attack hitbox has being increased
    • Projectiles disappear when you cancelled into vanish
    • Decreased blockstun
    • Increased buffer time for when a cinematic hit is triggered
  • 5S
    • Decreased last hits unctechable time
  • j.M
    • Decreased first hits hitbox
    • Decreased first hits hitstop
    • Decreased startup
    • Reduced blowback on hit
    • Adjusted moves speed in an air auto-combo
  • j.2H
    • Adjusted travel distance
    • Now triggers cinematic hit on airborne opponents
  • j.2S
    • Increased hitbox
  • 236X
    • Decreased recovery
    • Decreased hitstop on block
    • Changed the time window for cancelling into vanish
  • 236L/M
    • Decreased untechable time
  • 236S
    • Increased hitbox
    • Decreased first hits blowback on hit
    • Decreased recovery on whiff
    • Decreased blockstun
    • Decreased untechable time for projectile part of the move
    • Decreased startup for ground ver.
  • 214S
    • Decreased startup
    • Decreased recovery
    • Increased proration
  • 22S
    • Increased hitbox
  • 236L+M/H+S BUG FIX
    • Fixed issue where the minimum damage would change sometimes
  • 214L+M
    • Adjusted hit properties
    • Adjusted blowback on hit
    • Adjusted speed when the opponent is hit

Now harder to cross up the opponent

  • 214H+S
    • Adjusted meter penalty time after triggering Golden Frieza

 Captain Ginyu

  • Dragon Rush
    • Can now cancel into S move when used in a combo
  • 5LL
    • Adjusted blowback on hit
    • Decreased startup of second hit if the first hit confirms
    • Decreased hitstop of first hit
  • 5H/5[H] NEW MOVE...KINDA
    • Can now charge 5H by holding H
    • Holding 4 while charging will change the travel distance
  • j.L
    • Adjusted blowback on hit
    • Decreased startup of second hit if the first hit confirms
    • Only the first hit that connects with the opponent will hit overhead
  • 5S/j.S
    • Will no longer trigger attack when holding 4
  • 5S/j.S (Recoome)
    • Increased hitstop
  • j.S (After body change)
    • Increased recovery
    • Keeps momentum from last movement
  • Ginyu Force moves
    • When the Ginyu Force assist and the opponent collide, the assist position will differ slightly
    • Added foward blowback on hit
    • Adjusted timing for cancelling into vanish
    • When used midair, now less prone to land mid-startup
  • 236S NEW MOVE
    • Added new command for Ginyu Force moves
  • 236S (Recoome)
    • Holding S no longer changes the moves properties

New Recoome command

    • Decreased startup
    • Blowback on hit adjusted
    • Increased hitstop
    • Increased damage
    • Increased proration
    • Invul to ki blast
  • 236S (Burter)
    • Increased moves hurtbox
    • Burter's attacks will no longer hit the opponent if they're far away from each other
  • 236S (After body change)
    • Can now be used after 236X
  • 236M
    • Decreased startup on ground ver.
    • Adjusted properties on hit
  • 214L+M/H+S
    • Decreased startup
  • Assist
    • Decreased blowback on hit

 Trunks

  • 5LL
    • Decreased travel distance
  • 5LLL
    • Increased the hitbox and collision box upwards
    • Fixed an issue where the conditions for a cinematic hit differed from the other characters
  • 2H
    • Now unable to cancel into 5S
  • jH
    • Increased the blowback on a cinematic hit
  • 5S
    • Decreased recovery when hitting the opponent
    • Increased buffer time
  • jS
    • Increased buffer time
  • 236X
    • Increased travel distance
    • Adjusted landing recovery on cinematic hit
    • Adjusted properties on a cinematic hit
    • Increased damage for ground ver.
  • 236L/M/H
    • Increased recovery
  • 236H
    • Air ver. has faster startup
  • 214X
    • Fixed an issue where you couldn't perform certain gatlings after inputting additional commands
    • Increased buffer time after inputting an additional command
    • Increased time window to cancel into other commands
    • Now able to cancel the ground ver. into the air ver.
    • Now unable to use it more than once in the air
    • Air ver. no longer spends jumps
  • 214H
    • Increased travel distance
  • 214X ~ S
    • Increased untechable time
    • Faster startup
    • Increased recovery
    • Increased buffer time
  • 214LM
    • Decreased active frames
    • Adjusted travel distance
    • Adjusted blowback on hit
    • Adjusted Trunks' position after hitting the opponent
  • Assist
    • Decreased untechable time
    • Decreased blowback on hit
    • Now appears on a different position if you're in the corner

 Cell

  • 5L
    • Decreased active frames
    • Decreased startup
  • 5LL
    • Increased the travel distance when holding 4
    • Now also decreases travel distance if you hold 2
  • 5LLL
    • Increased vertical distance between Cell and the opponent when grabbed
    • Increaased buffer time for Super Dash
    • Increased untechable time
    • Decreased active frames
    • Fixed an issue where the interaction looked off when you used Vanish on specific timing
  • 2L
    • Decreased startup
  • 2S
    • Adjusted the time it takes until landing and overall recovery frames
  • j.S
    • Startup is now faster when used after a Smash-triggering j.H
  • 236X series
    • Adjusted properties on hit
  • 236L
    • Now triggers a cinematic hit on the last hit
    • Increased startup on air ver.
    • Increased fall speed on air ver.
    • Increased opponent's blowback on air ver.
  • 236H
    • Increased untechable time
    • Decreased startup on air ver.
  • 214H
    • Now pulls the opponent closer on block
    • Adjusted properties on hit
    • Decreased damage
    • Changed the last hit's behavior on hit
    • Ground ver. last hit can only be triggered once per combo
  • 236S
    • Fixed an issue where the ground diagonal ver. would have increased recovery unless all hits confirmed (same as SSJ Goku change)
    • Fixed an issue where the air ver. would have increased recovery unless all hits confirmed
    • Increased hitstop for air ver.
    • Adjusted air ver. blowback on hit
    • Increased hitbox for air ver.
  • Assist
    • Increased hitstop
    • Adjusted blowback on hit
    • Increased hitbox

 Android 18

  • 5L
    • Increased travel distance
    • Decreased startup
    • Can no longer gatling into itself
    • Decreased active frames
    • Decreased horizontal hitbox
    • Increased vertical hitbox
  • 5LL
    • Increased travel distance
    • Increased startup
    • Adjusted hitbox and hurtbox
    • Increased knockback
    • Increased recovery
  • 5LLL
    • Increased travel distance
    • Increased hitbox
  • 5M
    • Increased travel distance
  • 5H
    • Adjusted the properties on a cinematic hit
  • 2M
    • Decreased travel distance
  • 2H
    • Initial attack hitbox increased downwards
  • 2S
    • Adjusted travel distance
    • Increased startup
    • Decreased blockstun
    • Adjusted hitstop
    • Increased untechable time
  • j.M
    • Increased startup
  • j.2H
    • Adjusted travel distance
  • j.S
    • Stops air momentum faster than before
  • 236X
    • Increased hurtbox on whiff
    • Opponent's position after being grabbed is now uniformed
    • Increased damage
    • Decreased proration
  • 236L
    • Decreased startup
    • Decreased travel distance
    • Decreased recovery on hit
    • Increased slide knockdown time
  • 236M/H
    • Can now hold either L, M or H for the charged ver.
    • Adjusted the input timing for charged ver.
    • Increaed startup
    • Increased hitbox
    • Increased untechable time
    • Will now knock down the opponent if the smash properties are already used in a combo
    • Changed the timing for cancelling into vanish or supers
    • Now able to buffer vanish and supers
  • 236H
    • Increased blowback on hit
  • 214X series
    • Adjusted the travel distance for air ver.
  • 214L
    • Cancel time window for ground ver. is now later
  • 214M
    • Decreased startup for ground ver.
    • Increased landing recovery for air ver.
    • Air ver. now a head property move
    • Increased hitstop for the air ver. last hit
    • Increased the air ver. hitbox downwards
  • 214H BUFF
    • Android 17 is now invulnerable
  • 214S
    • Opponent's blowback trajectory is now reliant on the move's projectiles
    • Android 17 becomes invulnerable faster in air ver.
  • 22S BUFF
    • Now cancel-able into supers even if you hold the button
    • The super's startup will be faster if you cancel into a super
  • 236L+M/H+S BUFF
    • Decreaed startup
    • Will now track the opponent in mid air combos.
  • 214L+M/H+S
    • Added a hitbox that will only hit the opponent's assists
    • Increased recovery
    • Fixed an issue where the minimum damage value would change
  • Assist BUFF
    • Invulnerability starts faster

 Gotenks

  • Mid-air stun
    • Hurtbox increased upwards when falling
  • 5L
    • Time window for canceling into 5LL on whiff is now slower
  • 5H
    • Decreased travel distance
    • Increased knockback
  • j.L
    • Only the first hit that connects with the opponent will hit overhead (Same as Captain Ginyu)
    • Increased recovery
  • 236X
    • Can now be held with either L, M or H for the charged ver.
  • 236L
    • Decreased recovery for ground ver.
    • Increased travel distance for ground ver.
  • 236H
    • Increased travel distance
    • Decreased blowback on hit for air ver.
    • Decreased recovery for air ver.
  • 214X
    • Increased damage
    • Added starter proration
    • Adjusted blowback on hit
    • Adjusted properties on a cinematic hit
    • Now faces the opponent's direction on the last hit
  • 214L
    • Increased travel distance
    • Increased recovery for ground ver.
  • 214M
    • Increased travel distance
  • 214S
    • Increased the untechable time on cinematic hit
    • Increased blowback on hit
    • Cinematic hit will no longer trigger when only the 2nd hit confirms
    • Holding 8 now makes the attack hitbox move
    • Now 2nd hit won't confirm if the 1st one is reflected
  • j.214S
    • Increased meter gain
  • 214L+M/H+S
    • The moves positioning will no longer change when Piccolo is in your team
    • Now unable to move until landing on whiff
  • Assist
    • Now 2nd hit won't confirm if the 1st one is reflected

This change mimics the changes to the point ver. of the same move

 Krillin

  • 5H
    • Increased knockback on block
  • 5S/j.S
    • Decreased damage
    • Increased untechable time
    • Decreased blowback on hit
  • 2H
    • Decreased startup
  • j.M
    • Decreased startup on 2nd hit
    • Decreased hitbox on 1st hit
    • Decreased hitstop on 1st hit
    • Adjusted speed in an air auto-combo
  • 236X
    • Changed the conditions for a cinematic hit
    • Adjusted properties on a cinematic hit
    • Increased damage
    • Decreased knockback
    • Decreased recovery
    • Opponent falls faster on hit
    • Unable to move until landing
  • 236M
    • Now feints a backdash on ground ver.
  • 236H
    • Decreased recovery for the charged ver.
    • Increased hitstop
  • 214X (Bean)
    • Increased recovery
    • Decreased distance travel
    • Throws bean faster
  • 214X (Rock)
    • Increased hitstop
    • Increased untech time
    • Increased startup
    • Changed trajectory
    • Removed landing recovery on ground ver.
  • 214H
    • Now throws 2 rocks
  • 236S
    • Falling speed now increases if you hold 2
  • 214S
    • Cancel window now later than before
  • 236L+M/H+S
    • You can now fire diagonally by holding 8 or 2
  • 214L+M/H+S
    • Increased recovery
    • The falling part of the super will always appear on-screen, even if the opponent is up high in the air
  • Ultimate Z-Change (DHC)
    • Adjusted position
  • Assist
    • Decreased startup
    • Adjusted position
    • Changed rock trajectory

This change mimics the changes to the point ver. of the same moves

 Kid Buu

  • Mid-air stun
    • Hurtbox increased upwards when falling
  • 1M
    • Increased recovery
  • j.M

Adjusted behaviour for when it's used close to the ground

  • j.S
    • Initial attack hitbox increased
    • Decreased blowback on hit
  • 236X
    • Increased knockback
    • Increased blowback on hit
    • Increased travel distance
    • Decreased hitbox
    • Increased startup for ground ver.
    • Added starter proration for ground ver.
    • Adjusted properties on a cinematic hit
  • 236L
    • Doesn't leap forward after touching the ground anymore
  • 236H
    • Increased damage
  • 214X
    • Adjusted properties on a cinematic hit
  • 236S
    • Adjusted properties on a cinematic hit
    • Cancel window on block is now slower
  • 214S
    • Now cancels inertia on startup
  • 214L+M/H+S
    • Now unable to move until landing in air ver.
    • Falling speed increased in air ver.
    • Position and recovery will change based on height in air ver.

 Majin Buu

  • 5LL > 5LLL
    • Reduced the cancel window from 5LL to 5LLL
  • 5LLL
    • Now a throw move
    • Decreased active frames
    • Increased travel distance
  • j.H
    • Increased blowback on hit
  • 236X
    • Changed the conditions for triggering a cinematic hit
    • Changed the movement for when a cinematic hit is not triggered
    • Adjusted the behavior on hit
    • Increased damage
    • Decreased proration
    • Ground ver. now hits above Buu as well
  • 236H
    • Adjusted properties on a cinematic hit
  • 214X
    • Adjusted properties on a cinematic hit
    • Increased travel distance
  • 214M
    • Increased startup
  • 214S
    • Increased hitstop
    • Adjusted the projectile's trajectory
    • Hitbox increased downwards
    • Opponent will now be airborne if he's released naturally by the fat
  • 214L+M/H+S
    • Amount of hits no longer changes when hitting from far away
    • Decreased blowback

 Nappa

  • 5L > 5LL
    • Reduced the cancel window between 5L and 5LL
  • 5LL
    • Won't chain from 5L anymore when holding 2
  • 5S
    • Added a strike-type hitbox at the start
    • Will always blowback forward now
    • Ignores ki blasts at the start
    • Decreased number of ki blasts it clashes with
    • Increased the projectile's hitstop
    • Increased the projectile's blowback
    • Increased hitbox
  • j.S
    • Increased startup
    • Increased blowback on hit
    • Decreased untech time
    • Decreased blockstun
    • Added proration
  • j.2H
    • Landing part of the move is now also jump cancelable in Sparking
    • Jump count no longer resets at the landing part of the move
    • Decreased startup
    • Increased travel distance
    • Increased blowback on hit
    • Increased hitbox on the landing part
    • Unable to cancel the move right before landing
    • Now triggers a cinematic hit on hit
  • 236X
    • Moves behavior now changes if you hold the button
    • Increased damage
    • Adjusted proerties on a cinematic hit
    • Adjusted static difference on block (either more or less safe on block)
  • 236L
    • Now triggers a cinematic hit
  • 214H
    • Pressing buttons during the move will change the Saibaiman's attacks
    • Saibaiman's color has changed
  • 214X (Nail Slash)
    • Increased untech time
    • Increased hitbox downwards
  • 214X (Slide)
    • Decreased damage
    • Increased hitstop
  • 214X (Vomit)
    • Decreased damage
    • Untech time won't be affected by the combos proration
  • 214X (Self-destruct)
    • Increased damage
  • 236S
    • Changed the attacks position
    • Holding the button changes the attacks position
  • 214S
    • Cinematic hit will trigger regardless of whether guard point activated or not
    • Adjusted properties on a cinematic hit
    • Decreased damage
    • Changed the timing for holding the button
    • Decreased the blowback on the first hit
    • Increased hitbox
  • Assist
    • Will always appear at close-range (not sure if refers to Nappa itself or the explosion)

 Android 16

  • Ground Dragon Rush
    • Fixed an issue where the camera would move too much on a Snapback
  • 6M
    • Adjusted hitbox
  • 5L
    • Increased recovery
    • Increased hitbox downwards
  • 5LLL
    • Throw range increased vertically
  • 2H
    • Increased recovery
    • Initial attack hitbox increased downwards
  • j.M
    • Decreased damage
  • j.H
    • Adjusted properties on hit when used from a ground "dynamic" combo (5LLLLLLL)
  • j.2H
    • Increased startup
    • Now hits overhead
    • Added starter proration
    • Increased recovery
    • Increased hitstop on block
    • No longer hits behind 16
    • Triggers a cinematic hit on air hit
    • Adjusted properties on a cinematic hit
    • Now jump cancelable in sparking
  • j.S
    • Initial attack hirtbox increased
    • Adjusted blowback on hit
  • 236X
    • Opponent's position after being hit is now uniformed
  • 236L
    • Decreased startup
  • 236M/H
    • Adjusted properties on a cinematic hit
    • Cancel-able into Super Dash and Z-Change on a cinematic hit
  • 214X
    • Increased upper and lower hitboxes
    • Opponent's position after being hit is now uniformed
    • Increased damage
    • Decreased damage for when a cinematic hit triggers mid-combo
    • Decreased meter gain for when a cinematic hit triggers mid-combo
  • 214M/H
    • Adjusted properties on a cinematic hit
  • 214H
    • Decreased startup on the throw part of the move
    • Decreased proration on the last part of the move
    • Decreased damage on the ground ver. last part
    • Increased proration on the ground ver. last part
  • j.236X series
    • Increased hitbox downwards
    • Increased travel distance
    • Increased recovery
    • Will face opponent's direction after the move
    • Opponent's position after being hit is now uniformed
    • Increased damage
    • Decreased damage for when a cinematic hit triggers mid-combo
  • j.236X series
    • Decreased meter gain for when a cinematic hit triggers mid-combo
  • j.236M/H
    • Decreased startup
    • Increased active frames
    • Adjusted properties on a cinematic hit
    • Cancel-able into Super Dash, Z-Change, and 214X on a cinematic hit
  • 214S
    • The last hit won't come out when the move is reflected
  • 236L+M
    • Increased the cancel window for a Ultimate Z-Change (DHC)
    • Increased active frames when whiffed
    • Adjusted properties on hit
    • Increased air ver. damage when done from long-range
    • Increased air ver. damage when done from long-range (cont)
  • Assist
    • Hitbox disappears if the point character takes damage

 Yamcha

  • j.2H
    • Initial attack hitbox increased
  • 236L/M ~ L/M
    • Now able to use follow-ups on whiff as well
    • Follow-ups now won't come out if you hold 4
    • Now able to use 214X as a follow-up
  • 236M
    • timing for the H follow-up is now slower
  • 236X ~ L/M
    • Increased travel distance
  • 214X
    • Adjusted the blowback on hit
    • Now faces opponent's direction right before the last hit
    • Increased recovery
    • Adjusted properties on a cinematic hit
    • Increased hitstop for the ground ver. last hit
  • 214L/M
    • Increased travel distance for ground ver.
  • 214M
    • Yamcha floats lower if the ground ver. is blocked
  • 214H
    • Increased untech time for the rotating part of the move
  • 236X ~ S
    • Decreased buffer window
    • The inputted direction will align with the opponent's direction
  • 236X ~ 6L/M
    • Decreased blowback on hit
    • Adjusted properties on a cinematic hit
  • 236X ~ H
    • Decreased recovery
    • Will no longer come out if you have the M button pressed when pressing H
  • 214L+M/H+S
    • Decreased minimum damage

 Tien

  • 5LL
    • Decreased damage
    • Adjusted blowback on hit
  • 5LLL
    • Adjusted the hitstop on hit
    • Increased hitbox
    • Adjusted blowback on hit
  • 5S/j.S
    • Increased damage
    • Increased untech time
    • Adjusted blowback on hit
  • 5S
    • Increased recovery
  • j.L
    • Once the 1st hit touches the opponent, the 2nd hit won't be an overhead anymore
  • j.S
    • Initial attack hitbox increased
  • 236M
    • Increased the ground ver. travel distance
  • 236H
    • Increased the ground ver. travel distance
    • Decreased startup on ground ver.
    • Changed the conditions for triggering a cinematic hit
    • Increased damage for air ver.
  • 214X
    • Increased damage
    • Adjusted properties on a cinematic hit
    • Increased travel distance
  • 214X
    • Adjusted blowback on hit
    • No landing recovery when the move is blocked
  • 214L
    • Now triggers a cinematic hit
    • Increased startup on air ver.
    • Doesn't leap backwards on hit anymore
  • 214M
    • Increased startup on air ver.
  • 214H
    • Decreased startup on ground ver.
  • 214S
    • Increased untech time
    • Increased hitstop on block
  • 236L+M/H+S
    • Decreased HP penalty
    • Increased minimum damage
    • Now activates a follow-up by holding the buttons
  • 214L+M
    • Decreased HP penalty
    • Increased minimum damage
    • Increased untech time
    • Adjusted blowback on hit
    • Adjusted position

 Adult Gohan

  • 5LLLLL (Level 1-7)
    • Increased untech time on air hit
  • 2H
    • At Level 7, Gohan can cancel landing into any ground moves
  • 5S
    • Increased buffer window for gatlings
  • j.H
    • Increased blowback on a cinematic hit
  • j.S
    • Increased buffer window for gatlings
    • Increased travel distance
    • At Level 7, Gohan can cancel j.S into other aerial moves
  • j.236X
    • Can now be held with L, M or H buttons
    • Increased travel distance
    • Decreased damage
    • Decreased meter gain
    • Added hitbox right before landing
    • Now able to buffer supers while in landing recovery
  • j.236M
    • Decreased landing recovery
  • j.236H
    • Adjusted travel distance
    • Leaps slightly when blocked
  • 214X
    • Increased travel distance
    • Adjusted blowback on hit
    • Changed the conditions for triggering a cinematic hit
    • Adjusted properties on a cinematic hit
    • Will face the opponent's direction after the move
    • Now able to buffer supers right before landing
    • Has decreased startup if done while the opponent is taking damage mid-air (needs to be Level 1)
    • Less recovery on ground ver. if done to an airborne opponent (needs to be Level 1)
  • 214H
    • Decreased startup on air ver. (needs to be Level 1)
  • 214L+M/H+S
    • Decreased knockback
  • Assist
    • Increased hitstop
    • Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air
    • Now only invulnerable to head property attacks

 Hit

  • Vanish
    • Adjusted opponents position on a cinematic hit
  • 5L > 5LL
    • Reduced cancel window between 5L and 5LL
  • 5LL
    • Increased startup
    • Increased travel distance
  • 5LLL
    • Adjusted blowback on hit
    • Increased recovery on hit
    • Decreased active frames on the 3rd hit
  • 2L
    • Increased damage
  • 236X
    • Changed the timing for cancelling into the S follow-up
    • Decreased recovery for the S follow-up
  • 236X ~ L
    • Decreased starter proration
    • Decreased damage
    • Decreased meter gain
  • 236X ~ M
    • Decreased starter proration for same side ver. (236L ~ M)
    • Increased damage
    • Increased untech time
    • Adjusted properties on a cinematic hit for crossup ver. (236M ~ M)
    • Increased damage
    • Increased hitbox upwards
  • 214L/M
    • Increased damage
  • 236L+M
    • Other attacks no longer hit the opponent while the air ver. is in motion
  • 236H+S REWORK
    • Spends all meter at once to cause more damage
    • Adjuster blowback on hit
    • Increased recovery
    • Unable to follow it up after successfully hitting it

 SSB Goku

  • 5LL
    • Adjusted blowback on hit
    • Adjusted untech time
    • Adjusted hitstop
  • 5M/4M
    • Increased travel distance
    • Increased recovery
  • 5S
    • Increased damage
    • Adjusted blowback on hit
  • j.2H
    • Increased travel distance
  • j.S
    • Initial attack hitbox increased
    • Adjusted blowback on hit
  • 236X
    • Adjusted properties on a cinematic hit
    • Increased untech time
    • Increased hitstop on hit
    • Decreased recovery
    • Increased travel distance
    • Increased blowback on hit
  • 236L
    • Decreased startup
  • 236M
    • Increased active frames
    • Increased damage for ground ver.
  • 236H
    • Decreased startup
    • Increased damage
    • If the opponent is within a set height, Goku will teleport to the opponent's location (Air ver. only)
  • 214X
    • Increased damage on a successful throw
    • Increased hitstop on a successful throw
    • Removed invulnerability during the H ver. teleport
    • No longer able to connect two or more throws at once in a combo
  • 214L
    • Increased startup
  • j.214X series
    • Adjusted blowback on hit
    • Increased travel distance
    • Increased untech time
    • No longer hits opponents behind Goku
    • Initial attack hitbox increased
  • j.214L/M
    • Decreased startup
    • Adjusted properties on hit
  • j.214H
    • Changed the behavior on hit
  • 236S/214S
    • Adjusted the teleport position
    • Increased travel distance
    • Decreased blockstun
    • Adjusted properties on a cinematic hit
    • Increased active frames
    • Decreased startup on crossup ver.
  • 236L+M/H+S
    • Adjusted the conditions for teleporting before the super
    • Decreased startup
    • Increased recovery
    • Increased Ultimate Z-Change (DHC) cancel window
  • 214L+M/H+S
    • Increased travel distance
    • Adjusted position for when it's Ultimate Z-Changed (DHC)
    • Holding the buttons before lv5 ver. switches sides
    • Added a hitbox that only hits assists
  • 214[L+M/H+S] (Level 5)
    • Changed the behaviour after hitting the opponent
  • Assist
    • Now appears a bit farther ahead than before when the opponent is close to you, or when the opponent is taking damage mid-air
    • Adjusted blowback on hit

 SSB Vegeta

  • Wake up
    • Adjusted wake up timing
  • 5L
    • Adjusted the animation when you whiff cancel this move
  • 5LLL
    • Increased hitbox
  • 5S
    • Decreased blowback on opponents close to you
    • Increased hitbox
  • 2L
    • Increased recovery
    • Adjusted the animation when you whiff cancel this move
  • 2H
    • Increased active frames
  • 2S
    • Decreased blowback on hit
    • Decreased untech time
  • j.S/j.2S
    • Decreased blowback on hit
    • Increased hitbox
  • 236X
    • Will face the opponents direction after the move
    • Travel distance now changes according to the follow-up used
    • Adjusted blowback on hit
    • Adjusted untech time
    • Adjusted hitstop
    • Adjusted damage
    • Increased recovery
  • 236L
    • Decreased startup
  • 236M
    • Increased startup
  • 214X
    • Increased damage
    • Increased proration
    • Changed travel distance
    • Increased active frames
    • Will face the opponent's direction after the move
    • Adjusted properties on a cinematic hit
  • 214L
    • Decreased active frames on ground ver.
  • 236S
    • Decreased startup
    • Now able to buffer supers
    • Increased proration
    • Moves forward before attacking on ground ver.
    • Decreased recovery on air ver.
    • Increased hitstop on 1st hit
    • Decreased hitstop on block
    • Increased untech time
    • Increased hitbox
  • 236L+M
    • Increased damage when holding the buttons
    • Adjusted blowback on hit
  • 214L+M/H+S
    • Adjust blowback on hit
    • Increased untech time
    • Vegeta can no longer move until he lands
    • Vegeta falls faster after air ver.
  • Assist
    • Increased hitstop on the first hit
    • Decreased hitstop on block
    • Increased untech time
    • Increased hitbox

 Beerus

  • 5LL/2H/jM
    • Adjusted Beerus Balls trajectory when hit by these moves
  • 5LLL
    • Adjusted hitbox for airborne opponents
    • Decreased startup when the opponent is taking damage mid-air
    • Increased hitbox upwards
  • 5M
    • Decreased startup
    • Increased hitbox upwards
  • 2M
    • Adjusted blowback on hit
  • j.M
    • Increased active frames
    • Increased hitbox downwards
  • j.2H
    • Adjusted blowback on hit
  • j.S
    • Initial attack hitbox increased
    • Adjusted blowback on hit
  • 236X
    • Can now be held with L, M or H buttons
    • Increased damage
    • Increased proration
    • Increased the Beerus Balls damage
    • Decreased the Beerus Balls knockback
    • Beerus Ball hitstop increases when launched by one of Beerus' moves
    • Any Beerus Balls Beerus launches with his attacks won't disappear even if you perform a Z-Change
    • Adjusted properties on a cinematic hit
    • Landing recovery is cancelled if the hitbox appears on air ver.
  • 214X
    • No longer hits opponents behind Beerus
    • Increased proration
    • Adjusted travel distance
    • Increased damage
    • Now able to buffer supers while landing
    • Made it so it's harder for Beerus to switch sides at the corner when using the ground ver.
  • 214S
    • Increased recovery
    • Increased the falling speed after attacking

 Goku Black

  • 5S
    • Increased untechable time on sword hit
    • Decreased knockback on sword hit
    • Projectile speed changed
    • Ki blast speed can be controlled by inputting 4 and 6
  • j.S
    • Increased initial hitbox
  • 236X
    • The projectile levels are reduced, and they now cancel out with ki blasts
    • Changed the projectiles damage proration
    • Decreased damage
    • Increased initial hitbox
    • Ground ver. recovery increased
  • 236L
    • Changed how the opponent is blown back
  • 236M
    • Black falls faster on hit
  • 236H
    • Increased projectile speeed
    • Increased damage
    • Black falls faster on hit
  • j.214X
    • Will not hit opponents behind Black
    • Knockback reduced
    • Fall speed increased on hit
    • Increased landing recovery
    • Effect on cinematic hit changed
  • j.214L
    • Decreased hitstop
  • j.214M
    • Decreased startup
    • Decreased damage
    • Changed how the opponent is blown back
  • j.214H
    • Increased damage proration
    • Fixed a bug where some damage would be recoverable damage
  • 214S
    • Changed effect on cinematic hit
    • Increased damage
  • 236L+M
    • Fixed a bug where minimum damage changed
  • 236H+S
    • Initial hitbox increased
    • Fixed a bug where the move would act weird if Ultimate Z Changed before the hit
    • Changed how the opponent is blown back
    • Increased untechable time
    • Increased recovery
  • 214L+M/H+S
    • Added recovery until landing

 Android 21

  • Wake up
    • Adjusted wake up timing
  • 5L/2L
    • Decreased startup
  • 2M
    • Increased recovery
    • Untechable time increased for 3M ver.
    • Changed how the opponent is blown back for 3M ver.
  • 2S
    • Decreased startup
    • Decreased recovery
  • j.H
    • Increased startup
  • j.S
    • Changed how the opponent is blown back
  • 214X
    • Does not hit opponents behind her
    • Movement distance changed
    • Changed how the opponent is blown back
    • Increased untechable time on first hit
    • Increased hitstop on last hit
    • Increased recovery
    • Decreased startup
    • Decreased meter gain on non-cinematic hits
    • Increased damage on last hit
    • Increased damage proration on last hit
    • Decreased untechable time on last hit
  • 214L
    • Damage on non-cinematic hits decreased
  • 214M
    • Damage on non-cinematic hits decreased
    • Ground ver. wall sticks on cinematic hit
  • 236S
    • Increased horizontal travel distance
  • 236S/214S
    • Can followup into various attacks with different button inputs on hit
    • Decreased damage
    • Decreased startup on Air ver.
  • Stolen moves
    • Moves are discarded after one use
    • Can follow-up into various attacks with different button inputs mid-move
    • Follow-ups transport 21 near the opponent when done on hit
  • 236B (Blue / Kamehameha)
    • Untechable time reduced
    • Decreased knockback
    • Decreased recovery
  • 236Y (Yellow / Ki blast flurry)
    • Decreased hit count
    • Increased hitstop
    • Decreased hitstop on block
    • Increased startup
    • Increased damage
    • Increased meter gain
    • Increased hitbox
    • Decreased untechable time
    • Changed movement distance
    • Changed how the opponent is blown back
  • 236G (Green / Explosive ki blast
    • Moves farther
    • Changed how the opponent is blown back
    • Increased hitbox
    • Changed the window for cancelling into followups
    • Decreased startup on ground ver.
  • 236P (Purple / Homing ki blast)
    • Decreased startup
    • Can have 2 on screen at once
    • Increased untechable time
    • Increased recovery when it hits at a close range
  • Absorbed Solar Flare
    • Added head invulnerability
    • Decreased startup
    • Decreased recovery
    • Movement changed, now leaves 21 airborne on ground ver.
  • 214Y (Yellow / Command grab)
    • Head invulnerability on frame 1
    • Air ver. now has head invulnerability
    • Decreased recovery on air ver.
  • 214P (Purple / Instant Transmission)
    • Increased recovery
    • Followups have damage proration on the first hit
    • Changed where the 21 appears after the teleport, air ver. now appears on the ground
  • 214G (Green / Barrier)
    • The barrier stays even when cancelled into followups
    • When cancelled into supers, the supers have decreased startup
    • Super followups are possible even with held buttons
  • j.214L+M/H+S
    • Added recovery until landing

 Bardock

  • j.M
    • Decreased hitstop on the 1st hit
  • j.S
    • Changed the way the opponent is blown back
    • Decreased landing recovery
  • 214X
    • Changed the conditions for a cinematic hit
    • Changed movement distance
    • Increased recovery
  • j.214L
    • Decreased startup
  • j.214M
    • Increased startup
  • 236M/236H ~ H
    • Changed the hit effect on cinematic hit
    • Made the 2nd hit of the ground ver. whiff on grounded opponents
    • When the air ver. hits an airborne opponent, it will not go down to the ground
    • Increased hitbox for the first hit of the air ver.
  • j.236L+M[2]
    • Increased Ultimate Z change window
    • Now ground bounces on hit
    • Decreased hitstop
    • Decreased minimum damage
  • 236H+S
    • Decreased startup
    • Increased recovery
    • Changed hitbox
    • Fixed a bug where minimum damage changed
  • 214L+M/H+S
    • Added recovery until landing on the air ver.

 Broly

  • M auto-combo
    • Changed moves used when inputting 5MMMM
  • 5LLL
    • Can now cancel into Z-change
  • 2M
    • Changed how the opponent is blown back
  • 5H
    • Increased damage when button is held
  • j.L
    • Increased lower part of the initial hitbox
  • j.H
    • Increased untechable time on cinematic hit
  • j.2H
    • Now triggers a cinematic hit when it hits an airborne opponent
    • Changed the opponent's position after the move hits
  • j.S
    • Altered the angle at which the upwards ki blasts shoot
  • 236M/H
    • Increased damage
  • 236H
    • Changed how the opponent is blown back
  • 214X
    • Movement distance changed
    • Effect on hit changed
  • 214L
    • Decreased startup
  • 214H
    • Increased damage
  • j.214X
    • Effect on hit changed
    • Added a buffer for vanish and sparking
  • j.214M
    • Increased startup
  • j.214H
    • Decreased damage
  • 236L+M/H+S
    • Increased number of hits the armor can absorb
  • 236H+S
    • Changed how the move acts
  • 214L+M/H+S
    • Fixed a bug where the minumum damage changed
  • 214L+M
    • Broly falls faster after the move is over
  • 214H+S
    • Decreased startup for air ver.
  • Assist
    • Increased hitstop on hit
    • Decreased untechable time

 SSB Vegito

  • Vanish
    • Changed the opponent's position during the cinematic
  • 5LLL
    • Increased throw range
  • 5S
    • Removed the ability to cancel into Z change when the 6S followup whiffs
    • Increased untechable time
    • Increased hitstop
    • Increased recovery on hit
  • j.H
    • Decreased damage
  • 2S
    • Can now longer gatling from 2S into 5S
    • Increased untechable tim
    • Inputting S during the cinematic cancels into super dash
    • Decreased meter gain
    • Changed where the opponent goes on hit
  • j.S
    • Changed how the opponent is blown back
    • Increased untechable time on cinematic hit
    • Inputting S during the cinematic cancels into super dash
    • Decreased meter gain
    • Changed where the opponent goes on hit
  • 236X
    • Changed knock back
    • Increased damage
    • Increased proration
    • Decreased horizontal travel distance
    • Ground ver. motion on hit changed
    • Remove landing recovery on ground ver.
    • Changed effect when the first hit is reflected
    • Air ver. moves upwards if the opponent is above Vegito
  • 236M
    • Decreased startup
  • 214X
    • Changed movement distance
    • Changed throw range
    • Decreased startup
    • Decreased recovery
    • Added recovery until landing on hit
    • Changed effect on hit
  • 214S
    • Changed movement distance on successful counter
    • Increased throw range
  • 214L+M/H+S
    • Adjust blowback on hit
    • Increased untech time
    • Vegeta can no longer move until he lands
    • Vegeta falls faster after air ver.

 Fused Zamasu

  • 5L/2L/2M
    • Decreased startup
  • 5LL > 5LLL
    • Reduced cancel window between 5LL and 5LLL
  • 5LLL
    • Now a throw move
    • Decreased startup
    • Decreased active frames
    • Changed how far Zamasu moves
  • 2H
    • Increased startup
    • Made it carry more dash momentum
    • Increased hitbox
  • 5S
    • Decreased recovery
  • j.L
    • Increased initial hitbox
  • j.2H
    • Now a cinematic hit on airborne opponents
    • Changed effect on cinematic hit
    • Increased startup
  • 236X
    • Increased damage
    • Increased knockback
  • 236H
    • Changed effect on cinematic hit
    • Changed the movement of the S followup
    • Increased startup
  • 214X
    • Increased hitstop on hit
    • Decreased blockstun
  • 236S
    • Decreased startup
    • Decreased recovery
    • Changed the way the opponent is blown back
    • Increased damage
    • Changed effect on cinematic hit
    • Projectile hitbox increased
    • Air ver. movement distance changed, and has a set height when done low to the ground
  • 214S
    • Changed the effect of flight ~ 236X on hit
    • Flight ~ 214X comes out even when the button is not held
    • The window for flight ~ 214X button hold is longer
  • Flight ~ j.2H
    • No longer triggered when inputting 1 or 3
    • Now triggers cinematic hit on grounded opponents
  • Flight ~ j.S
    • Increased untechable time
    • Can now gatling from j.S to j.2H
  • 236H+S
    • Projectiles travel further
    • Effect on hit changed
    • When near the corner, Zamasu moves backwards
    • Fixed a bug that changed the minimum damage
  • 236L+M
    • Fixed a bug that allowed attacks to land during the cinematic time freeze
  • 214L+M/H+S
    • Changed how the opponent is blown back
    • Increased recovery
    • Decreased startup if the opponent is in a combo
    • Zamasu falls faster after the move
  • Assist
    • Increased untechable time
    • Increased hitstop on hit
    • Changed how the opponent is blown back

 Goku

  • Vanish
    • Changed the opponent's position during the cinematic
  • 5LL
    • Changed how the opponent is blown back on hit
    • Decreased travel distance
    • Decreased untechable time
  • 5LLL
    • Recovery standardised
    • Decreased startup
  • 5H
    • Changed how the opponent is blown back on hit
  • 2S/2SS
    • Changed how the opponent is blown back
    • Increased the cancel window on whiff
    • Increased untechable time
  • 2SS
    • Changed the location of the ki blast
  • 2SSS
    • Effect on cinematic hit changed
    • Made the ki blast disappear on cinematic
    • Can now special cancel
    • Changed how the opponent is blown back
  • j.H
    • Changed how the opponent is blown back
  • j.2H
    • Increased travel distance
  • j.S
    • Increased initial hitbox
    • Changed how the opponent is blown back
  • 236X
    • Decreased startup
    • Changed how the opponent is blown back
    • Increased travel distance
    • Decreased untechable time
    • Increased hitstop on hit
    • Keeps opponent grounded on ground hit
    • Changed effect on cinematic hit
    • Air ver. has increased recovery
  • 236M/H
    • Added invulnerability in the middle of the animation
    • Increased damage
    • Increased damage proration
  • 214X
    • Changed effect on hit
  • 236S
    • Decreased startup
    • j.236S[2]
    • Changed how the opponent is blown back
    • Increased untechable time
    • Slide knocks down the opponent on hit
  • 214S (Spirit Bomb)
    • Decreased startup
    • Can now special cancel on hit
    • Changed effect on cinematic hit
  • 236L+M/H+S
    • Made it so it cannot be followed up by a cinematic hit (other than supers)
    • Fixed a bug that changed the minimum damage
    • Increased blockstun on the L followup
  • Kaioken Finisher (Kaioken ~ L+M)
    • Goku autocorrects to face the opponent
  • 214+L+M/H+S
    • Decreased startup
    • Spirit bomb moves faster
    • Changed where the attacks starts
    • Fixed a bug that changed the minimum damage
  • Assist
    • Increased untechable time
    • Increased hitstop on hit
    • When the opponent is in air hitstun and close, Goku appears further foward

 Vegeta

  • Wake up
    • Adjusted wake up timing
  • Vanish
    • Changed the opponent's position during the cinematic
  • 2S
    • Increased initial hitbox
  • j.S
    • Increased initial hitbox
    • Knocks opponent back further
    • Decreased damage
    • Decreased landing recovery
  • 236L
    • Vanish window moved later
    • Decreased landing recovery
  • 236M/H
    • Changed cinematic
    • Altered how far it moves, and removed momentum on landing
    • Decreased recovery
  • 236H
    • Increased damage
    • Made it harder to reach the corner on hit
  • 214X
    • Decreased startup when the opponent is in a combo
    • Changed how the move hits when it is a cinematic hit
  • 214L
    • Added cinematic hit
  • 214S
    • Added special cancel on hit
    • Increased untechable time
    • Standardised the location of the opponent on hit
  • 214L+M/H+S
    • Knocks opponent further
    • Increased recovery
  • Assist
    • Increased hitstop on hit

 Cooler

  • 5L > 5LL
    • Reduce cancel window between 5L and 5LL
  • 5LL
    • Decreased startup
    • Made hurtbox shorter
    • Made hitbox shorter
  • 5LLL
    • Knocks opponent back less
    • Changed effect on hit
  • 5H
    • Fixed a bug where the move was jump cancelable on hit
  • j.L
    • Made the initial hitbox of the move hit higher
  • 6H
    • Made the initial hitbox of the move hit higher
    • Decreased damage
  • 3H
    • Decreased startup if the opponent is close
    • Can now cancel into 5S
    • Knocks opponent back less
    • Decreased damage
  • 236X
    • Changed the effect on cinematic hit
    • Changed the cancel timing (supers etc)
    • Increased damage
    • Moved the moment the move adds damage proration to the last hit
  • 236M
    • Decreased startup for air ver.
    • Increased blockstun
  • 236H
    • Increased blockstun
  • 214X
    • Cooler falls faster
    • Knocks opponent further back in the beginning of the move
    • Increased recovery for air ver.
  • 214L
    • Increased travel distance
  • j.214M
    • Decreased travel distance
  • 236S
    • Decreased startup
  • j.214L+M/H+S
    • Now has recovery until landing on whiff
    • Cooler falls faster after move
  • Assist
    • Cooler appears further foward if the opponent is in an air combo

 Android 17

  • 5LL
    • Increased travel distance
  • 2M
    • Increased travel distance
    • Knocks opponent back less
  • 5S
    • Knocks opponent back less
  • 3H
    • Attack level reduced (L starter?)
    • Decreased startup
    • Decreased recovery
    • Increased travel distance
    • Knocks opponent back less
    • Hitbox made taller
    • Hurtbox made taller
  • 236/214X
    • Increased untechable time
    • Increased hitstop
    • Pushbox during the attack made larger
  • 236L
    • Decreased startup
  • Rekka ~ 5L
    • Decreased damage proration
    • Standardized recovery
    • Cancel window for followups increased
    • Decreased untechable time
    • Increased hitstop
  • Rekka ~ 6L
    • No longer has head property
    • Changed how far 17 moves, and lowered his vertical height
    • Decreased hitbox
    • Increased hitstop
    • Increased hurtbox
  • Rekka ~ 2L
    • Decreased untechable time
    • Increased hitstop
    • Changed how the opponent is blown back on hit
    • Made it harder to cross up the opponent
  • Rekka ~ 5H/5S
    • Changed the effect on cinematic hit
    • Increased damage proration
    • Decreased recovery
    • Decreased untechable time
    • Increased the size of the barrier
  • 22S (Charge)
    • Charges faster
    • Decreased active frames
    • Decreased recovery
    • Decreased hitstop
    • Increased untechable time
    • Changed how the opponent is blown back
    • Increased hitbox
    • Made cancel timing later
  • 236H+S
    • New input, can be done on the ground
    • Now frame 1 unvulnerable
    • Can only be Ultimate Z Changed on hit
    • Decreased startup
    • 17 falls faster after the move
    • Changed how the opponent is blown back
    • Increased recovery
    • The ground ver. adjusts for the opponent's height

This move is now a true reversal, it can be vanished out of though

  • 214L+M/H+S
    • Increased recovery
    • Increased untechable time
    • Changed how the opponent is blown back
    • Hitstop changed
  • Ultimate Z Change
    • Changed from End Game to the new ground ver. of Barrier Explosion
  • Assist
    • 17 will appear further forward if the opponent is in a combo
    • Decreased startup
    • Increased the number of hits that can be absorbed
    • Increased the size of the barrier
    • Increased hitstop
    • Decreased untechable time
    • The opponent is knocked back further

 Jiren

  • 5LL
    • Can now gatling into 2L

Makes 5L > 5LL > 2L... possible

  • 5H
    • Decreased startup
  • 2S
    • Will display "AntiAir" when beating air attacks now
    • Inputting 1S on hit will cancel into a superdash
  • j.M
    • Decreased hitstop on first hit
  • j.2H
    • Increased initial hitbox
    • Now has a cinematic hit effect when it hits an airborne opponent
    • Fixed a bug where the opponent would be frozen in place when trading with the held ver.
  • j.S
    • Reduced blown back
  • 236L+M
    • Fixed a bug where the super would appear far away from Jiren

 Videl

  • Reflect (Videl's spot dodge)
    • Throw invulnerability disappears once reflect starts up, just like other characters
    • The sound effect for a successful dodge has been changed
  • 5LLL
    • Throw range larger
  • 5M
    • Increased cancel timing for 4MM
  • 5S/2S/j.S/j.2S
    • Vanish window changed
  • 214X
    • No longer hits when Videl is not the point character
    • Untech time on the held ver. changed
    • When the opponent is in a combo, the throw range is larger
  • 236L+M/H+S
    • Fixed being able to Z change while canceling into a special

Navigation

Season 1

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

Season 2

1.15 • 1.16 • 1.17 • 1.18 • 1.19 • 1.20

Season 3

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