DBFZ/Version History: Difference between revisions

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Revision as of 18:53, 27 November 2022

Patch History

  • Officially documented gameplay changes will be prioritize for this page. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
  • Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
Versions Date Summary
1.33 2023-08-23 Multiple character changes.
1.32 2023-05-23 Multiple character changes.
1.31 2022-06-29 Multiple character changes.
1.30 2022-02-24 Added  Android 21 (Lab Coat) to the roster.
1.29 2021-09-01 Bug fixes.
1.28 2021-08-10 Multiple character changes.
1.27 2021-03-10 Multiple character changes. Added  Gogeta (SS4) to the roster.
1.26 2021-01-13 Multiple character changes. Added  Super Baby 2 to the roster.
1.25 2020-09-16 Minor gameplay changes. Added  Master Roshi to the roster.
1.24 2020-06-26 Bug fixes.
1.23 2020-05-19 Minor gameplay changes, specific character changes. Added  Goku (Ultra Instinct) to the roster.
1.21 2020-02-25 Season 3 update, character adjustments across the whole cast, new system mechanics and system changes. Added  Kefla to the roster.
1.20 2019-12-04 Added  Broly (DBS) to the roster.
1.19 2019-09-25 Added  Gogeta (SSGSS) to the roster.
1.18 2019-08-07 Added  Janemba to the roster.
1.17 2019-05-08 Added  Goku (GT) to the roster. New features.
1.16 2019-04-03 Bug fixes.
1.15 2019-03-27 Season 2 update, character changes across the whole cast and system changes.
1.14 2019-01-30 Added  Jiren and  Videl to the roster.
1.13 2018-11-28 Late season 1 update, character adjustments across whole cast and system changes.
1.12 2018-09-26 Added  Cooler and  Android 17 to the roster.
1.11 2018-08-08 Character adjustments across most of the cast. Added  Goku and  Vegeta to the roster.
1.10 2018-06-20 Various bug fixes.
1.09 2018-05-30 Added  Zamasu (Fused) and  Vegito (SSGSS) to the roster.
1.08 2018-05-09 New features and various bug fixes.
1.06 2018-03-28 Added  Bardock and  Broly to the roster.
1.05 2018-03-16 New features and various bug fixes.
1.04 2018-02-28 New features and various bug fixes.
1.01 Hotfix 2018-01-30 Minor bug fix.
1.01 2018-01-26 Launch version.

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Game ver. Date Notes
Ver.1.31 Current June 29th, 2022 Multiple character changes.
Ver.1.30 February 24th, 2022 Added  Android 21 (Lab Coat) to the roster.
Ver.1.29 September 1st, 2021 Bug fixes.
Ver.1.28 August 10th, 2021 Multiple character changes.
Ver.1.27 March 10th, 2021 Multiple character changes. Added  Gogeta (SS4) to the roster.
Ver.1.26 January 13th, 2021 Multiple character changes. Added  Super Baby 2 to the roster.
Ver.1.25 September 16th, 2020 Minor gameplay changes. Added  Master Roshi to the roster.
Ver.1.24 June 26th, 2020 Bug fixes.
Ver.1.23 May 19th, 2020 Minor gameplay changes, specific character changes. Added  Goku (Ultra Instinct) to the roster.
Ver.1.21 February 25th, 2020 Season 3 update, character adjustments across the whole cast, new system mechanics and system changes. Added  Kefla to the roster.
Ver.1.20 December 4th, 2019 Added  Broly (DBS) to the roster.
Ver.1.19 September 25th, 2019 Added  Gogeta (SSGSS) to the roster.
Ver.1.18 August 7th, 2019 Added  Janemba to the roster.
Ver.1.17 May 8th, 2019 Added  Goku (GT) to the roster. New features.
Ver.1.16 April 3rd, 2019 Bug fixes.
Ver.1.15 March 27th, 2019 Season 2 update, character changes across the whole cast and system changes.
Ver.1.14 January 30th, 2019 Added  Jiren and  Videl to the roster.
Ver.1.13 November 28th, 2018 Late season 1 update, character adjustments across whole cast and system changes.
Ver.1.12 September 26th, 2018 Added  Cooler and  Android 17 to the roster.
Ver.1.11 August 8th, 2018 Character adjustments across most of the cast. Added  Goku and  Vegeta to the roster.
Ver.1.10 June 20th, 2018 Various bug fixes.
Ver.1.09 May 30th, 2018 Added  Zamasu (Fused) and  Vegito (SSGSS) to the roster.
Ver.1.08 May 9th, 2018 New features and various bug fixes.
Ver.1.06 March 28th, 2018 Added  Bardock and  Broly to the roster.
Ver.1.05 March 16th, 2018 New features and various bug fixes.
Ver.1.04 February 28th, 2018 New features and various bug fixes.
Ver.1.01 January 30th, 2018 Minor bug fix.
Ver.1.01 January 26th, 2018 Launch version.

Version 1.30

New Content

Added  Android 21 (Lab Coat)

Sources

Bandai Namco Japan

Version 1.29

Sources

Bandai Namco Japan

Version 1.28

Sources

DRAGON BALL FIGHTERZ SHOW 07 on YouTube

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Version 1.27

New Content

Added  Gogeta (SS4)

Sources

Dragon Ball FighterZ Battle Hour - English on YouTube

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Version 1.26

New Content

Added  Super Baby 2

Sources

Steam

Bandai Namco Europe

Bandai Namco America

Dragon Ball FighterZ Show - Super Baby 2 Showcase on YouTube

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Version 1.25

New Content

Added  Master Roshi

Sources

Steam

Bandai Namco Europe

Dragon Ball FighterZ Show #02 on YouTube

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Version 1.24

Sources

Bandai Namco Japan

Version 1.23

New Content

Added  Goku (Ultra Instinct)


Patch Notes: Minor Gameplay Changes


Character Changes

 Captain Ginyu

  • Ginyu Force (S) BUG FIX NERF
    • When inputting 1S/7S the Ginyu force will come out

This change removes the ability to break DR and block at the same time

 Broly

  • 236L+M BUFF
    • Increased minimum damage

Increase damage in combos. More reward than the H+S ver.

 Vegeta

  • 236L+M/H+S NERF BUG FIX
    • Minimum damage will not increase when done from any move other than 214S

Removes unintended damage boost from j.236L

Sources

Bandai Namco Japan

Version 1.21

New Content

Added  Kefla


Patch Notes: Major Season 3 Overhaul


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

 SS Goku

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

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

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

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

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

This change makes it easier to combo

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

This change is to make it easier to use in neutral

 SS Vegeta

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

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

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

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

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

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

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

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

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

Made it easier to Ultimate Z Change and combo after

 Piccolo

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

This change makes it easier to combo

  • 214X BUFF
    • Increased the buffer time into supers

Made it easier to combo into supers

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

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

  • j.214L/H BUFF
    • Decreased startup

Made it easier to use in combos and in neutral

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

Made it easier to hit small characters

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

Made it easier to use to match other assists

 Teen Gohan

  • 5LL NERF
    • Added landing recovery

Made it impossible to true blockstring until Sparking runs out

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

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

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

Made it easier to use in combos

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

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

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

Made it easier to hit opponents directly above Gohan

  • j.236M BUFF
    • Changed knockback

Made it easier to use in combos

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

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

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

This change adds more knockdown advantage

 Frieza

  • 2M BUFF
    • Made the hitbox taller

Made it easier to combo

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

This change makes it easier to combo

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

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

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

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

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

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

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

Made it easier to use in combos and to hit opponents

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

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

 Captain Ginyu

  • 5M BUFF
    • Increased distance travelled

Made it easier to use in combos and neutral

  • 2M BUFF
    • Increased distance travelled

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

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

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

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

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

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

Made it easier to use in combos

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

Made it easier to use in combos and in neutral

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

Made it easier to use in combos

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

Made it easier to use in neutral

  • 236M BUFF
    • Decreased startup

Made it easier to use in neutral and in combos

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

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

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

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

  • Z Assist (A Type) BUFF
    • Decreased Startup

Brought it in line with other Z Assists

 Bardock

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

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

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

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

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

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

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

Made it easier to Ultimate Z Change from this move

  • Z Assist BUFF
    • Increased hitstop on hit

Made it easier to use in combos

 GT Goku

  • 5LL NERF
    • Decreased distance travelled
    • Increased startup

No longer beats reflect and backdash. Easier to whiff punish

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

Made it easier to use in combos and neutral

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

Made it easier to combo

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

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

  • 236L BUFF
    • Increased distance travelled

Made it easier to use in combos and neutral

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

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

  • 214H NERF
    • Decreased travel distance

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

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

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

 Trunks

  • 2M BUFF
    • Made the hitbox taller

Made it easier to combo

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

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

  • j.2H BUFF
    • Decreased startup

Made it easier to combo

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

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

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

Made it easier to combo into supers

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

Increased use cases

 Cell

  • 5LLL NERF
    • Decreased damage proration

Brought in line with other characters' 5LLLs

  • 2M BUFF
    • Increased hitbox

Made it easier to combo

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

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

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

Made it advantageous on hit

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

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

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

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

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

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

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

Made it easier to combo

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

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

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

Made it easier to use in neutral

 Android 18

  • 5L BUFF
    • Changed knockback on air hit

Made it easier to combo after

  • 2L BUFF
    • Changed knockback on air hit

Made it easier to combo after

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

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

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

Made it better in neutral and mixups

  • j.S REWORK
    • Increased recovery

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

  • 236X BUFF
    • Increased throw range

Made it easier to connect

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

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

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

Made it easier to combo off

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

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

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

Made it easier to combo

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

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

 Gotenks

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

Made it easier to hit the opponent

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

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

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

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

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

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

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

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

  • 214H NERF
    • Increased recovery

Adjusted to account for EX moves costing less

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

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

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

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

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

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

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

Made it easier to combo

 Krillin

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

Made senzu and rock separate moves

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

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

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

Increased use cases

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

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

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

This allows double jumps and airdashes after this move is vanished

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

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

 Kid Buu

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

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

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

Made it easier to combo

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

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

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

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

  • 214S BUFF
    • Increased damage

Made the reward on hit higher

  • 236H NERF
    • Increased startup

Nerfed the move since EX moves cost less now

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

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

  • Z Assist (A Type) BUFF
    • Increased damage

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

 Majin Buu

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

Buu used to fall slower, making him easier to punish

  • 5LL BUFF
    • Changed knockback

Made it easier to combo

  • 5LLL NERF

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

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

Made it easier to combo and use as a mixup

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

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

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

Made it easier to use in combos

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

Adjusted since EX moves cost less now

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

Made it easier to use in combos

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

Made it easier to combo

  • Z Assist (A Type) BUFF
    • Decreased startup

Brough it in line with other Z Assists

 Nappa

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

  • 5LLL BUFF
    • Made hitbox taller

Made it easier to use in combos

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

Made it easier to use in combos

  • 2L BUFF
    • Changed knockback

Made it easier to use in combos

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

Made it easier to use in neutral and in combos

  • 214S BUFF
    • Changed effect on cinematic hit

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

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

Increased use cases

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

Increased use cases

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

Made it easier to distinguish which Saibaman was summoned

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

This change was to distinguish this Z Assist from others

 Android 16

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

Made it easier to use in combos

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

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

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

Made it easier to use in combos

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

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

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

This change gives 16 freedom

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

Made it easier to use in combos

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

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

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

Made it easier to use in combos

 Yamcha

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

Made it easier to combo

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

Made it easier to combo

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

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

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

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

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

Made it easier to combo

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

Made it easier to combo

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

Made it easier to combo

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

Made it easier to combo

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

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

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

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

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

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

 Tien

  • 5LLL BUFF
    • Made hitbox larger

Made it easier to hit crouching opponents

  • 5H BUFF
    • Reduced recovery on cinematic hit

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

  • 2M BUFF
    • Increased travel distance

Made it easier to use in neutral and combos

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

Made it impossible to true blockstring constantly while in Sparking

  • j.2H BUFF
    • Adjusted travel distance

Made it easier to use in combos

  • 236X BUFF
    • Removed landing recovery on cinematic hit

Made it easier to combo into supers on hit

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

Increased use cases

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

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

  • 214X BUFF
    • Reduced recovery

No longer minus on hit

  • 214L BUFF
    • Causes sliding knockdown on cinematic hit

Made it easier to combo into supers

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

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

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

Made it easier to use in neutral

  • 214H+S BUFF
    • Increased invulnerable frames

Made it harder to be interrupted before the attack hits

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

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

 Adult Gohan

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

Made it impossible to true blockstring constantly while in Sparking

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

Added in cancels

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

Added in cancels

  • 236X NERF
    • Added landing recovery

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

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

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

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

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

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

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

 Hit

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

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

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

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

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

  • 214X BUFF
    • Changed effect on cinematic hit

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

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

Increased use cases as a combo tool

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

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

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

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

 SSB Goku

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

Made it easier to combo

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

Made it easier to combo after. Fixed a bug

  • 214X BUFF
    • Increased throw range

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

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

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

  • j.214X BUFF

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

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

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

 SSB Vegeta

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

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

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

Made it easier to combo

  • 214X BUFF
    • Increased sliding knockdown time

Made it easier to continue offense after

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

Made it easier to use in mixups and combos

  • 214M BUFF
    • Increased travel distance

Made it easier to use in mixups and combos

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

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

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

Increased use cases of the button hold ver.

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

Made the hard knockdown on hit better

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

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

 Beerus

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

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

  • 5LL BUFF
    • Decreased startup

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

  • 5H BUFF
    • Decreased startup

Made it easier to use in neutral

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

Made it easier to combo

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

Increased use cases

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

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

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

Made it easier to combo

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

Made it easier to combo

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

Fixed a bug

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

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

 Goku Black

  • 5LL BUFF
    • Initial hitbox is taller

Made it easier to combo

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

Made it easier to combo

  • 2L BUFF
    • Made moves cancelable into 2L

Made it easier to use in neutral and pressure

  • 2M BUFF
    • Decreased startup

Made it easier to use in neutral and mix-ups

  • 2H BUFF
    • Increased untech time on cinematic hit

Made it easier to combo

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

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

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

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

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

Fixed a bug

  • Z Assist (A Type) BUFF
    • Decreased recovery

Adjusted to fit other characters kamehamehas

 Android 21

  • 214X BUFF
    • Changed effect on cinematic hit

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

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

Made it easier to connect. Made it easier to combo

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

Made it easier to land. Made it easier to combo

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

Made it easier to combo

  • 236X BUFF
    • Increased hitbox

Changed to match the Z Assist (A type)

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

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

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

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

 Broly

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

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

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

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

Made it easier to hit small characters in standing state

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

Made it easier to continue offense after this hit

  • 236S BUFF
    • Changed effect on cinematic hit

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

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

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

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

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

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

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

  • j.214M BUFF
    • Increased sliding knockdown time

Made it easier to continue offense on hit

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

Made it easier to use in neutral

  • 236HS NERF
    • Decreased minimum damage

Made it do less damage to soften the combo

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

Made changes to distinguish it from his B Type Z Assist

 SSB Vegito

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

Made it easier to combo on non-cinematic hit

  • j.S BUFF
    • Increased untech time

Made it easier to combo

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

Made the damage higher when used in combos

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

Increased use cases

  • 236S BUFF
    • Increased hitbox

Made it more useful in neutral and combos

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

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

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

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

 Fused Zamasu

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

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

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

Made it easier to combo

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

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

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

Made it easier to combo

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

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

 Goku

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

Made it easier to combo

  • j.236H BUFF
    • Increased travel distance downwards

Made it easier to use in neutral and combos

  • 214X BUFF
    • Can call assists earlier on hit

Made it easier to combo with assists

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

Made it easier to combo with assists

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

Made it so the cinematic cannot be interrupted

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

Made it easier to combo

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

Made it easier to use in neutral

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

Made it easier to combo into an Ultimate Z Change

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

Made it easier to combo. Less corner carry on hit

 Vegeta

  • 5LLL BUFF
    • Added head property invulnerability

Increased use cases in the neutral

  • 5S "UNIVERSAL" BUFF
    • Changed knockback

Made it easier to combo into 5S followup hits

  • 2M BUFF
    • Made hitbox taller

Made it easier to combo.

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

Increased use cases

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

Vegeta can double jump and airdash after a vanish

  • 236H BUFF
    • Becomes invulnerable earlier

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

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

Made it easier to combo

  • 214M BUFF
    • Ground bounces on cinematic hit

Made it easier to combo

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

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

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

Made it do more damage when done from 214S

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

Made it do more damage when done from 214S

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

Made it easier to combo

 Cooler

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

Made it easier to combo

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

Made it easier to combo

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

Fixed a bug

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

Made it easier to combo

 Android 17

  • 5L BUFF
    • Changed knockback

Made it easier to combo after

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

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

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

Increased use cases

  • 5M BUFF
    • Decreased startup
    • Increased hitbox

Made is easier to use in neutral

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

Made it easier to combo

  • 2L BUFF
    • Changed knockback

Made it easier to combo after

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

Made it easier to combo

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

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

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

Made it stronger as a response to supers

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

Increased use cases

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

Made it easier to use in combos

 Jiren

  • 5L BUFF
    • Increased lower portion of the hitbox

Made it easier to hit short characters

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

Made it easier to use in neutral and combos

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

This change is to reflect the damage change to 2Hs

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

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

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

Made combos after do more damage

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

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

  • 214L/M BUFF
    • Increased meter gain

Made it easier to distinguish on a successful counter

  • 214L BUFF
    • Can catch lows now

Made it easier to counter moves

  • 214M BUFF
    • Decreased total duration

This change is to distinguish is from the L ver.

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

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

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

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

 Videl

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

Made it easier to use in neutral and combos

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

Made it easier to combo

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

Made it easier to combo

  • 6H BUFF
    • Added invulnerability to ki blast

Increased use cases

  • 236H BUFF
    • Increased travel distance

Made it easier to use in neutral

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

Made it easier to combo

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

Made it easier to combo

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

Increased use cases. Fixed a bug

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

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

 Janemba

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

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

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

Made it easier to use in neutral

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

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

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

Increased use cases

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

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

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

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

 SSB Gogeta

  • j.H BUFF
    • Decreased startup

Made it easier to use in neutral and combos

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

Increased damage to match the damage increase to j.H

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

Made it a better antiair

  • 214S BUFF
    • Changed effect on cinematic hit

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

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

Does the same damage in the corner

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

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

 DBS Broly

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

Made it easier to use in neutral and combos

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

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

  • 236X BUFF
    • Changed effect on cinematic hit

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

  • 214X BUFF
    • Changed effect on cinematic hit

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

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

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

Sources

Steam

Bandai Namco Europe

Bandai Namco America

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Translation by @GREATFERNMAN

Version 1.20

New Content

Added  Broly (DBS)

Sources

Bandai Namco Japan

Version 1.19

New Content

Added  Gogeta (SSGSS)

Sources

Bandai Namco Japan

Version 1.18

New Content

Added  Janemba

Sources

Bandai Namco Japan

Version 1.17

New Content

Added  Goku (GT)

Sources

Bandai Namco Japan

Version 1.16

Sources

Bandai Namco Japan

Version 1.15


Patch Notes: THE Season 2 Update


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
Sources

Steam

Bandai Namco Europe

Bandai Namco Japan (Part 1)

Bandai Namco Japan (Part 2)

Translation by @HiagoXYZ and @GREATFERNMAN , compiled by Globku

Version 1.14

New Content

Added  Jiren

Added  Videl

Sources

Steam

Bandai Namco Europe

Bandai Namco Japan

Version 1.13


Patch Notes: Late Season 1 Update


System Changes
  • Super Dash: BUG FIX
    • Fixed a bug where your characters position (left or right) affected the trajectory of super dash
    • Fixed super dash not ending immediately when it clashes with other moves
    • Fixed super dash's trajectory acting strange when the opponent vanishes
  • Super Dash, Z Change, Guard Cancel Change: BUG FIX
    • Fixed a bug where the character immediately landed after hitting an opponent near the ground
  • Z Change, Guard Cancel Change: ADJUSTMENT
    • Made hitstop on block the same as super dash
  • Guard Cancel Change: NERF
    • Takes smash on hit
    • Increased recovery on hit
    • Increased untech time on hit
  • Z Assist: NERF ASSIST ON DEFENCE
    • You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
  • Air Dragon Rush (j.DR): NERF
    • Added Head property
  • Vanish: BUG FIX
    • Fixed Z Change's trajectory becoming weird when vanished against
  • Ground Dash (Foward): ADJUSTMENT
    • Special moves can be done during the startup of dash now
  • Dragon Balls: UI
    • When a character is KOed, the game will now show how many dragon balls there are
  • Special Move Inputs: QUALITY OF LIFE
    • Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
  • K.O Cinematic: BUG FIX
    • Fixed a bug where the animation continued when killing an opponent with a cinematic move
Character Changes

 SS Goku

  • 236L/M BUFF
    • Removed Head property on ground ver.

This move can no longer be anti-aired

 SS Vegeta

  • j.2H
    • Added more horizontal travel distance

 Piccolo

  • 2S BUFF
    • Decreased startup
    • Increased hitbox
  • Assist ADJUSTMENT
    • The orb no longer disappears during cinematics as long as Piccolo is still on screen
  • 214L BUFF
    • Ground ver. ground bounces on hit now
  • j.214L/H
    • Decreased startup
    • Changed the falling speed on hit
    • Increased untech time
  • 3/6S:
    • Increased hitbox
    • Knocks opponent back on hit
    • Changed effect on hit
  • 3S:
    • Decreased startup

 Teen Gohan

  • 5LL
    • Changed the amount of vertical distance gained
    • Increased untech time
    • Added landing recovery
  • 5LLL
    • Changed the movement speed
    • Changed the effect on hit
    • Increased untech time
    • Made the move Head property

This move can now be anti-aired

  • 2S/j.S BUG FIX
    • Fixed a bug where the ki blast would not explode when hitting things like barriers

 Frieza

  • 5LLL BUG FIX
    • Fixed a bug where the cinematic would play out in an odd way
  • 214S
    • Changed the effect on hit if it hits on the way back
  • OTG[H+S] (Reversal level 3) BUFF
    • Changed the situations and timings during which the super can be done
    • Increased startup
    • Increased damage

 Captain Ginyu

  • 5LL BUFF
    • Decreased startup
  • 5LLL BUFF
    • Made it possible to cancel into S moves on block or hit

 Trunks

  • 236L/H
    • Removed Head property

This move can no longer be anti-aired

  • 214L+M/H+S
    • Increased grab range

 Cell

  • 2S
    • Made the initial hitbox larger
    • Blows opponent back on hit

 Android 18

  • Z Assist/j.214S BUFF
    • Barrier size increased
  • 22S/j.22S BUFF
    • Can now protect allied Z Assists

 Gotenks

  • 2H BUG FIX BUFF
    • Increased the hitbox on the bottom of the move in the initial frames

Probably fixes anti-airing small characters

  • 214S BUG FIX
    • Fixed a bug where the move would act strangely when it hit an assist
  • 214L+M/H+S NERF
    • Recovery until landing on hit

Nerfed hard knockdown okizeme on hit

 Krillin

  • j.2S BUG FIX
    • Fixed a bug where the ki blast would not explode when hitting things like barriers
  • 236X/j.236X BUFF
    • Increased untech time
  • 214S BUFF
    • Reduced recovery on whiff or block

 Kid Buu

  • 236L BUFF
    • Increased startup on ground ver.
  • j.236L+M
    • Increased untech time if it hits on the way down
    • Made it cross up less often after hitting

 Majin Buu

  • 5M
    • Push back reduced
  • 5H BUFF
    • Decreased startup
    • Changed movement speed
    • Upper hitbox reduced

 Nappa

  • 214L/M (Saibamen)
    • Total duration decreased
    • Nappa recovers faster from planting
  • 214S
    • 2nd hit startup decreased

 Android 16

  • Z Assist NERF
    • Blockstun decreased
  • 214S
    • Made it a multi hit move
  • 236S
    • Decreased startup
    • Recovery on whiff decreased
  • 214L+M BUG FIX NERF
    • Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing
    • Changed opponent's distance after hit

 Yamcha

  • 214X/j.214X
    • Untech time increased
  • All Wolf Fang Fist moves BUFF
    • Made it easier to combo airborne opponents

 Tien

  • 214X/j.214X BUFF
    • Reduced landing recovery
  • 214L+M ~ X...
    • Altered the damage distribution of the followups

 Adult Gohan

  • 5H
    • Increased push back on block
    • Removes momentum
  • 2H
    • Reduced the amount Gohan moves forward

5H and 2H changes combined makes 2H whiff when the opponent blocks 5H > 2H

  • 236HS
    • Increased damage when charged
  • 214L+M/H+S
    • Fixed a bug where the opponent would appear in the cinematic

 Hit

  • 236LM/j.236LM BUFF
    • Changed the timing where Ultimate Z Changes are doable
    • Increased damage and changed the effect on hit when the cinematic does not play
  • 236LM BUFF
    • Hitbox increased above
  • j.236LM BUFF
    • Changed effect on hit
  • 214L+M/H+S BUG FIX
    • Fixed a bug where Z Change could be done at the same time as supers after this move hit the opponent

 SSB Goku

  • 214M/H BUFF
    • Now teleports before attacking
    • Increased startup
  • 236L/M BUFF
    • Reflects ki blasts earlier

 SSB Vegeta

  • j.2H
    • Increased horizontal movement
  • 214X/j.214X BUFF
    • Reflects ki blasts earlier now

 Beerus

  • 214X/j.214X BUFF
    • Decreased startup
    • Increased movement speed
  • 236S
    • Decreased startup
    • Decreased total duration
  • 214S BUFF
    • Decreased startup
    • Added guard-point property during the middle of the move
  • 214L+M/H+S BUFF
    • Recovery on hit decreased

 Goku Black

  • 236LM/j.236LM BUFF
    • Increased damage
  • 236HS/j.236HS
    • Changed effect on hit

 Android 21

  • 5M
    • Push back decreased
  • 214G (Green - Barrier) BUFF
    • Can now protect allied Z Assists

This change is to match the Android 18 barrier changes

  • j.214L+M/H+S
    • Recovery on hit decreased
    • Blows opponent back on hit

 Bardock

  • 214X/j.214X
    • Increased untech time
  • 214L+M/H+S
    • Increased recovery on hit
    • Changed distance from opponent on hit

 Broly

  • 2H BUG FIX BUFF
    • Increased the hitbox on the bottom of the move

Probably fixes anti-airing small characters

  • Various Special Moves
    • Armour starts earlier

 SSB Vegito

  • j.2H BUFF
    • Now jump cancelable on hit
  • j.236L+M/H+S BUFF
    • Minimum damage increased

 Fused Zamasu

  • 5M BUFF
    • Increased movement speed
  • 236S/j.236S BUFF
    • Made it easier to follow up into 236X/j.236X after
  • 214L+M/H+S BUG FIX
    • Fixed a bug where the hit effects would look weird in certain situations

 Goku

  • 236LM BUFF
    • Increased buffer time on the follow ups
  • 236LM ~ M BUFF
    • Added invulnerability during the spin
  • 236LM ~ S/2S BUFF
    • Decreased start up

 Vegeta

  • 2S/j.2S BUFF
    • Decreased recovery
  • j.2H
    • Decreased recovery
    • Decreased active frames
    • Decreased horizontal movement

 Android 17

  • 236LM BUG FIX
    • Fixed a bug where the hit effects would look weird in certain situations

 Cooler

  • Assist BUG FIX
    • Fixed a bug where Cooler would not push the opponent back
  • j.236LM BUG FIX
    • Fixed a bug where the cinematic would look weird when this move killed
Sources

Steam

Bandai Namco Europe

Translation by @GREATFERNMAN

Version 1.12

New Content

Added  Cooler

Added  Android 17

  • Added "Galactic Arena" Stage and BGM
Sources

Steam

Version 1.11

New Content

Added  Goku

Added  Vegeta


Patch Notes: The First Major Update


System Changes
  • Reflect: BUG FIX?
    • The recovery frames of a successful reflect are no longer trigger counter hit state.
Character Changes

 Piccolo

 Teen Gohan

  • 2S BUFF
    • Gohan can now use his air options after the move has recovered.
    • Changed landing recovery to be the same as j.2S.
    • The first hitbox has been increased in size.
  • j.2S BUFF
    • The first hitbox has been increased in size.
  • Assist BUFF
    • Gohan moves further forward while performing the uppercut.

 Frieza

  • 5S
    • Startup decreased.
  • Death Slash (236X) + Assist
    • Hitstop and untech time increased.
  • L Death Slash
    • Startup decreased.
  • Warp Smash (22S)
    • Frieza becomes invulnerable earlier.
  • You Might Not Survive This Time (j.236S)
    • Landing recovery removed on whiff.
  • Golden Frieza
    • Made it possible for Frieza to move immediately after the time freezing cinematic.
    • If the opponent is not taking damage when you activate Golden Frieza, the startup before the cinematic is longer, but armor properties have been added to the startup.
    • During the install, the restrictions of the Z Combo system are removed. (5H > 2M > 5L is possible) (reverse beats)

 Captain Ginyu

  • 2H
    • Can cancel into 5S.
  • 5S (Jeice)
    • Hitstop and untech time increased.
  • Assist
    • Hitstop and untech time increased.
  • Strong Jersey (236X)
    • Blockstun decreased.
  • M & H Strong Jersey
    • Increased untech time on cinematic hits. (smash hits)
    • Launches enemy on hit.
  • Air Strong Jersey (j.236X)
    • Startup decreased.

 Trunks

  • 5S, j.S, Cyclone Buster (214X ~ S)
    • Made it possible to cancel into special moves when reflected.
    • Fixed a bug where the move could not be cancelled when hitting on late active frames.
  • Assist
    • Hitstop and untech time increased.
  • H Shining Slash (236H)
    • Startup decreased.

 Cell

  • 5L, 2L
    • Startup increased.
  • Step In Low Kick (6H)
    • Added damage proration when used as the first hit of the combo.
  • j.M
    • Startup increased.
  • j.S
    • Damage proration increased.
    • Ground bounces on the first hit.
  • Ground M Rolling Crush (236M)
    • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6.
  • Ground H Rolling Crush (236H)
    • Startup decreased
    • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6.
  • Air L & M Rolling Crush (j.236L/M)
    • Does not hit opponents behind Cell.

 Android 18

  • 5L, 2L
    • Added whiff cancels. (use 4LL to whiff cancel into another 5L)
  • Support Attack (Barrier) (214S), Assist
    • Startup before invulnerability decreased.
  • Barrier (22S)
    • Invulnerability starts up faster.
    • When the barrier stops an attack, it can be cancelled into super with L+M/H+S, and into lvl3 with 4L+M/4H+S.
  • L Back Grab (236L)
    • Startup decreased.
    • Combos into super on hit.
  • M & H Back Grab (236M/H)
    • Increased the horizontal distance 18 moves.

 Gotenks

  • 5S
    • Normalized the cancel timing of the followups to be the same as other characters.
  • Assist
    • No longer uses smash on hit.
  • Galactic Donut (214S)
    • Fixed a bug where the smash on the next combo is removed when donut hits an assist.
  • Ground M Miracle Spinning Punch (236M)
    • Increased recovery when the button is not held.
  • Ground H Great Special Rolling Kick (214H)
    • Recovery increased.
    • Gotenks can airdash and double jump after the move has recovered.
  • Air H Great Special Rolling Kick (j.214H)
    • Recovery decreased.
  • Vengeful Shout (236S)
    • Increase landing recovery of the feint.

 Krillin

  • 5S

Increased untech time. Added the ability to curve only the ki blast closer to Krillin on the follow up by inputting 4S.

  • j.S
    • Increased untech time.
    • Added the ability to curve only the top ki blast on the follow up by inputting 8S.
  • Senzu Bean (214L), Assist
    • The rock no longer can be broken by the opponent's attacks.
    • Damage proration decreased.
  • Solar Flare (214S)
    • Added head invulnerability.

 Kid Buu

  • 2/3M (Not 1M)
    • Startup increased.
    • Added damage proration when used as a combo starter.
  • 2S
    • Added landing recovery.
    • Throws the ki blast towards the opponent when they are close to Kid Buu.
  • j.S
    • Added landing recovery.
  • Mystic Ball Attack (236X)
    • No longer can hit opponent's behind Kid Buu.

 Majin Buu

  • 5L
    • Hits close crouching opponents.
  • 5LL
    • Startup decreased.
  • Assist
    • Untech time increased.

 Nappa

  • 5L, 2M
    • Now hits low.
  • 2H
    • Hitbox in front of Nappa increased.
  • Assist
    • Hitstop increased.
  • Blazing Storm (236S), Assist
    • Startup decreased. (Frame data on block is worse)
  • Too Bad (214S)
    • Invulnerability startup decreased. (Guard-point)
    • Total duration decreased.
  • Saibaman Spit (214X)
    • Made it possible for the opponent to guard cancel reflect and super dash after blocking this.

 Android 16

  • 5LLL
    • Startup decreased (can no longer tick throw off 5LL)
  • Ground Flying Powerbomb (214X)
    • Added head invulnerability.
  • Ground Dynamite Driver (236X)
    • Increased damage.

 Yamcha

  • Neo Wolf Fang Fist (HS)
    • Wall bounces on hit.
  • Spirit ball (Lvl 1 super)
    • Minimum damage increased.

 Tien

  • Assist
    • Untech time increased.
  • Ground Volleyball Fist (236X)
    • Fixed a bug where the followups were still usable when blocked.
  • M Ground Volleyball Fist (236M)
    • Guard-point starts up faster.
  • H Ground Volleyball Fist Followups 2 & 3 (236HHH)
    • Added clones of Tien to aid in the attack.
  • Tribeam (Lvl 1 super)
    • Increased the Z change window.
  • Tribeam, Neo Tribeam (Lvl 1 and Lvl 3)
    • Reduced the amount of self damage while Tien is in sparking.

 Hit

  • 5LLL
    • Hitbox above Hit increased in size.
  • 2L
    • Can cancel into 2L from 5LL.
  • H Tides of Time (236H)
    • Invulnerability starts up faster
  • Death Blow (Lvl 3 super)
    • Cinematic hits will not play for the rest of the combo. (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)

 Beerus

  • 5L
    • Startup decreased.
    • Hitbox increased in the front.
  • 2L
    • Startup decreased.
  • Assist
    • Distance traveled increased.
  • Sphere of Destruction (236X), Assist
    • Increased the untech time when it hits while the sphere is being set.
    • Launches opponent on hit.
  • Sphere of Destruction (236X)
    • When hit by a normal, that normal can be canceled into Specials, Z changes and Sparking.
  • H Ground Sphere of Destruction (236H)
    • Beerus floats upwards a little if 2 is inputted.

 SSB Goku

  • Super God Shock Flash (214X)
    • Startup decreased.
    • Launches opponent on hit.
  • L & H Super God Shock Flash (214L/H)
    • Damage on the punch when the grab whiffs increased.
    • Damage proration added when used as a combo starter.
  • Instant Transmission (214/236S)
    • Goku faces the opponent when the move ends.
  • Extreme Speed Kamehameha (Lvl 1 super)
    • Increased the Z change window.

 SSB Vegeta

  • Big Bang Attack (236S), Assist
    • Damage increased.
    • Hitstop and Blockstun increased.
    • Launches opponent on hit.
  • L Super Dash Kick Followup 2 (236XXL)
    • Startup increased when Vegeta is in front of the opponent.
  • Ground Super Dash Kick (236X)
    • Removed head property.
  • Ground Super Dash Kick Followup 1 & 2 (236XXX)
    • Made frame advantage uniform.
  • Galick Gun (236HS)
    • Damage increased.
  • Niagara Pummel (236LM)
    • Increased distance travelled.
    • Startup decreased.
    • Damage proration decreased.
  • Hold Niagara Pummel (236[LM])
    • Cinematic hits will not play for the rest of the combo. (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)

 Android 21

  • 2M
    • Reduced forward hitbox.
  • 3M
    • Added damage proration when used as the initial hit in a combo.
    • Increased the hitbox on the inside of the tail. (closer to 21)
  • Assist
    • Hitstop and untech time increased.
    • Damage decreased.
    • Recovery increased.
  • Total Detonation Ball (236X)
    • Hitstop increased.
    • 21 transitions into the move finishing animation when the ball explodes.
  • L & M Total Detonation Ball (236L/M)
    • Recovery increased.
  • Homing Energy Blast (Purple 236S)
    • Hitstop increased.
    • Recovery increased.
  • Barrier (Green 214S)
    • Invulnerability starts up faster.
    • When the barrier stops an attack, it can be cancelled into super with L+M/H+S, and into lvl3 with 4L+M/4H+S.
  • Ground Aerial Connoisseur Cut (214S)
    • Added head invulnerability.
  • Connoisseur Cut, Aerial Connoisseur Cut (236S/214S)
    • 21 turns towards the opponent after a whiffed grab.

 Bardock

  • L Rebellion Spear (236L)
    • Blockstun decreased.
  • Ground M Rebellion Spear (236M)
    • Added head invulnerability.
    • Landing recovery added.
  • H Rebellion Spear (236H)
    • Active frames on the first attack increased.
    • Damage on the followup increased.
  • Saiyan Spirit (236HS)
    • Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it's phrased weirdly in japanese too, I believe it just means it consumes the smash but I'm leaving it as a direct translation just in case my assumption is incorrect)

 Broly

  • Armor
    • The opponent's vanish breaks Broly's armor now.
  • Assist
    • Initial hitbox increased.
    • Untech time increased.
  • Eraser Blow (236S)
    • Initial hitbox increased.
  • Gigantic Strike (j.214X)
    • Made connecting vanish after this move easier.

 SSB Vegito

  • Barrier (214S)
    • Invulnerability starts up faster.
  • Ground Atomic Buster (214X)
    • Added head invulnerability.
  • Spiral Heel Shot (236X)
    • Blockstun on last hit decreased.
    • Recovery decreased.
  • Air Spiral Heel Shot (j.236X)
    • Reduced untech time on non-smash hit.
  • Air L & M Spiral Heel Shot (j.236L/M)
    • Increased the distance Vegito travels.

 Fused Zamasu

  • j.L
    • Hitbox above Zamasu increased in size.
  • Assist
    • Hurtbox decreased in the front.
    • Startup decreased.
    • Projectile speed increased.
  • L & H Ground Eternal Justice (236L/H)
    • Startup decreased.
  • H Air Eternal Justice (j.236H)
    • Startup decreased.
  • Divine Order (236S)
    • Hurtbox decreased in the front.
  • Held Divine Order (236[S])
    • Startup decreased.
    • Projectile speed increased.
Sources

Steam

Bandai Namco Europe

Translation by @GREATFERNMAN

Version 1.10

Sources

Steam

Bandai Namco Europe

Version 1.09

New Content

Added  Zamasu (Fused)

Added  Vegito (SSGSS)

Sources

No official patch notes

Version 1.08

Sources

Steam

Bandai Namco Europe

Version 1.06

New Content

Added  Bardock

Added  Broly

Sources

No official patch notes

Version 1.05

Sources

Steam

Version 1.04

Sources

Steam

Version 1.01

† For the Steam release, this version has identical ID to the launch version.

Sources

Steam

Navigation

DBFZ/Navigation