GENERAL CHANGES
DETAILS |
PLATFORM |
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PS4™ |
Xbox One |
Steam |
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Added new character: Naotora Ii. You must purchase the character separately in order to use her. |
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Added new stage: AZUCHI. | ◯ | ◯ | - | |
Added 19 titles based on Naotora Ii. | ◯ | ◯ | ◯ | |
Added the following movies: Naotora Ii Victory 1, Naotora Ii Victory 2, Naotora Ii Victory 3, Naotora Ii Defeat. | ◯ | ◯ | ◯ | |
Added new song: Roaming Blossom. The new song can be set in the Music menu. |
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Adjusted game balance. Please refer to Balance Changes for details. | ◯ | ◯ | ◯ | |
Changed the content of Gen Fu's Combo Challenge #8 to reflect balance adjustments. | ◯ | ◯ | ◯ | |
Changed the content of Christie's Combo Challenge #19 to reflect balance adjustments. | ◯ | ◯ | ◯ | |
Changed how replay data is saved to match game updates. Replays saved in this version will not play back in older versions. Some replays created with older version may not play correctly in this version. |
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BUG FIXES
DETAILS |
PLATFORM |
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PS4™ |
Xbox One |
Steam |
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Fixed an issue where matchmaking would not function while accepting Throwdowns. | ◯ | ◯ | ◯ | |
Fixed an issue where costume damage or transformation status would not synchronize correctly when joining an in-progress lobby match as a spectator. | ◯ | ◯ | - | |
Improved the performance of searching for and joining lobbies. Players can now select joinable lobbies even when the connection quality (antenna icon) cannot be obtained. Please note that the ability to join a lobby ultimately depends on search criteria, network communication compatibility and other network conditions. | ◯ | ◯ | - | |
Improved an issue which would cause the game to stop for a while once the installation of DLC was completed if the player was playing the game during installation. | - | ◯ | - | |
Fixed an issue that would cause the game to hang if the player attempted to save a replay when they already had the maximum number of replays saved. | ◯ | - | - | |
Fixed an issue in the stage THE DANGER ZONE which prevented players from moving to the lower level when a player triggered a throw which should cause the fighters to move down. | ◯ | ◯ | - | |
Fixed an issue with the stage THE DANGER ZONE where La Mariposa's 41236T・46T・698741236T would not trigger a floor explosion. | ◯ | ◯ | - | |
Fixed an issue in the Move List where Rig's 2T behind a crouching opponent was not listed as an Offensive Hold | ◯ | ◯ | ◯ | |
Fixed an issue in the Move List where Honoka's sidestep P was not listed with [SP]. | ◯ | ◯ | ◯ | |
Corrected the title of Ayane's Combo Challenge #17. | ◯ | ◯ | ◯ | |
Fixed an issue in tag matches that would sometimes cause a waiting character's costume to be destroyed. | ◯ | ◯ | - | |
Fixed an issue that would trigger black & white photo mode when pressing the OPTIONS button in Photo Mode. | ◯ | - | - |
BALANCE CHANGES
ControlsP : Punch K: Kick H: Hold T: Throw (same as H+P) _(underbar): Hold input, instead of tapping (e.g.: 3_P means "Hold P down + press 3) |
CHARACTER |
DETAILS |
OVERALL | This version focuses mainly on bug fixes, but some characters have had balance adjustments as well. |
KASUMI | Adjusted the feel of controls for some crouching and jumping moves. |
66K: Adjusted to make it easier to hit low attacks where the attackers body is low. | |
Back-turned 2K: Changed status after the move from standing to crouching. | |
T: Changed status of the first frame after an opponent's throw escape from jumping to standing in order to prevent a throw from the escaping opponent right after they escaped from changing into an air throw. | |
High K Hold: Changed damage from 30+22 to 40+12 | |
HAYABUSA | Made it easier for certain moves to hit and fixed bugs. |
44P: Changed damage from 12+12 to 13+13 and lowered the bottom of the hitbox. | |
214P: Adjusted input priority. | |
Crouching 4K: Changed from 36 to 36. | |
4T: Changed damage from 58 to 56. | |
41236T・23698T when there is a ceiling above and a wall in front: Fixed a bug where the wall would not break. |
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236P+K into full-circle T or P+KPP in Ongyoin into full-circle T when there is a ceiling above and a wall in front: Fixed a bug where the wall would not break. |
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JANN LEE | Made it easier for some moves to hit. |
H+K: Adjusted to make it easier to hit low attacks where the attackers body is low. | |
ZACK | Changed the throw triggered by T while running. |
T while running: Changed the throw triggered from T to 6T. | |
BAYMAN | Fixed the timing when damage occurs for certain down throws. |
2T・22T on a downed opponent who is facing up with feet toward the character: Changed damage from 15 to 5+10. | |
AYANE | Changed status for some moves. |
66K: Adjusted to make it easier to hit crouching opponents. | |
Back-turned PP6K: Adjusted to make it easier to hit crouching opponents. | |
H+K on a downed opponent who is facing up with head toward the character: Changed status after the move from standing to squatting. | |
HAYATE | Optimized hit detection for certain moves. |
9K: Adjusted to make it easier to hit crouching opponents. | |
44KK: Changed advantage on guard from -14F to -7F, and changed wall hit distance from 1m to none. | |
2P+K (or 8P+K) into P: Made it more difficult to go under high attacks. | |
H+K on a downed opponent who is facing up with feet toward the character: Changed damage from 28 to 32. Changed hit reaction on standing/crouching normal hit from launch to down. | |
HITOMI | Adjusted frame advantage of certain moves and made it easier for some moves to hit. |
3PP: Changed advantage on guard from -3F to -1F. | |
9K: Adjusted to make it easier to hit crouching opponents. | |
CHRISTIE | Changed critical hit reaction for some moves. |
7PP: Changed from Cr(29-17) to Cr(8-4) on Counter Hit or higher. | |
ELIOT | Changed 4T to a 7 frame throw. |
4T: Changed startup from 10 to 7 frames. Changed damage from 60 to 50. | |
4T on a wall: Changed startup from 10 to 7 frames. Changed damage from25+45 to 20+40. | |
LA MARIPOSA | Fixed bugs and adjusted spacing on guard for certain moves. |
PKK: Adjusted to make it easier to hit crouching opponents. | |
6PK: Adjusted to make it easier to hit crouching opponents. | |
K6K: Adjusted to make it easier to hit crouching opponents. | |
3K: Adjusted to make it easier to hit crouching opponents. | |
2KK: Adjusted to make it easier to hit crouching opponents. | |
66K: Adjusted to make it easier to hit crouching opponents. | |
Back-turned K6K: Adjusted to make it easier to hit crouching opponents. | |
4H+K: Adjusted to keep the distance opened when guarded from being too far. | |
MILA | Fixed the feel of controls and the status during startup for 66T. |
66T: Changed startup motion from squatting to crouching. | |
RIG | Fixed bugs and control responsiveness. |
H+K: Fixed a bug that would trigger a Critical Finish when perfoming PK→H+K in Critical. | |
3K2K: Adjusted to be triggered by 3K1K as well. | |
GEN FU | Changed to make combos easier to connect after a guard break from 44P. |
44P: Changed from GB to GB on guard. | |
MOMIJI | Made her easier to fight with. |
PP6P: Changed Critical on Counter Hit or higher from Crumple Stun to Cr(38-28). Changed advantage on guard from -3F to -5F. | |
6P+K: Changed Critical on Counter Hit or higher from Crumple Stun to Cr(38-28). Changed advantage on guard from -3F to -5F. | |
PPK: Made the launch higher on Counter Hit or higher. | |
6PK: Made the launch higher on Counter Hit or higher. | |
6K: Made the launch higher on Counter Hit or higher. | |
66K: Adjusted to make it easier to hit crouching opponents. | |
Sidestep P: Changed Critical on Counter Hit or higher from Crumple Stun to Cr(38-28). Changed advantage on guard from -3F to -5F. | |
RACHEL | Changed the throw triggered by T while running. |
T while running: Changed the throw triggered from T to 6T. | |
MARIE ROSE | Fixed a move which was not triggered correctly. |
8PPP: Fixed a bug that would trigger this move from 8P without first going through 8PP. | |
PHASE 4 | Made it easier for some moves to trigger wall hits. |
P in Chifu: Adjusted the hit because it was difficult to land when used in a juggle near a wall. | |
Back-turned 2K: Changed status after the move from standing to crouching. | |
T: Changed status of the first frame after an opponent's throw escape from jumping to standing in order to prevent a throw from the escaping opponent right after they escaped from changing into an air throw. | |
Mid P Hold: Made it hit a wall when performed with her back to a wall. | |
NYOTENGU | Adjusted the hit reaction for a low hold. |
Low Hold: Changed hit reaction drastically to match those of other characters. | |
HONOKA | Changed damage for some moves. |
PPP6P: Changed damage from 35 to 38. | |
RAIDOU | Adjusted frame advantage of certain moves. |
Back-turned PK, Back-turned PP6PK: Changed from down to launch on Counter Hit or higher. | |
8P: Changed advantage on guard from -18F to -13F. | |
8K: Changed advantage on guard from 17F to -13F. | |
9K: Changed advantage on guard from 15F to -13F. | |
ALPHA-152 | Changed behavior of some moves to match those of other characters. |
Back-turned 2K: Changed status after the move from standing to crouching. | |
T: Changed status of the first frame after an opponent's throw escape from jumping to standing in order to prevent a throw from the escaping opponent right after they escaped from changing into an air throw. | |
8T: Changed status after the move from standing to crouching. | |
AKIRA | Changed the Critical Stun of 3P+K on Normal Hit. |
3P+K: Changed from Cr(25-17) to Cr(14-8) on Normal Hit. | |
SARAH | Adjusted the characteristics of 6P and 2P+K. |
6P: Changed damage from 17 to 18. Made it more difficult to go under high attacks. | |
2P+K: Changed from Cr(22-14) to Cr(33-23) on crouching Counter Hit or higher. | |
PAI | Changed the hit reaction of sidestep P on crouching Normal Hit. |
Sidestep P: Changed from +2F to Cr(6-2) on crouching Normal Hit. | |
JACKY | Adjusted frame advantage of certain moves. |
8P: Changed advantage on guard from -21F to -5F. | |
H+K while running, Slide Shuffle to Ducking H+K: Changed from -2F to GB on guard. |
VERSION NUMBER
The version number used on this page is the number displayed in the lower right of the Title Screen.
Depending on platform and region, this number might be different from the version number displayed when updating the game.
The version number used on this page is the number displayed in the lower right of the Title Screen.
Depending on platform and region, this number might be different from the version number displayed when updating the game.