DETAILS |
Added new costumes. |
Damage increased from 105 to 130 on the human cannon Special Danger Zone in The Show. |
Stun time for light ground attacks reduced by 4 frames. |
ControlsP: Punch K: Kick H: Hold T: Throw (same as H+P) _ (underbar): Hold input, instead of tapping (e.g. 3_P means "3 + hold P down") |
CHARACTER |
DETAILS |
GENERAL | Fixed an issue that prevented standing OHs from landing against certain lower-positioned standing moves (e.g. Helena's 3_P, Gen Fu's 3P, Bass's 41236P+K) |
Shortened the delay frames of some followup attacks from Critical Burst: Helena's 7PK, Ayane's 6P+KK, Rig's 6P+KK, Kokoro's 7PK, Jann Lee's 6P+KP, Eliot's moves from 1P+K, Akira's 66P+KP, Pai's moves from Bokutai P. |
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Added special performance to many moves on K.O. (e.g., La Mariposa's Running P+K). | |
KASUMI | The commands related to Kasumi's special movements have been adjusted to make her a more beginner-friendly character. |
(Back-turned) PPPP, 3PP: Now easier to re-launch opponents. | |
(Back-turned) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage decreased from 26 to 18. | |
Senpu as a derivation from other moves: Can now be performed with 6_. (6P+K is also still possible.) | |
6PP: Reduced pushback on guard. | |
66PP: Changed the stun type on hit. | |
4P+K: Adjusted to accept 4_P+K input. | |
33P: Adjusted detection priority vs. 236P. | |
44P: Changed the stun type on Counter Strike or higher. | |
1K, (Back-turned) PP2K, PPK2K, H+K2K: Damage increased from 20 to 23. | |
1K: Base damage on half hit decreased from 25 to 23. | |
66KK: Jump property added to some frames. | |
((Back-turned) PP) 6KK: Guard advantage changed from -12F to -7F. | |
Cherry blossom effect added to the following moves:P ・(Back-turned (P)) KKP ・Back-turned 4P ・(Back-turned (PP)) 6PKK ・236P |
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9P+K: Jump (evade lows) property added to some frames. | |
Hoshinpo 9P+K: Jump (evade lows) property added to some frames. | |
Near a wall 6T: Damage changed from 40+20 to 50+10. | |
HAYABUSA | Hayabusa's changes were focused on adjusting the risk/return balance of his moves. |
9P, 2_4K9P, 4H+K9P: Jump (evade lows) property added to some frames. | |
7P: Jump (evade lows) property added to some frames. | |
Near a wall 7PK: Hayabusa will now be in squatting state upon landing. | |
44P: Guard advantage changed from -8F to -7F. | |
214P, 2_4KP: Guard advantage changed from +2F to -5F. | |
8KK: Fixed so that opponents bounce after a Counter Strike or higher. | |
4H+K, SSK: Guard advantage changed from -1F to -5F. | |
Back-turned 8K: Fixed so that Hayabusa no longer turns to face forward during the startup portion of the move. | |
Ongyoin 8T: If the move misses, Hayabusa will no longer remain in a handstand after landing on the ground. | |
TINA | Some of Tina's moves were adjusted to make her a more powerful character. |
4K, 6PK: Adjusted the animation. Duration changed from 14(2)22 to 14(2)23. Shortened the stagger time on standing normal hit. | |
8K: Damage increased from 35 to 37. | |
7K: Damage increased from 35 to 40. | |
Near a wall 4P+K: Jump (evade lows) property added to some frames. | |
While running P+K: Added close hit property. | |
6T: Now possible to tech roll. Also, the move can now drop opponents down to a lower tier of the stage. | |
66T: Changed character voice on grab. | |
Near a wall 44T: First part of the move no longer causes stage destruction. | |
214T・6T・8T: Damage increased from 35+15+40 to 35+15+45. | |
64T・2T・8T: Damage increased from 50+20+35 to 50+20+40. | |
Near a wall 2_64T: First part of the move no longer causes stage destruction. | |
(From 46T, etc.) 41236T: Damage increased from 40 to 50. | |
JANN LEE | The damage, close hit distance, and other properties of Jann Lee's single hit moves were adjusted to make them stronger. |
236P: Damage increased from 40 to 42. Close hit range increased. | |
2_46P: Damage increased from 50 to 52. Close hit range increased. | |
9KK: Damage increased from 25 to 28. | |
236K: No longer possible to tech roll. | |
Dragon Stance 6P+K: Now causes Critical Stun on normal hit. Stagger type changed on Counter Strike and higher. | |
Back-turned 7P: Changed voice reaction. | |
Back-turned P+K: Close hit range increased. | |
6T: Now possible to tech roll. | |
Near a wall 6T: Damage increased from 5+5+5+5 to 5+5+5+10. | |
LEIFANG | Changes were made to the damage and other properties of some of Leifang's moves. |
236P: Guard advantage changed from -7F to -8F. | |
9KKK: Damage increased from 20 to 23. | |
P2P2K, Back-turned 2PP2K: Adjusted sound effect. | |
Back-turned P+K: Leifang will now be in crouching status while the move is charging. Normal guard advantage changed from -4F to +1F. | |
ZACK | Zack received some balance adjustments, starting with a new feint move. |
New move added: 2KPP8 | |
PP: Advantage on normal hit changed from -5F to -6F. | |
PPPK series: Fixed the knock back vs. launched opponents. | |
33P: Guard advantage changed from -18F to -10F. | |
33PP: Zack will now be in crouching status during the startup portion of the move. | |
33P6P: Guard advantage changed from -6F to GB(+4). | |
4K: Guard advantage changed from -1F to -4F. | |
7K・K: Fixed so that opponent is knocked back properly when performed within 4m of a wall. | |
46K: Charge time shortened to 35-55F. | |
46K (max. charge): Damage increased from 55 to 65. | |
4P+K (partially charge) H: The animation has been made more smooth. | |
While ducking 22・88: Tracking moves and throws against Zack now result in a Counter as with regular side steps. | |
BAYMAN | Increased the power of Bayman's strikes and Offensive Holds, and optimized his stage-related throws. |
9P: Now ends in squatting rather than standing status. | |
3K: Changed the stun on crouching normal hit. Guard advantage changed from -9F to -5F. | |
1K: Damage increased from 20 to 25. | |
Back-turned PP: Advantage on normal hit changed from -10F to -9F. | |
Near a wall 6T: No longer causes stage destruction. | |
Back against a wall 4T: No longer causes stage destruction. | |
To back of crouching foe 2T: Damage of third part of the move increased from 20 to 30. | |
All Offensive Holds: Grab distance extended by 10 cm. | |
Expert Mid P hold: The floor is now damaged on the second part of the move rather than the first. | |
BASS | The properties of some of Bass's moves have been changed to make him more effective as a grappler. |
2_64T: Startup changed from 11 to 16 frames. Damage increased from 85 to 88. Grab animation changed. Reach increased. | |
Near a wall 2_64T: Startup changed from 11 to 16 frames. Damage increased from 95 to 98. Grab animation changed. Reach increased. | |
In area with ceiling 2_64T: Startup changed from 11 to 16 frames. Damage increased from 40+40+15 to 40+40+18. Grab animation changed. Reach increased. | |
236T・T: Damage increased from 50+30 to 55+30. | |
214T・2T・8T: Damage increased from 45+25+35 to 45+25+42. | |
63214T・Full circle T・Full circle T: Damage increased from 75 to 80. | |
66T: Changed character voice on grab. | |
Back-turned T: 10(5)21 to 10(2)26. | |
AYANE | Ayane's risk/return balance was adjusted, and her juggles were given a little more firepower. |
6P: Now causes a larger stagger on back hit. | |
6P9: Jump (evade lows) property added to some frames. | |
7P: Jump (evade lows) property added to some frames. | |
8KK, Back-turned PPKK: Jump (evade lows) property added to some frames. | |
8KKK, Back-turned PPKKK: Jump (evade lows) property added to some frames. | |
3K: Now causes smaller stagger on back hit. | |
66KK, Back-turned PP6KK: Effective hold type changed from evading hold to Jump K hold. | |
66KKK, Back-turned PP6KKK: Jump (evade lows) property added to some frames. | |
P+KP9: Jump (evade lows) property added to some frames. | |
236H+K: Now able to re-launch opponent. | |
Back-turned PP6P: Juggle height increased. | |
SSP: Damage decreased from 22 to 18. | |
Back-turned 9: Jump (evade lows) property added to some frames. | |
HELENA | Helena has had adjustments to her throw and juggle damage, as well as to other actions that were previously too strong. |
8PP2P: Fixed to also accept 8P2_PP. | |
3_P: No longer causes Critical Stun on standing normal hit. Advantage changed to -8F. | |
Kasui-sho (66P, PPP, 4PPP, 9P4PP, Back-turned PP4PPP, PP4PP, 9PP): Guard advantage changed from -9F to -5F. Hit reaction changed to short stagger on standing/crouching normal hit. Changed to ground attack on Counter Strike or higher. |
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Uryu-Banda type moves (moves excluding 236P+K which leave Helena at -4F): Damage decreased from 10+10+12 to 6+6+8. | |
K: Guard advantage changed from -10F to -11F. Back-turned 66K2: Guard advantage changed from 0F to -5F. | |
Back-turned P+K (1st hit): Reduced pushback on guard so that second part of the move can hit. | |
Bokuho 6P: Standing normal hit changed from -10F to short stagger. | |
New move added: Bokuho 66P (Kasei-Kasui-Sho). (The command for the former 66P move has been changed to Bokuho 3P+K.) |
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Adjusted damage for the following throws: ・T: 10+10+27 to 10+10+20 ・6T: 24+29 to 20+25 ・4T: 60 to 52 ・66T: 66 to 58 ・214T: 15+20 to 15+15 ・2T・T: 20+25+10+10 to 15+20+10+10 ・1T: 55 to 48 ・To foe's back T: 25+32 to 20+30 ・To crouching foe's back T: 30+20 to 23+20 ・Near a wall 6T: 30+33 to 25+30 ・Near a wall 4T: 25+45 to 27+35 |
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HAYATE | Special movement followup frames and other small details have been adjusted. |
9P: Wall hits disabled. | |
66P: Followup interval has been shortened. | |
236P: Adjusted animation. | |
66KK: Effective hold type changed from evading hold to Jump K hold. | |
214K: Damage increased from 30 to 35. | |
4P+K: Followup interval shortened from 38F to 32F so that the 2nd portion of the move starts earlier. | |
HITOMI | Hitomi's changes were centered around adjusting her risk/return balance. |
PPP: Damage increased from 25 to 28. | |
(PP) 4PPP max. charge: Changed to GB (+4). | |
9PK: Hit reaction vs. juggled opponents changed from ground attack to re-launch. | |
3P: Followup interval has been shortened. | |
3PP: Status during attack changed from back-turned to forward. Guard advantage changed from -5F to -3F. | |
9KK: Damage increased from 23 to 25. | |
3K: Advantage on guard and normal hit changed from -10F to -11F. | |
66K: Now launches when hitting opponents from behind. | |
214KP: Stagger type on 2nd hit changed on Counter Strike or higher. | |
3H+K: Duration changed from 20(5)25 to 22(3)25. Guard advantage changed from -4F to -7F. | |
Near a wall 7P+K: Jump (evade lows) property added to some frames. | |
Near a wall 7H+K: Jump (evade lows) property added to some frames. | |
BRAD WONG | Brad Wong's moves were adjusted to increase his options and make him an even more unpredictable fighter. |
New move added: 6KPPP | |
New move added: 7KPPP | |
46PP: Stun type changed on Counter Strikes and higher. | |
33K: Players can now choose whether to stand or crouch at the end of the move.(Press↓to crouch) | |
6P+K→Back-turned 6P+K no longer triggers a Critical Finish. | |
Near a wall 214P+K: Jump (evade lows) property added to some frames. Also, it is now easier to jump over the opponent. | |
Toritsu KKKK, Toritsu K6K, Toritsu KK6K, Toritsu H+K: Status after being held changed from standing to squatting. Guard advantage changed from -5 to -6. | |
CHRISTIE | Christie's juggle damage has been rebalanced. |
PPPP, Back-turned PPPP: Now easier to re-launch opponents. | |
PK: Wall hit property disabled. | |
6PPP, Jakeiho 6P: Wall hits enabled within 1 meter on Counter Strike or higher. | |
K: Wall hit property disabled. Guard advantage changed from -10F to -11F. | |
9KK: Damage increased from 26 to 28. | |
6P+K: No longer tracks. | |
ELIOT | Eliot's main moves have been strengthened, and his damage has been adjusted for close range and juggles. |
7P: Stagger type changed on Critical Strike only (Duration: Cr(33~23)). | |
3_P: Damage increased from 17 to 18. | |
33P: Damage increased from 13 (high)+15 (mid) to 13+17. | |
4K: Duration of stagger on Counter Strike and higher changed to Cr(21~13). | |
KOKORO | The risk/return balance of Kokoro's moves have been adjusted. |
PPKK: Damage increased from 23 to 25. | |
7P: Guard advantage changed from -9F to -10F. | |
3K, PK, 1KK, Back-turned 4PK: Advantage on normal hit changed from -3F to -4F. | |
9KK: Damage increased from 23 to 25. | |
P+K: Stun type changed on Counter Strikes and higher. Guard advantage changed from +1F to -8F. | |
LA MARIPOSA | La Mariposa has mainly had changes to her voice reactions and to move properties such as tracking. |
3K,PKK,K6K,6PK,2KK: No longer tracks. | |
1KK, (Back-turned) K2KK: Stun type changed on normal hits and higher. | |
8T: Adjusted input detection priority. | |
Back-turned T: Changed voice reaction. | |
Back-turned 6T: Changed voice reaction. | |
While jumping over obstacle T: Damage increased from 40 to 60. | |
MILA | The properties have been adjusted for some of Mila's moves that were difficult to deal with strategically. |
1P, Tackle Feint 2P: Advantage on normal hit changed from +2F to -2F. | |
4K: Now causes shorter Critical Stun on normal hit. | |
1P+K: Now enters crouching status on the first frame. | |
Moves ending in Takedown (e.g., 4KTH・P): Takedown can now be cancelled with the P, K, and P+K buttons in addition to the H button. | |
2T: Damage increased from 30 to 15. | |
RIG | The risk/return for some of Rig's moves has been rebalanced. |
PPK6K: Fixed an issue that sometimes caused Rig to move to the other side of the opponent. | |
4K→Bending Stance 4K: No longer triggers a Critical Finish. | |
214K: Damage increased from 26 to 28. Guard advantage changed from -8F to -5F. Now hits as a ground attack. | |
Bending Stance 7K: Guard advantage changed from +2F to 0F. | |
Turn Leg Cut K: Guard advantage changed from -12F to -11F. | |
Turn Leg Cut KK: Guard advantage changed from -18F to -14F. | |
Back-turned 4K: Guard advantage changed from -10F to 0F. | |
GEN FU | Gen Fu has had adjustments to his followup frames, voice reactions, and more. |
6P: Followup interval has been shortened. | |
6PP: Followup interval has been shortened. | |
4P6P: Guard advantage changed from -7F to -5F. | |
6P moves, Back-turned 4P moves, 3P moves, 33P: Added voice reaction. | |
3K: Followup interval has been shortened. | |
P+K: Stun type changed to sit-down stagger on crouching normal hit and crouching Counter Hit. | |
EIN | Ein's moves have been changed to make him easier to fight with. |
New move added: 1P | |
PPP: Damage increased from 25 to 30. | |
6P: Now able to re-launch opponent. | |
3P: Advantage on normal hit changed from -2F to 0F. | |
236P: Adjusted animation. | |
9KK: Damage increased from 23 to 25. | |
3KKK: Damage increased from 23 to 25. | |
Near a wall 33T: Danger Zones are now triggered on the final part of the attack. | |
LEON | A few of Leon's moves have been adjusted, including the command for Takedown. |
9P: Guard advantage changed from -9F to -2F. | |
9K: Fixed the launch height on crouching Counter Strikes and higher. | |
Takedown: Command changed from "Near a wall 66T" to "Near a wall 33T". | |
MOMIJI | Some of Momiji's moves that were difficult to deal with strategically have been adjusted. Also, some moves were made stronger, and the controls made easier. |
1P: Stagger on ground strike changed from small type to medium type. | |
1PP: Changed the voice reaction. | |
1PK: Adjusted the voice timing. | |
K: Guard advantage changed from -10F to -11F. | |
7K: Guard advantage changed from -14F to -25F. | |
Junyo-Izuna: Command changed from 1 Full circle T to 82T. (The previous input can still be used.) | |
2H+K: Adjusted the voice timing. | |
1T: Unholdable frames increased from 50 to 62F. | |
SSP: Effective hold type changed from evading hold to High P. | |
RACHEL | Rachel's attack damage has been adjusted for low moves, and her juggle damage has been greatly increased. |
PP2K: Damage increased from 18 to 22. | |
2H+K: Damage increased from 18 to 22. | |
41236T: Damage decreased from 13+15 to 13+12. | |
All Viper Twist moves (3PPP+KT, etc.): Damage increased from 32 to 35. | |
ALPHA-152 | Rachel's options have been greatly increased to make her a more strategic fighter. |
6PPP: Hit reaction changed to short stagger. | |
3PPPP: Now launches opponent slightly on Counter Strikes and higher. | |
Moves ending in KKKKK: K Followup interval after each kick has been shortened. | |
KKKKK: Hit reaction changed to short stagger for all kicks. (No change to last high kick) | |
9K: Stagger type changed on normal hit (Duration: Cr(34~24)). Damage increased from 20 to 24. Guard advantage changed from -13F to -14F. | |
33KK: Wall hit distance changed from 3m to 1m. | |
9P: It is now easier to jump over the opponent. | |
AKIRA | Akira's risk/return balance has been adjusted. |
214P (success): Changed from 23(5)19 to 23(2)22. | |
214P (failure): Changed from 23(5)21 to 23(2)24. | |
2_3P+K: Changed to small stagger on standing normal hit. | |
66K: Hit reaction for opponents in crouching guard changed from uppercut stun to launch. | |
Back-turned P+K: Guard advantage changed from -12F to -22F. | |
Back-turned 4P+K・43T・6P: Camera behavior adjusted. | |
T: Frame advantage following the throw shortened by 1F. | |
46T: Startup duration changed to 10 frames. Damage decreased from 66 to 60. | |
64T: Startup duration changed to 12 frames. | |
T: Frame advantage following the throw shortened by 1F. Floor now breaks on the third part of the move rather than the first. Fixed sound effect. | |
Side Step P: Stagger duration changed to Cr(24~16) on Counter Strike or higher. | |
Side Step P+K: Hurt box size increased. | |
SARAH | Sarah has had detailed adjustments to her throw behavior and floor Danger Zone interactions. |
41236T: Changed from -4F to 0F when opponent tech rolls. | |
Step T: The final part of the move now triggers floor Danger Zones. | |
Step 41236T: The final part of the move now triggers floor Danger Zones. | |
9P+K: Jump (evade lows) property added to some frames. | |
Back-turned 9P+K: Jump (evade lows) property added to some frames. | |
Near a wall with back to foe 7P+K: Jump (evade lows) property added to some frames. Forward/back-turned properties fixed. | |
Near a wall with back to foe 4P+K: Jump (evade lows) property added to some frames. | |
JACKY | Jacky's moves are now easier to use, and his moves from Slide Shuffle has been strengthened. |
6PP: Changed to short stagger on normal hit. | |
6PPP: Stun type changed on Counter Strikes and higher. | |
8P: Adjusted the timing of the transition to jumping status. Jump (evade lows) property added to some frames. | |
KPPPK: Wall hit distance increased from 2.5m to 3m. Changed knock back animation. | |
8K: Increased hitbox size. Jump (evade lows) property added to some frames. | |
2_K: Advantage on normal hit changed from -6F to -3F. | |
Slide Shuffle K: This is now a Critical Burst move. Damage decreased from 30 to 24. Duration changed from 23(2)25 to 22(2)26. | |
Slide Shuffle 6P+KP: Launch height increased. | |
Light ground attack: Damage increased from 12 to 14. | |
Heavy ground attack: Damage increased from 20 to 23. | |
Low P hold: Changed the timing of the tech roll input window. | |
PAI | Pai's hold damage has been slightly increased. |
High P hold: Damage increased from 8 to 10. | |
High K hold: Damage increased from 5 to 10. | |
MARIE ROSE | New moves have been added and other changes made to make Marie Rose easier to fight with. |
New move added: PPPP | |
New moves added: Moves from PP2P (PP2PP, PP2PP4, and PP2PP+K) | |
P: Adjusted re-launch height. | |
8P: Earlier onset of jump (evade lows) status. | |
4PP: Adjusted re-launch height. | |
4PK: Guard advantage changed from -7F to -5F. | |
64P: Damage increased from 16 to 22. | |
4K: Guard advantage changed from -7F to -5F. | |
PHASE 4 | The main goal for Phase 4's changes was to increase her options for dealing with guarding opponents. |
New move added: 46T | |
6P startup changed from 12 to 11 frames. | |
1PP: Now enters crouching status on the first frame. | |
66PP: Changed the stun type on hit. | |
66K: Now able to connect to Tenfu when guarded. Guard advantage of first hit changed from 0F to +15F. | |
Tenfu: Jump (evade lows) property added to some frames. | |
Tenfu P: Active frames increased from 2 to 4. | |
NYOTENGU | Nyotengu's move list has been increased, and changes have been made to existing moves to make her easier to fight with. |
New move added: 3KK (Previous 33K removed). | |
New move added: 2T | |
1T: Startup duration for former 2T move changed from 7F to 10F. Damage increased from 65 to 72. | |
Removed the 2F delay during the transition from standing to crouching. | |
PPP: Wall hit property removed. | |
(Back-turned) PK: Added tracking property. | |
214P: Adjusted input detection. | |
K: Guard advantage changed from -3F to GB (+2). | |
4K: Added tracking property. | |
9K: No longer tracks. Added ground strike property. | |
66K: Added tracking property. | |
6P+K~Karasu-Tobi: Fixed frame advantage information in Move Details. | |
4P+KP: Nyotengu's hand hitbox is now susceptible to holds. (Holds vs. the wind hitbox will be evading holds.) | |
7H+K: Effective hold type changed from Mid P to Mid K. | |
All moves from Hiten-no-Mai: Fixed so that the jump (evades lows) property no longer disappears momentarily at the onset of the move. | |
Hiten-no-Mai P: Adjusted guard animation. | |
Hiten-no-Mai PK: Now launches non-airborne opponents higher. | |
Hiten-no-Mai 2K: Causes sit-down bounce on Counter Hit or higher. | |
Hiten-no-Mai P+K: Fixed so that combos are no longer difficult to perform near a wall. | |
6T: Thrown opponent can now choose whether to stand or crouch after the stun.(Press↓to crouch) | |
Changed the order in Command Training. | |
Fixed an incorrect throw command in the Command List. | |
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