Abel
• Command change - Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K)
- Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
• Guard cancel - Marseilles Roll changed to Shoulder Tackle
- Attack Startup 8F, Damage 120
• Close HP - Hit box enlarged
- Push back on block for boost combos reduced
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. HP - Hurt box reduced
- Hurt box on arm is now invincible versus jumping attacks
• Wheel Kick - Hit stun frames reduced (L->+1F / M, H, EX->+2F)
- When hits in midair it becomes bound damage
- Damage L. 100->80, M. 110->80, H. 120->90
• L. Wheel Kick - Hit box position changed
• Tornado Throw - Damage L. 140->160, M. 150->170, H. 160->180
- Throw invincible from startup until throw activation
• L. Shoulder Tackle - Startup 20F
• M. Shoulder Tackle - Armor properties added during hit box active frames / Hit effect changed to ground knockback
• H. Shoulder Tackle - Armor properties added during hit box active frames / Counter hit causes wall bounce
Special move meter gain
• Second Middle: on hit 30->15
• Second Low: whiff 5->10
• Finish Middle: on hit 30->20
• Finish Low: whiff 5->15/on hit 30->40
• Wheel Kick: whiff 15->10/on hit 60->30
• Marseilles Roll: whiff 15->0
• Sky Fall: whiff 10->15/on hit 60->55
• Tornado Throw: whiff 10->20/on hit 60->65
• Shoulder Tackle: whiff 15->0/on hit 40->50
Akuma
• Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.
- Can now be canceled
• Far HP - Can now be canceled
• Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
• Ashura Senku (Punch ver.) - Distance covered has been reduced
- Invincibility time changed from 1-50 frames to 1-40 frames
- Full frame length changed from 61 to 72 frames
• Ashura Senku (Kick ver.) - Distance covered has been reduced
- Invincibility time changed from 1-40 frames to 1-30 frames
- Full frame length changed from 54 to 64 frames
• EX Gohadoken - "
• Abolished from mid-air combo limit"
• Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
• Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
• Airborne Tatsumaki Zankukyaku - Hurtbox increased
• Hyakki Gojin - Damage increased from 50 to 70
• Hyakki Gosho - Damage increased from 70 to 100
• Hyakki Gozan - Damage increased from 60 to 80
• Zanku Hadoken - Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
• Goshoryuken (MP, HP) - During the first hit, blockstun has been decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
• Misogi - Hitbox has been increased
Special move meter gain
• Gohadoken: whiff 15->5, on hit 40->20
• Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
• Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
• Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
• Zanku Hadoken: whiff 15->5, on hit 5->16
• Goshoryuken (M): on hit 20+20(40)->30+10(40)
• Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
• Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
• Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
• Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
• Hyakkishu: whiff 10->0
• Hyakki Gosho: whiff 0->15
• Hyakki Gojin: whiff 5->10, on hit 40->30
• Hyakki Gosai: whiff 5->15, on hit 40->60
Balrog
• Close LP - Block pushback has been increased
• Close LK - Block pushback has been increased
• Close HK - 2 frames added to Boost combo (on hit -2, on block -9)
• Far LP - No longer connects on crouching opponents
• Far MP - Active frame window has been changed to 4 frames
- Can now be canceled
• Far HK - 2 frames added to Boost combo (on hit -5, on block -11)
• cr. LK - Block stun has increased by 2 frames (on hit +5, on block +1)
• cr. HK - Overall animation has been reduced by 3 frames
- Block stun has decreased by 3 frames (on block -9)
- Block pushback has been decreased
• Dash Straight (EX included) - Now moves forward 4 frames after startup
• EX Dash Upper - Now moves forward 4 frames after startup
• Buffalo Head - Now connects on crouching opponents
• EX Dash Swing Blow - When the opponent is hit with this attack while crouching, they'll take bound damage and go into "fall over" stun
Special move meter gain
• Dash Low Straight: whiff 15->10, on hit 40->30
• Dash Low Smash: whiff 15->10, on hit 40->30
• Dash Swing Blow: whiff 15->10, on hit 40->30
• Buffalo Head: whiff 15->10, on hit 40->30
• Turn Punch: whiff 15->10, on hit 40->45
• Dash Straight: whiff 15->0, on hit 30->40
• Dash Upper: whiff 15->0, on hit 30->40
Blanka
• Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MP - Frames increased by 6F for boost combos (on hit -5F/on block-9F)
• Close MK - Frames increased by 4F for boost combos (on hit -5F/on block-9F)
• Close HP - Can now be canceled
• Far MP - Frames increased by 5F for boost combos (on hit -5F/on block-9F)
• cr. MK - Frames increased by 5F for boost combos (on hit -6F/on block-10F)
• cr. HP - Push back on block reduced
- Frames increased by 3F (on hit -5F/on block -11F)
• Vertical Roll - Damage 160->130?
- Frames increased by 5F whiff and on block
• Electric Thunder - Changed knock away direction on hit or guard when opponent comes from behind Blanka
• EX Rolling Attack - Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
• Grand Shave Roll - Full invincibility until hit box becomes active
Special move meter gain
• Vertical Roll: whiff 15->10/on hit 40->30
• Electric Thunder: on hit 20->30
• Rolling Attack: whiff 15->0/on hit 30->40
Cammy
• Hooligan Combination - Can transition into Cannon Strike
• *Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
• Close LP - (+7F on hit / +3F on block)->(+5F on hit / +2F on block)
- Increased push back on block
• Close MP - Block stun during boost combos reduced by 4 (-6F on block)
• Close HP - Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
- Push back on block for boost combos reduced
• Close HK - Cannot jump cancel on block
• Far LP - Block stun increased by 2 (+1F on block)
• Far HP - Push back on block for boost combos reduced
• Far MK - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. MP - Block stun during boost combos reduced by 3 (-7F on block)
• cr. HP - Push back on block for boost combos reduced
- Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
• Cannon Spike - Reduced push back on block / Block stun reduced by 10F
• L Cannon Spike - Active frames 1~2F Damage 100
From 3F onwards Damage 130
• M Cannon Spike - Active frames 1~2F Damage 110
From 3F onwards Damage 140
Special move meter gain
• Cannon Spike: whiff 15->10 / on hit 60->30
• Accel Spin Knuckle: on hit 40+60(100)->20×2(40)
• Cannon Strike: whiff 15->5 / on hit 40->15
• Razor Edge Slicer: whiff 0->5 / on hit 60->30
• Fatal Leg Twister: whiff 5->10 / on hit 40->50
• Cross Scissors Pressure: whiff 5->10 / on hit 40->50
• L and M Spiral Arrow: whiff 15->0 / on hit 40->50
• H Spiral Arrow: whiff 15->0 / on hit 20+20(40)->30+20(50)
Chun-Li
• Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
• Close HK - Cannot jump cancel on block
• Far MP - Arm hurt box activates 1F faster
- Push back on block for boost combos reduced
• Far HP - Push back on block for boost combos reduced
• cr. HK - Push back on block for boost combos reduced
• Angle Jump HP - Mid air hit causes knockdown
• Kakusenshu - Hurt box changed
- Hit box enlarged
- Damage 60->70
• H. Kikouken - Block stun increased by 2F
• EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
- Hit stun for all hits changed to same as H. version
Special move meter gain
• Kikouken: whiff 15->5 / on hit 40->20
• Hazanshu: whiff 15->10 / on hit 40->30
• L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
• M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
• H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
• Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n
Cody
• Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MK - Frames increased by 2F for boost combos (on hit -5F/On block -9F)
- Push back on block for boost combos reduced
• Close HP - Frames increased by 9F for boost combos (on hit -10F/On block -16F)
• Close HK - Frames increased by 6F for boost combos (on hit -12F/On block -18F)
- Push back on block for boost combos reduced
• Far LK - Hit box reduced
• Far MP - Frames increased by 9F for boost combos (on hit -8F/On block -12F)
• Far HP - Frames increased by 6F for boost combos (on hit -13F/On block -18F)
- Push back on block reduced
• Far HK - Frames increased by 7F for boost combos (on hit -14F/On block -19F)
- Push back on block reduced
• cr. LK - Startup increased from 3F->5F
- Hit box reduced
- Frames increased by 3F (on hit ±0F/on block -4F)
• cr. MK - Frames increased by 5F for boost combos (on hit -9F/on block -13F)
• cr. HP - Frames increased by 8F for boost combos (on hit -12F/on block -18F)
- Push back on block for boost combos reduced
• cr. HK - Frames increased by 6F for boost combos (on block -20F)
- Push back on block for boost combos reduced
• MP (with knife) - Frames increased by 10F for boost combos (on hit -9F/on block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
• MP (with knife) - Frames increased by 5F for boost combos (on hit -9F/On block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
- Now cannot be canceled
• HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
- Frames increased by 4F for boost combos (on hit -12F/On block -17F)
- Push back on block for boost combos reduced
• cr. HP (with knife) - Push back on block for boost combos reduced
• Zonk Knuckle - Push back on block reduced
• EX Zonk Knuckle - Knock away changed to shoot straight up on hit
- Damage decreased from 160->100
- Push back on block reduced
• EX Bad Stone - Startup reduced from 30F->28F
• Guard cancel - Became a 2-hit move
• Prisoner Throw - Damage increased from 120->130
Special move meter gain
• Bad Stone: whiff 15->5
• Criminal Upper (L): on hit 5×4(20)->20+8×3(44)
• Criminal Upper (M): on hit 10+5×4(30)->20+8×4(52)
• Criminal Upper (H): on hit 10+2×5(20)->20+8×5(60)
• Zonk Knuckle: whiff 15->10/on hit 20->30
• Ruffian Kick: whiff 15->0/on hit 30->50
Dhalsim
• Close LK - Startup 3F->4F - Hit box reduced • Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
• Close MK - Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
• Close HP - Block stun during boost combos increased by 5F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• Close HK - Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• cr. LP - (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
• cr. MP - Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
• cr. MK - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
• cr. HP - Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
- Push back on block for boost combos reduced
• Double Zoom Straight - Damage 90->80
- Hurt box active frame timing changed
• Double Zoom Punch - Damage 90->80
• Jump Double Zoom Punch - Damage 100->80
• Sliding - Hit box reduced
• Yoga Sliding - Hit box reduced
• M. Yoga Flame - Block stun reduced by 2 (0 on block->-2F on block)
• H. Yoga Flame - Block stun reduced by 2 (+3F on block ->+1F on block)
• Yoga Flame - Hurt box appears 2F before hit box activates
• EX Yoga Flame - Startup 17F->15F
• Yoga Blast / EX Yoga Blast - Opponent cannot quick stand on hit
• Yoga Inferno - Startup 3F->6F
• Yoga Volcano - Startup 9F->7F
- Damage 250->280
• Guard cancel - Changed to 2 hit move
Special move meter gain
• Yoga Fire: whiff 15->5
• Yoga Flame: whiff 15->0 / on hit 30->50
• Yoga Blast: whiff 15->0 / on hit 40->70
Dudley
• MP - Frames increased by 5F for boost combos (on hit -3F/On block -7F)
- Push back on block for boost combos reduced
• HP - Push back on block for boost combos reduced
• HK - Damage decreased 90->75
• cr. MP - Frames increased by 5F for boost combos (on hit -4F/On block -8F)
- Push back on block for boost combos reduced
• cr. MK - Startup decreased from 10F->7F
- Increased hold over from 3F->5F
- Hurt box reduced
• Diagonal Jump HK - Damage decreased from 100->80
• - Decreased hold over from 10F->7F
• Dart Shot - Decreased block stun by 4F (On block -4F)
• M Jet Upper - Damage decreased from 140->120
- Decreased airborne combo count
- Decreased block stun by 4F
- Decreased screen freeze by 4F
- Push back on block reduced
• H Jet Upper - Increased airborne combo count
- Damage decreased from 160->120
• Short Swing Blow (including EX) - Added invincibility attribute to throws
- Removed hurt box on the head and torso during Super Charge
• EX Cross Counter - Hit box enlarged on second and third hits
• Rolling Thunder - Easier to transition to lock animation when move hits an airborne opponent
Special move meter gain
• Jet Upper (L & M): whiff 15->10
• Jet Upper (H): whiff 15->10
• Machinegun Blow (L): whiff 15->10
• Machinegun Blow (M): whiff 15->10/on hit 10×4(40)->8×4(32)
• Machinegun Blow (H): whiff 15->10/on hit 10×6(60)->8×6(48)
• Cross Counter: whiff 15->10
• Duck: whiff 10->5
• Ducking Straight: whiff 5->10/on hit 30->40
• Ducking Upper: whiff 5->10/on hit 20×2(40)->15×2(30)
• Thunderbolt: on hit 20×2(40)->15×3(45)
• Short Swing Blow: whiff 15->0/on hit 30->50
Elena
• Jump - Total frames for jump decreased from 41F->38F
• Close MP - Startup decreased from 6F->5F
- Can now be cancelled
• cr. MP - Hit box enlarged
- Frames increased by 5F for boost combos (on hit -3F/On block-7F)
• cr. MK - Hit box enlarged
• Target Combo 4(MK?2HP) - Hit box enlarged
• Sliding - Startup decreased from 14F->10F
- Hurt box area above neck now invincible to projectiles
• Handstand Kick - Decreased frames by 3F (on hit +3F/On block-1F)
• M/H Lynx Tail - Decreased frames for block stun by 2F (M -4F->-6F?H -2F->-4F)
• EX Lynx Tail - Final hit now knocks opponents behind Elena
- Damage decreased from 150->100
• EX Scratch Wheel - Length of invincibility changed from 1~5F->1~6F
• EX Rhino Horn - Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
• Leg Lift Throw/Leg Hook - Damage increased 120->130
• Brave Dance - Startup decreased from 14F->5F
Special move meter gain
• Mallet Smash: whiff 15->10/on hit 20×2(40)->15×2(30)
• Scratch Wheel (L): whiff 15->10/on hit 40->30
• Scratch Wheel (M): whiff 15->10/on hit 40×2(80)->15×2(30)
• Scratch Wheel (H): whiff 15->10/on hit 40×3(120)->10×3(30)
• Lynx Tail (L): whiff 15->10/on hit 40->30
• Lynx Tail (M): whiff 15->10/on hit 20×2(40)->20×2(40)
• Lynx Tail (H): whiff 15->10
• Spinning Scythe: on hit 10×2(20)->15×2(30)
• Spinning Scythe (follow up): whiff 5->10/on hit 10×2(20)->15×2(30)
• Rhino Horn: whiff 15->0/on hit 20×2(40)->30×2(60)
Guile
• Command change - (back+HP+HK) no longer activates guard cancel
• Health - 950->900
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. LP - Frames increased by 3 (+5F on hit / +1F on block)
• cr. LK - Frames increased by 3 (+4F on hit / 0 on block)
• Reverse Spin Kick - 6F~29F is throw invincible
• Flash Kick - Block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced
Special move meter gain
• Flash Kick: on hit 40->30
• Sonic Boom: whiff 15->0 / on hit 20->25
Guy
• Close MK - Frames increased by 4F (on hit +6F/on block +2F)
- Frames increased by 6F for boost combos (on hit -3F/on block -7F)
• Close HK - Frames increased by 10F for boost combos (on hit -8F/on block -13F)
- Push back on block for boost combos reduced
• Far MP - Frames increased by 2F for boost combos (on hit -4F/on block -8F)
• Far MK - Shortened frames by 2F (on hit ±0F/on block-1F)
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. MP - Frames increased by 7F for boost combos (on hit -4F/on block -8F)
• cr. HP - Push back on block for boost combos reduced
- Frames increased by 8F for boost combos (on hit -10F/on block -16F)
• Jump MP - Can now be canceled
• Ninja Sickle - Startup 12F->10F
- Knock away changed to shoot straight up on hit
- Push back on block reduced
- Hit box enlarged
• Bushin Gokusaken - Opponents now launched straight upwards on hit
• Bushin Gokusaken Throw - Damage increased from 100->170
• Neck Breaker - Became 2-hit move
• Bushin Izuna Otoshi - Slowed timing of attack activation
• M Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
• EX Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
- Increased invincibility time by 1F
• EX Bushin Senpukyaku - Added area below the knees to the hit box
• Neck Flip - First attack is now a mid-level attack
• EX Run - Added Armor Effect to Sudden Stop follow up
• Grab Throw/Shoulder Throw - Increased damage from 120->130
Special move meter gain
• Bushin Senpukyaku: whiff 15->10/on hit 20×number of attacks->12×number of attacks
• Bushin Izuna Otoshi (Jump): Air 10
• Bushin Izuna Otoshi (Elbow Drop): on hit 40->20
• Bushin Izuna Otoshi (Throw): on hit 30->60
• Run: whiff 10->5
• Sudden Stop: whiff 10->5
• Shadow Kick: whiff 5->15
• Neck Flip: whiff 5->10/on hit 20+20(40)->20+10(30)
• Kaiten Izuna Otoshi: whiff 15->10/on hit 30->80
• Hozanto: whiff 15->0
Hugo
• HP - Opponent cannot perform quick recovery off the ground when hit by this while in the air
- 4 frames added to Boost Combo (-9 on hit, -15 on block)
- Push back on block for boost combos reduced
• cr. LP - Damage reduced from 50 to 40
• cr. LK - Hit box reduced
- Hurt box reduced
• cr. MP - Damage reduced from 80 to 70
- 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
• cr. MK - 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
• Hammer Hook - Wall bound when move connects on counter hit
• Body Press - Block stun reduced by 8 frames / Damage reduced from 140 to 110
- Active frames reduced from 21 to 8 frames
• Giant Palm Breaker - "Damage changes
• LP: 100->80
• MP: 100->110
• HP: 140->130"
• Moonsault Press - Damage recduced from 200 to 230
• EX Meat Squasher - Damage increased from 200 to 260
• Monster Lariat - Block stun increased by 3 frames (on block -10)
- Super armor startup changed from 1 to 6 frames
• EX Monster Lariat - Block stun reduced by 5 frames (on block -8)
Special move meter gain
• Giant Palm Breaker: whiff 15->10, on hit 40->30
• Moonsault Press: whiff 15->20, on hit 40->100
• Shootdown Backbreaker: on hit 20->65
• Meat Squasher: whiff 15->20, on hit 20->80
• Ultra Throw: whiff 15->20, on hit 0->60
• Monster Lariat: whiff ->15->0, on hit 40->50
Ibuki
• EX Kunai - EX Kunai can be canceled while descending
• far LP - Hit box reduced
- Hurt box reduced
- Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
• LK - Hurtbox increased
• cr. MK - Push back on block for boost combos reduced
• far HP - Push back on block for boost combos reduced
• Forward jumping HK - Startup increased from 5 to 7 frames
- Damage decreased from 100 to 75
• Yami Kazura - Damage increased from 120 to 130
• Spin Kick - Hit box reduced
• MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)
Special move meter gain
• Kunai: whiff 15->5
• Tsuijigoe: whiff 10->15
• Neck Breaker: on hit 10->60
• Kazakiri: on hit 20×3(60)/10×3(30)
• Tsumuji: whiff 15->10, on hit 20+20(40)->10×2(20)
• Tsumuji (high variant): whiff 5->10, on hit 20->30
• Tsumuji (low variant): whiff 5->10, on hit 60->30
• Hien: on hit 20+40(60)->20×2(40)
• Raida: whiff 15->0, on hit 40->60
Juri
• Close HP - on hit, opponents are launched higher
• Far LK - Can no longer be linked
• cr. HP - Damage decreased from 90 to 75
- On block, cannot be jump canceled
- Hitbox has been reduced
• Diagonal Jumping HP - Damage decreased from 100 to 75
- Hurtbox comes out 1 frame quicker
• Karen Kick/Assatsu Kick - Damage decreased from 150 to 130
• EX Senpusha - Hit and block pushback has been reduced
• EX Kasatushi - Hurtbox has been added after move is successful
Special move meter gain
• Fuhajin (rising kick): whiff 10->5, on hit 0->25
• Shikusen: whiff 10->5
• Shikusen 2nd Impact: on hit 20+20(40)->10 x 2(20)
• Shikusen 3rd Strike: on hit 40->30
• Kasatushi: whiff 15->10
• Senpusha (L): whiff 15->0, on hit 10 x 2(20)->30 x 2(60)
• Senpusha (M and H): whiff 15->0, on hit 10 x 4(40)->15 x 4(60)
• Devil Reverse (jump): whiff 10->0
• Devil Reverse (attack): whiff 15->5
• Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)
Ken
• Far HK - Startup 13->11F
- Frames reduced by 3 (0 on hit / -5F on block)
• Shiden Kakato Otoshi - Can cancel the feint
• Target Combo - (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
• Shoulder Throw - Damage 120->130
• L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
- Floats higher on hit
- Damage 80->70
• M. Shoryuken - 1st hit block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced / 2nd hit no longer hits crouching opponents
• H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
• Hadouken - (-4F on hit / -9F on block)->(0 on hit / -5F on block)
• Air Tatsumaki Senpu Kyaku - Hurt box enlarged
• Shippu Jinrai Kyaku - Damage 300->340 / 1st hit moves forward more
Special move meter gain
• L Shoryuken: on hit 40->30
• M Shoryuken: on hit 20+20(40)->20+10 (30)
• H Shoryuken: on hit 20+10+10(40)->20+5×2 (30)
• Hadouken: whiff 15->5 / on hit 40->20
• Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 30 x number of hits ->20 x number of hits
• L Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10(30)->25+10 (35)
• M Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×3(50)->25+8×3 (49)
• H Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×4(60)->25+8×4 (57)
M.Bison (Dictator)
• Close MP - Startup decreased from 7 to 5 frames
• Far MP - Startup decreased from 8 to 5 frames
- Hitbox has been reduced
- Hurt box reduced
• Bison Warp - Overall animation has increased by 8 frames
• Double Knee Press (LK) - Block pushback has increased
• EX Double Knee Press - When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
• Knee Press Nightmare - The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
• Deadly Throw - Damage decreased from 150 to 140
Special move meter gain
• Devil Reverse (jump): whiff 10->0
• Devil Reverse (attack): whiff 15->5
• Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)
Poison
• Command change - Backflip command changed from KK to KKK
• Forward Dash - Full animation reduced from 22 to 16 frames
• Close MP - Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
• Far HP - Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
• Close HK - Start up reduced from 14 to 11 frames
• cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
• cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
• Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
• Note: confirmed on Ryu / Damage increased from 60 to 70
• Love Me Tender (L) - Startup decreased from 29 to 27 frames
• EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
• Slapshot - Damage reduced from 150 to 140
Special move meter gain
• Whip of Love 1st Hit: on hit 20->30
• Whip of Love 2nd Hit: on hit 20->15
• Whip of Love 3rd Hit: on hit 10->20
• Love Me Tender: on hit 20->30
• Love Me Tender (ender): whiff 5->15, on hit 20->70
• Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
• Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
• Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
• Aeolus Edge: whiff 15->0, on hit 40->30
Rolento
• Vitality - Reduced from 1000 to 930
• Far LP - Hit box reduced
- Hurt box reduced
• Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
• Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
• Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
• cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
• cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• Jump MK - Hitbox reduced
• Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
• Stinger - Hitbox increased
- Push back on block reduced
Special move meter gain
• Stinger (jump): whiff 15->5
• Stinger (knife): whiff 15->5, on hit 40->15
• Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
• Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
• Mekong Delta Escape (jump): whiff 10->5
• Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
• Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
• Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)
Rufus
• Close LK - Block pushback increased
• Close MK - 6 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far MP - 6 frames added to Boost combo (-6F/-10F)
- Push back on block for boost combos reduced
• Far MK - 4 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far HP - 4 frames added to Boost combo (-9F/-14F)
• cr. LK - Hitbox reduced
• Hand Machinegun - Damage increased from 120 to 130
• Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
• Falcon Kick - Frame advantage on hit reduced by 7 frames
• Target Combo - Damage decreased from 90 to 60
• Galactic Tornado - "Damage adjusted:
• MP 100->80
• HP 120->90
• EX 160->80"
• Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
• Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)
Special move meter gain
• Messiah Kick (high): whiff 5->10
• Messiah Kick (mid): whiff 5->10
• Messiah Kick (low) whiff 5->10
• Snake Strike: whiff 15->5, on hit 16 x Number of attacks->10 x Number of attacks
• Galactic Tornado (L): whiff 15->0, on hit 10+20(30)->30+15(45)
• Galactic Tornado (M and H): whiff 15->0, on hit 10 x 2+20(40)->30+8 x 2(46)
Ryu
• Far LP - Startup 3F->4F
• cr. MP - Startup 4F->5F
- Hit box reduced
• cr. MK - Startup 5F->6F
- Hit box reduced
• cr. HK - Startup 5F->7F
• Solar Plexus Strike - Frames reduced by 2 (+5 on hit / 0 on block)
• Shoryuken - Block stun reduced by 10 F
- Screen freeze reduced by 6F
- Push back on block reduced
• M. Shoryuken - Frames 1~5 are invincible
• Air Tatsumaki Senpu Kyaku - Hurt box enlarged
• EX Tatsumaki Senpu Kyaku - Frames 3~7 are throw invincible
• H. Ryu's Joudan Sokutou Geri - Block stun reduced by 4F
• Guard Cancel - Changed to 3 hits
Special move meter gain:
• Shoryuken: on hit 40->30
• Tatsumaki Senpu Kyaku: whiff 15->10 / on hit 40->30
• Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 40->35
• Joudan Sokutou Geri: whiff 15->10/ on hit 40->30
• Hadouken: whiff 15->0/ on hit 40->30
Sagat
• Close MK - Push back on block for boost combos reduced
• Close HP - Push back on hit changed to be same as light attacks
• Close HK - 1st hit will hit crouching opponents
- 1st hit causes forced standing
• Far HP - Push back on block for boost combos reduced
• Far HK - No longer build meter on whiff
• cr. MP - Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
• cr. HP - Push back on block for boost combos reduced
• Step Low Kick - Block stun reduced by 3 (-3F on block)
• Tiger Uppercut - Block stun reduced by 10F
- Screen freeze reduced by 4F / Push back on block reduced
• EX Tiger Uppercut - Moves forward further
- Hit box after 2nd hit enlarged forward
• EX Tiger Knee Crush - Block stun reduced by 5 (-3F on block) / Damage 110->90 / Changed air combo count
Special move meter gain
• Tiger Shot: whiff 15->5
• Grand Tiger Shot: whiff 15->5
• Tigger Uppercut: whiff 15-> 10 / on hit 40->30
• Tiger Knee Crush: whiff 15->0 / on hit 20+20(40)->30+20(50)
Sakura
• LK - Hit box reduced
- Hurt box reduced
- Startup 3F->4F
• Close MP - Frames reduced by 2 (on hit +4F/on block +1F)
• Close HK - Hit effect changed to knock away against opponents on the ground on hit
- Push back on block for boost combos reduced
• Far HP - Can be canceled
- Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. HP - Hurt box reduced
• Jump MP - Changed hit effect to knock down against airborne opponents on hit
• Hadoken - Increased total frames from 42F->49F
- Frames adjusted from (on hit ±0/on block -6F)->(on hit -3F/on block -7F)
• Sakura Otoshi - Hit box enlarged
• Haru Ranman - Damage increased from 300->330
Special move meter gain
• Hadoken: whiff 15->5/on hit 40->20
• Shouoken (L): whiff 15->10/on hit 10×2(20)->15×2(30)
• Shouoken (M): whiff 15->10/on hit 10×4(40)->8×4(32)
• Shouoken (H): whiff 15->10/on hit 10×6(60)->5×6(30)
• Airborne Shunpukyaku: whiff 15->0/on hit 40×2(80)->15×2(30)
• Sakura Otoshi (Attack): on hit 15->10
• Sakura Otoshi (Finish): whiff 5->10/on hit 15->20
• Shunpukyaku (L): whiff 15->0/on hit 40->25
• Shunpukyaku (M): whiff 15->0/on hit 40×2(80)->15×2(30)
• Shunpukyaku (H): whiff 15->0/on hit 40×3(120)->10×3(30)
Vega
• cr. LP - Frames increased by 1 (on hit +4, on block ±0)
• cr. MK - Block stun has been reduced by 3 frames (on block -2)
- 6 frames added to Boost combo (on hit -6, on block -13)
- Push back on block for boost combos reduced
• Vertical jumping HK - Opponent will go into a hard knockdown state if hit with this attack while in the air.
• Flying Barcelona Attack - The position of the hurtbox has been changed
- Pushback on block has been reduced
• Izuna Drop - Throw area has been reduced
• Sky High Claw (H) - The knockback timing on hit and on block has been changed
• Scarlet Terror (M) - Damage decreased from 100 to 80
• Scarlet Terror (H) - Damage increased from 100 to 120
- Mid-air combo count number increased
• EX Scarlet Terror - Damage increased from 150 to 160
- Mid-air combo count number increased
Special move meter gain
• Rolling Crystal Flash (L): whiff 20->10, on hit 10+40(50)->20 x 2(40)
• Rolling Crystal Flash (M): whiff 15->10, on hit 10 x 3+40(70)->8 x 3+20(44)
• Rolling Crystal Flash (H): whiff 15->10, on hit 10 x 4+40(80)->8 x 4+15(47)
• Scarlet Terror (L): whiff 15->10, on hit 40->30
• Scarlet Terror (M and H): whiff 15->10, on hit 40+40(80)->20+10(30)
• Flying Barcelona Attack (Jump): whiff 10->5
• Flying Barcelona Attack (Attack): whiff 5->0, on hit 40->30
• Izuna Drop: whiff 5->10, on hit 40->50
• Sky High Claw: whiff 15->0
Zangief
• Walking Speed - Slightly slower
• Close MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
• Close MK - 4 frames added to Boost combo (on hit -6, on block -10)
• Far LP - Damage decreased from 40 to 30
• Far LK - Startup increased from 4 to 5 frames
• Far MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
- Adjusted so that the hurt box comes out 1 frame before the attack
• Far MK - Push back on block for boost combos reduced
• cr. MP - Damage decreased from 80 to 70
• cr. MK - 2 frames added to Boost combo (on hit -5, on block -9)
• Flying Body Attack - Block stun reduced by 8 frames
- Damage decreased from 120 to 100
• Screw Piledriver - Damage adjusted:
• LP: 180->200
• MP: 200->220
• HP: 220->240
• Quick Double Lariat - Hitbox increased on the 5th frame
Special move meter gain
• Screw Piledriver: whiff 15->20, on hit 40->100
• Banishing Flat: whiff 15->10, on hit 40->30
• Double Lariat: whiff 15->5, on hit 40->35 (after first spin 20)
• Quick Double Lariat: whiff 15->5, on hit 40 (after first spin 30)
• Flying Power Bomb: whiff 15->0, on hit 40->100
• Atomic Suplex: whiff 15->0, on hit 40+40(80)->70+50(120)
Bob
• Walk speed - Changed to same as Ken
• Close/Far LP - Hurt box enlarged
- Startup 5F->4F
• Close MP - Startup 10F->6F
• Close HP - Midair hit causes bound
• Far HP - Push back on block when used in boost combo reduced
• cr. MP - (+6F on hit/+2F on block)
• cr. HP - Hit box enlarged
- Changed way move overlaps with others
- Duing active frames 3~7F, from the neck and up is invincible against air attacks
- Damage 90->80
• j. HK - Damage 100->90
• Gaufrettes Punch - Midair hit causes bound
• Fast Break - Changed from high to mid attack
- Can be canceled
• Cracker (L) - Hurt box appears 1F later
- Startup 10F->6F
• Cracker - Causes lower float on midair hit
- Fall speed slowed
• EX Cracker - Startup 9F->6F
- 0F on hit
• Spiral Rocky - Blow back on hit modified
- Landing recovery reduced
- Removed invincibility
• Langue Washer - Damage 60->80
• EX Giga Jacker - From startup until rebound after hit, move is projectile invincible
- Damage 120->180
- Hit causes untechable knockdown
• Granchi Cannon - Hit causes wall bounce
- Counter hit causes crumple
- Changed midair combo count
- Move is +2 on block
• Giga Meteo - First hit doesn't use midair combo count
- If first hit connects midair it causes bound
• Flying Cask - Damage 120->130
• Quarter Deck - Damage 120->130
Special move meter gain:
• Spinner Ball: whiff 10->5/On hit 0->15×2(30)
• Lyonnaise Break: whiff 5->10/On hit 40->25
• Perfect Press: whiff 5->20/On hit 40->45
• Panini Flip: whiff 5->20/On hit 30+20+20(70)->15×3(45)
• Cracker: whiff 10->15/On hit 40->30
• Pound Cake: whiff 5->15/On hit 40->30
• Cracker Jacker: whiff 5->20
• Langue Washer: whiff 5->10/On hit 40->25
• Spiral Rocky: whiff 5->10/On hit 20×4(80)->10×4(40)
• Granchi Cannon: whiff 5->15/On hit 40->30
• Apres Sweep : whiff 5->15
• Cutting Coppa: whiff 5->10/On hit 30->25
• Giga Jacker: whiff 15->0/On hit 40->50
Cole
• Command change - Changed command for Shock Wave from "41236+P" to "63214+K"
- Changed command for Ionic Vortex from "41236+PPP" to "63214+KKK"
- Roll Attack "6+HP" no longer activates with "3+HP"
• HP - Reduced frames by 2F (On hit +8F/On block +3F)
- Push back on block reduced
• cr. HP - Can now be cancelled
• Sliding Combo (successful) - Reduced frames by 5F on hit
- Reduced frames by 15F on block
- Now launches straight upward on hit
• Shock Grenade - Increased overall frames from 38F->43F
• Shock Wave - Push back on block reduced
• EX Amp Combo - Now has same move value as H Amp Combo
Special move meter gain:
• Amp Combo: whiff 0->10/On hit 40->20
• Amp Combo Follow Up 1: whiff 0->5/On hit 40->15
• Amp Combo Follow Up 2: whiff 0->10/On hit 30->20
• Thunder Drop: whiff 0->10
• Shock Grenade: whiff 0->5
• Lightning Hook: whiff 0->10/On hit 30->60
• Shock Wave: On hit 40->50
Julia Chang
• Vitality - 1000->950
• Back step - Reduced distance by 40%
• Close/Far MP - Reduced frames by 3 (+7F on hit/+3F on block)
- 5F added to Boost combo (-5F on hit/-9F on block)
• Close MK - 2F added to Boost combo (-5F on hit/-10F on block)
• Close HK - Frames added to Boost combo (-9F on hit/-10F on block)
• Far MP - 5F added to Boost combo (-6F on hit/-10F on block)
• Far MK - 2F added to Boost combo (-6F on hit/-10F on block)
• cr. LK - Hit box reduced
• cr. MP - Reduced frames by 4 (+6F on hit/+2F on block)
- 5F added to Boost combo (-6F on hit/-10F on block)
• cr. MK - Push back on block when used in boost combo reduced
• Tiger Strike - Damage 50+80(130)->50+100(150)
• Rising Kick (L) - Startup 8F->6F
- Damage 120->130
• Rising Kick (L and M) - Block stun reduced by 10F
- Screen freeze reduced by 3F
- Push back on block reduced
• EX Lashing Arrow - Hit causes wall bounce
- Damage 70->100
• Iron Mountain Rush - Startup 1F->3F
• Wild Stallion - Damage 120->130
• Mad Axes - Damage 120->130
Special move meter gain:
• Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Rising Kick (L): On hit 60->40
• Rising Kick (M and H): On hit 60+60(120)->20×2(40)
• Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)
Kazuya Mishima
• MP - Hurt box enlarged
- 6F added to Boost combo (-5F on hit/-9F on block)
• HP - Hurt box enlarged
- Push back on hit and block reduced
- 4F added to Boost combo (-10F on hit/-15F on block)
• HK - Push back on block when used in boost combo reduced
• cr. LK - Hitbox reduced
- Hurt box enlarged
• cr. MP - 6F added to Boost combo (-5F on hit/-9F on block)
• cr. MK - Push back on block when used in boost combo reduced
• cr. HP - 8~9F of arm only is invincible versus jumping attacks
• Right Splits Kick - Midair hit causes ground bound
• EX Rising Uppercut - Forward movement increased
- Damage 80->100
• Demon God Fist - Increased midair combo count
• EX Demon God Fist - Damage 80+100(180)->80+120(200)
• Mist Step - Removed invincibility to standing attacks
- Hurt box reduced
• EX Slaughter Hook - Removed invincibility to strikes
• Rising Uppercut (Fastest Input) - Block stun reduced by 2 (-1F on block)
• Skull Smash - Damage 120->130
Special move meter gain:
• Mist Step: whiff 5->0
• Rising Uppercut: whiff 5->10/On hit 40->20
• Rising Uppercut (fastest input): whiff 15->10/On hit 40->30
• Dragon Uppercut: whiff 5->15
• Dragon Uppercut to Middle Kick: On hit 40->15
• Dragon Uppercut to Spinning Low Kick: On hit 40->15
• Spinning Demon: whiff 5->10/On hit 40->20
• Spinning Demon -> Spinning Demon: On hit 40->15
• Spinning Demon -> Spinning Demon Hook: whiff 5->10/On hit 40->20
• Rising Sun (L): whiff 10->15/On hit 40
• Rising Sun (M): whiff 10->15/On hit 40×2(80)->20×2(40)
• Rising Sun (H): whiff 10->15/On hit 40×3(120)->15×3(45)
• Roundhouse to Triple Spin Kick: On hit 40->15
• Slaughter Hook: whiff 15->10/On hit 40×2(80)->20×2(40)
• Slaughter High Kick: whiff 15->10/On hit 40×2(80)->20×2(40)
• Devastator: whiff 15->10/On hit 40×2(80)->20+30(50)
• Demon God Fist: whiff 15->0/On hit 40->60
King
• Reverse Arm Slam Combo - Move does not come out with [121+P]
• Wonderful Mexican Special Combo - Move does not come out with [121+PPP]
• Close MP - Damage 60->65
- Hit box enlarged
• Close MP - Damage 60->65
- Hit box enlarged
- 5F added to Boost combo (-3F on hit/-9F on block)
• Close MK - Damage 60->70
- 2F added to Boost combo (-5F on hit/-9F on block)
• Close HP - Damage 90->100
• Close HK - Push back on block when used in boost combo reduced
- 5F added to Boost combo (-9F on hit/-14F on block)
• Far MP - Damage 60->70
• Far MK - Damage 60->70
• Far HP - Damage 90->100
• Far HK - Damage 90->110
- Push back on block when used in boost combo reduced
• cr. LK - Startup 6F->5F
• cr. MP - (+5F on hit/+1F on block)
- 3F added to Boost combo (-5F on hit/-9F on block)
• cr. MK - Startup 8F->7F
• cr. HP - Startup 8F->7F
- (+2F on hit/-4F on block)
- Hit box enlarged
- Active frames change to 5
- Hurt box above the chest area is invincible against air attacks
- Push back on hit and block when used in boost combo reduced
• Jumping Knee Lift - Damage 110->100
- Reduced air combo count to 2
- From startup until 4th frame, move counts as ground state
• Running Jaguar Bomb (L) - Invincible against air attacks
- Startup 12F->6F
• Running Jaguar Bomb (M) - Damage 160->170
• Running Jaguar Bomb HH) - Damage 170->180
• EX Running Jaguar Bomb - Startup 13F->10F
- Full body invincibility against strikes
• Lariat - Damage 70->100
• Leg Screw - Damage 170->220
• DDT - Damage 90->120
• Giant Swing (L) - Damage 250->280
• Giant Swing (M) - Damage 230->250
• Giant Swing (H) - Damage 210->230
• EX Giant Swing - Damage 230->250
• Tomahawk (L) - Damage 200->250
• Tomahawk (M) - Damage 180->230
• Tomahawk (H) - Damage 170->210
• EX Tomahawk - Damage 180->230
• Reverse Arm Slam Combo - Damage 20+110(130)->60+120(180)
• EX Reverse Arm Slam Combo - Damage 20+50+100(170)->60+40+120(220)
• Winding Nut - Damage 130->150
• Suplex - Damage 130->150
Special move meter gain:
• Lariat: whiff 5->10/On hit 60->30
• Elbow Drop: whiff 5->10/On hit 60->30
• Water Surface Kick: whiff 5->10/On hit 60->30
• Leg Screw: whiff 15->10/On hit 40->50
• Running Jaguar Bomb: On hit 40->60
• Konvict Kick: On hit 60->25
• DDT:On hit 40->50
• Giant Swing: whiff 15->20/On hit 40->80
• Tomahawk: whiff 15->20/On hit 40->60
• Reverse Arm Slam Combo: whiff 15->0/On hit 40->60
Marduk
• Mongolian Chop - Command changed from [PP] to [6+PP]
• Close LP - Startup 5F->4F
- (+3F on hit/-2F on block)
• Close MP - (+6F on hit/+2F on block)
• Far MP - Push back on block when used in boost combo reduced
• cr. MP - Push back on block when used in boost combo reduced
- (+4F on hit/0F on block)
• cr. HP - Startup 13F->10F
- Floats higher on hit
• Revolving Trap Kick - Changed to be continuous hits
• Double Leg Take Down - Attack active frames 2F->3F
• Mount Rush - Attack active frames 2F->3F
Special move meter gain:
• Gator Slam (L and M): On hit 40->60
• Gator Slam (H): On hit 20×2(40)->30×2(60)
• Northern Lights Suplex: whiff 15->20/On hit 40->80
• Double Leg Take Down: whiff 10->0/On hit 40->30
• Mount Mongolian Chop: whiff 5->0/On hit 0->30×2+40(100)
• Hercules' Hammer: whiff 5->0/On hit 0->80
Megaman
• Close HP - Reduced startup from 10F->5F
• Close HK - Lower half of the body now invincible against airborne attacks
• Far MP - Can now be cancelled
• Far HP - Can now be cancelled
- Reduced startup from 10F->5F
• Far HK - Lower half of the body now invincible against airborne attacks
• Ice Slasher - Increased frames bi 1F on hit (On hit +4F)
• Thunder Beam - Decreased damage from 80->60
• Mega Uppercut - Decreased damage from 120->85
• Mega Buster - Decreased damage from 80->65
• EX Mega Buster - Increased damage from 80->150
Special move meter gain:
• Ice Slasher: whiff 15->5/On hit 40->20
• Thunder Beam: whiff 15->5/On hit 40->20
• Mega Uppercut: whiff 15->5/On hit 40->30
• Mega Buster: whiff 15->0/On hit 40->30
Nina Williams
• LK - Hurt box enlarged
• MP - Hurt box enlarged
- 7F added to Boost combo (-5F on hit/-9F on block)
• MK - Hurt box enlarged
• HP - Hurt box enlarged
• HK - Hurt box enlarged
- Push back on block when used in boost combo reduced
• cr. LK - Startup 5F->4F
- Hit box reduced
• cr. MP - (+4F on hit/±0F on block)
• cr. MK - Startup 7F->6F
• cr. HP - Startup 8F->5F
- Damage 90->80
• j. MK - Can crossup now
• j. HK - Cannot crossup anymore
• Spider Knee - Increased forward movement
• Ivory Cutter - Damage 50+40(90)->50×2(100)
• Blonde Bomb - Uniform 80 damage->L=70, M=80, H=100
- Push back on hit and block adjusted depending on move strength
• Blonde Bomb (L) - Block stun reduced by 1 (-6 on block)
• Blonde Bomb (M) - (0F on hit/-7F on block)->(+2F on hit/-6F on block)
• Blonde Bomb (H) - Block stun reduced by 1 (-6 on block)
- Hit causes knock down
• Geyser Cannon (L) - Startup 15F->8F
- From 6F onward move is invincible against air attacks
- Hit box enlarged
- Block stun reduced by 3 (-10 on block)
- No push back on block
- No movement when kicks come out
• Geyser Cannon (M) - Damage 70->80
• Geyser Cannon (H) - Damage 80->100
• EX Geyser Cannon - Block stun reduced by 3 (-10 on block)
• Skull Splitter - Damage 70->80
• Arm Break - Damage 60->80
Special move meter gain:
• Skull Splitter: whiff 15->10/On hit 40->30
• Geyser Cannon: On hit 30->40
• Backhand Slap: whiff 5->10/On hit 20->30
• Arm Break: whiff 0/On hit: 30
• Double Arm Break: On hit 0->40
• Blonde Bomb: On hit 0->40
Toro
• L/M Shoryuken - Reduced block stun by 10F
- Lessened screen freeze by 5F
Special move meter gain:
• Shoryuken: On hit 40->30
• Tatsumaki Senpukyaku: whiff 20->10/On hit 40->30
• Airborne Tatsumaki Senpukyaku: whiff 20->0/On hit 40->35
• Joudan Sokutogeri: whiff 15->10/On hit 40->30
• Hadoken: whiff 10->0/On hit 40->30
Hit the jump to check out the details.
Asuka Kazama
• Close/Far LP - Area from neck and above is invincible against air attacks
• Close/Far MP - Reduced frames by 7(+6F on hit/+2F on block)
• Close/Far HP - Counter hit causes crumple
• Close/Far HK - Startup 11F->9F
- Reduced frames by 4(0F on hit/-5F on block)
• Far LK - Hurt box reduced
• cr. LK - Startup 5F->4F
• cr. MP - Reduced frames by 4(+7 on hit/+3F on block)
• cr. MK - Now +1F on hit
- Hurtbox after 1F adjusted so it is lower
• cr. HP - Startup 9F->7F
- Can be canceled
- Blowback on hit same as heavy attacks
- Hurt box reduced
- Damage 90->80
• cr. HK - Hit box enlarged
- Damage 90->75
• cr. HP - Damage 100->90
• j. HK - Damage 60+40(100)->60+60(120)
• Dragon Wheel Kick - No longer will only do 1 hit sometimes
- 1~9F are invincible against air attacks
• Whiplash to Toe Kick - Hit box enlarged
- Reduced block stun by 2F (+1F on block)
- Increased forward movement distance
• Raging Storm - Increased push back on block
- Reduced block stun by 6F (-4F on block)
• Tsuwabuki - Reduced hit stun by 2F(+5 on hit)
• Thunder Fall Kick - Damage 40+40(80)->60+6(120)
• Leg Cutter 2nd Hit - Increased block stun by 6F (-6 on block)
- Reduced push back on block
• Double Lift Kicks - Damage 20+40(60)->30+40(70)
• Falling Rain - Damage 40+40(80)->70×2(140)
• EX Falling Rain - Damage 60+60(120)->90×2(180)
• Sweep Throw - Damage 170->200
• EX Sweep Throw - Damage 170->200
• Onikubigari - Damage 90->80
• EX Double Lift Kicks - Damage 60+50(110)->60×2(120)
- Full invincibility extended to 12th frame
• Hyakujitsuko - Reduced block stun by 3(-4 on block)
• Heron Dance - Can be canceled
• Heron Dance - Hurt box reduced
- Hit box enlarged
• Cloud Taste - Damage 120->150
• White Mountain - Damage 120->150
Special move meter gain:
• Exorcisor: whiff 10->15
• Mist Palm Thrust: whiff 5->10/On hit 10->25
• Raging Storm: whiff 5->10/On hit 5+5(10)->15×2(30)
• Attack Reversal: whiff 15->20/On hit 40->80
• Falling Rain: whiff 15->20/On hit 20+20(40)->30×2(60)
• Sweep Throw: whiff 15->30/On hit 60->90
• Onikubigari: whiff 15->0/On hit 40->50
Heihachi Mishima
• MK - Startup 6F->5F - First hit causes knockdown on midair hit
- Hurtbox on parts of leg and head are invincible against air attacks
- Damage 30+30(60)->50+20(70)
• Close HK - Can be canceled
- Damage 90->80
• cr. MP - 7F added to boost combos (-5F on hit/-9F on block)
• Jichinsai - Damage 50->90
• Chrome Dome(LV.1) - Damage 50->80
• Chrome Dome(LV.1) - Damage 50->130
- Move attack property changed from high to mid
• Chrome Dome(LV.3) - Damage 50->180
- Move attack property changed from high to unblockable
- Will whiff on midair opponents
• L. Demon Breath - Removed 3F of block stun(-3F on block)
• M. Demon Breath - Removed 11F of block stun(0 on block)
• H. Demon Breath - First part of move advances forward
- Reduced frames of first hit by 10(-10F on block)
- Reduced push back on block for first hit
- Midair combo counter usage of 2nd hit changed to 1
• EX Dragon Uppercut - Removed forward movement
- Completely invincible from startup to finish
• EX Raijin Stance - Damage 50+50(100)->130+80(210)
- Removed 8F(-12F on block)
- Reduced push back on block
• Neck Breaker - Damage 120->130
• Broken Toy - Damage 120->130
Special move meter gain:
• Rising Uppercut: On hit 40->30
• Dragon Uppercut: whiff 10->15
• Dragon Uppercut followup: whiff 5->10/On hit 40->30
• Heaven's Wrath : whiff 15->20
• Hell Axle (L & M): On hit 40->50
• Hell Axle (H): On hit 20+20(40)->30×2(60)
• Demon Breath (L & M): On hit 40->30
• Demon Breath (H): On hit 20+20(40)->25×2(50)
• Raijin Stance: whiff 15->0/On hit 40->60
Hwoarang
• Command Change - Spinning Trip Kick changed from db+LK to b+LK
• LK - Reduced frames by 2 (+6F on hit/+2F on block)
- Can be canceled
- Hurt box enlarged
• MP - Hurt box enlarged
- Knee area is now invincible against air attacks
- Hit box enlarged
• HP - Push back on block when used in boost combo reduced
• HK - Push back on block when used in boost combo reduced
• cr. LP - Startup 5F->4F?
• cr. LK - Reduced frames by 1 (+5F on hit/+1F on block)
• cr. MP - Startup 6F->5F?
- Reduced frames by 2 (+6F on hit/+2F on block)
• cr. HP - Push back on block when used in boost combo reduced
• MP (During Flamingo) - Startup 6F->5F?
- Reduced push back on hit
• HK (During Flamingo) - Hurtbox on feet is invincible against air attacks
- Causes knockdown on midair hit
• Tsunami Kick - Can transition to Flamingo Stance 2 frames faster
• Air Raid - When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6)
- Reduced push back on block/hit
• Air Raid Special - Increased advantage on hit by 2F (+8 on hit)
- Reduced push back on hit/block
• EX Air Raid - Reduced Hwoarang recovery on hit
• Dynamite Heel - Midair hit causes bound
- Midair combo count usage changed to 2
- Damage 100->80
- Hit box enlarged
• Heel Explosion Combo - Reduced push back on hit of first hit
- Hit box enlarged
- Changed hitbox properties
- Midair combo count usage of first hit changed to 0
• L/M Sky Rocket - Reduced block stun by 10F
- Reduced push back on block
- Reduced screen freeze by 2F
• Falcon Dice Kick - Damage 120->130
• Bring It On - Damage 120->130
Special move meter gain:
• Hunting Hawk (H): On hit 10+10+20(40)->15×3(45)
• Air Raid: On hit 10×3(30)->15×3(45)
• Dynamite Heel: whiff 15->0/On hit 40->50
Jin Kazama
• Far LP - Reduced block stun by 2F (On block +2)
• Far HP - Causes crumple on counter hit
• Far HK - Startup 17F->14F
• cr. MP - Startup 5F->4F
• cr. MK - Hurt box reduced
• cr. HP - Startup 9F->5F
- Active attack frames 3F->5F
• cr. HK - Hit box enlarged
• Leaping Side Kick - Invincible against air attacks
• Penetrating Fist - Reduced recovery by 4F
- Reduced block stun by 2F (On block -3F)
• EX Penetrating Fist - Hit box enlarged
- Damage 80+80(160)->70+70(140)
• Median Line Destruction (including EX) - Adjusted screen freeze on hit and block
• Power Stance - When takes damage from opponent, no longer takes recoverable damage
Special move meter gain:
• Special Step: whiff 0->10
• Thrusting Uppercut: whiff 5->10/On hit 40->35
• Right Roundhouse Punch: whiff 5->15
• Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
• Spinning Flare Kick (after low): whiff 5->10
• Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
• Power Stance: whiff 10->5
• Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
• Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
• Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
• Mental Alertness: whiff 10->5
• Left Drill Punch: whiff 5->10
• Swinging Fist Strikes: whiff 5->15/On hit 20->40
• Swaying Willow: whiff 5->15/On hit 20->40
• Leaping Side Kick: whiff 5->15/On hit 20->40
• Right Sweep: whiff 5->15
• Penetrating Fist: whiff 15->0
• Tidal Wave - Damage 150->130
• Over the Shoulder Reverse - Damage 150->130
Kuma
• cr. MP - Hit box enlarged
• j. MK - Can crossup
• Hunting Stance - Can be canceled into from normal attacks
- Input timing to exit Hunting Stance (KKK) is 5F slower
• Rolling Bear Headbutt - Changed input timing to transition to Rolling Bear
• Bear Smash - Hit box enlarged
- Midair hit causes knockdown
• Break'n - Armor period changed from 1~42F->1~20F
• L. Frolicking Bear - Startup 8F->7F
- Anti air invincibility changed from 3~7F->1~8F
- Damage 120->100
• Swing Swung - Damage 150->190
• L. Rock 'n Roll Circus - Damage 150->180
• M. Rock 'n Roll Circus - Damage 160->190
• H. Rock 'n Roll Circus - Damage 170->200
• EX. Rock 'n Roll Circus - Damage 180->200
• Headbutt - Damage 200->250
Special move meter gain:
• Rock 'n Roll Circus: whiff 15->30/On hit 40->10×8(80)
• Megaton Claw: whiff 15/On hit 20->35
• Grizzly Claws: whiff 5->10/On hit 20->40
• Grizzly Claw Smash: whiff 5->10/On hit 20->30
• Headbutt: whiff 15->30/On hit 40->100
• Rolling Bear: whiff 10->15
• Frolicking Bear: whiff 15->0/On hit 40->60
Law
• Close MP - 5F added to boost combo (-3F on hit/-7F on block)
• Close MK - 3F added to boost combo (-4F on hit/-8F on block)
- Reduced push back on block on hit
• Close HK - 8F added to boost combo (-9F on hit/-15F on block)
• cr. MP - 3F added to boost combo (-4F on hit/-8F on block)
• cr. MK - 5F added to boost combo (-5F on hit/-9F on block)
• cr. HP - Startup 11F->7F
• j. HP - Damage 100->120
• Machine Gun Arrow - Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
• Fury Fist Rush - Reduced push back on block
Flash Kick - Midair combo counter usage changed to 2
- Startup 14F->7F
- Damage 40->70
• L/M Flash Kick - 1~9F is invincible against air attacks
• Dragon Knuckle - Crumple Damage ->long blowback normal damage
- Reduced push back on block
• Dragon Knuckle Combo - Removed armor properties
• Dragon's Fire - Damage 120->130
• Run Up to Drop - Damage 120->130
Special move meter gain:
• Flash Kick: whiff 10->15/On hit 40->25
• Backflipper: whiff 5->10/On hit 40->25
• Cloud Gates: whiff 5->10/On hit 40->25
• Dragon's Flight: whiff 5->10/On hit 40->50
• Dragon Knuckle: whiff 5->10/On hit 40->25
• Dragon Knuckle Combo: whiff 5->10/On hit 40->25
• Dragon Knuckle Flight: whiff 5->10/On hit 40->25
• Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
• Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)
Lili
• Walk speed - Changed to same as Poison
• HP - Push back on block when used in boost combo reduced
• HK - Push back on block when used in boost combo reduced
• Andante - Removed lower body invincibility against air attacks
- Startup 9F->8F
• Dominating Heel - Startup 7F->6F
- Damage 40->50
- On hit causes opponent forced standing
• Cross Rush - Damage 100->50
• Cross Arts - Received Damage 310->300
• EX Angel Knee - Damage 90->80
• Angel Knee Ascension - Damage 90->30
- Midair combo counter usage changed to 1
- Will hit on ground opponents
- Hit box enlarged
- Can be jump canceled
- Changed move attack property from mid to high
Special move meter gain:
• Angel Knee: On hit 40->35
• Sunflower Lance 1st hit: whiff 10->15/On hit 20->25
• Sunflower Lance 2nd hit: whiff 5->15/On hit 20->25
• Sunflower Lance 3rd hit: whiff 5->15/On hit 10->15×2(30)
• Divine Step: whiff 15->20/On hit 10+20+20(50)->20×3(60)
• Air Spine Shot (L & M): On hit 40->50
• Air Spine Shot (H): On hit 20+20(40)->25×2(50)
• Attack Reversal: whiff 15->20/On hit 50->80
• Feisty Rabbit: whiff 10
• Rabbit's Foot: whiff 5->15/On hit 0->30
• Cloisonne: whiff 5->15/On hit 0->20×2(40)
• Rabbit Thorn: whiff 0->15/On hit 0->30
• Dendrobium: whiff 15->0/On hit 40->50
Ogre
• Forward dash - Reduced frames by 2(Total 17 frames)
• close MP - Reduced push back on hit
• Far HP - Reduced hit stun by 9F (On hit +6)
• Far HK - Push back on block when used in boost combo reduced
• cr. MP - Can be canceled
- Reduced hit stun by 6F (On hit +2)
• cr. HP - Damage 90->100
• cr. HK - Damage 60+30(90)->60+50(110)
• Snake Blade - 3rd hit Damage 60->80
- Final hit attack properties changed from low to high
• Owl's Hunt (normal input ver) - Active attack frames changed from 2F->3F
- Hit box enlarged
- Reduced push back on block
• L. Indigo Punch - Damage 90->100
• M. Indigo Punch - Damage 90->110
- Increased midair combo count
• H. Indigo Punch - Damage 90->130
- Increased midair combo count
• H. Ancient Power - Reduced block stun by 10F
• Hell Inferno - Damage 300->340
- Active attack frames changed from 3F->7F
Deadly Spear - Damage 150->130
Special move meter gain:
• Waning Moon: whiff 15->20/On hit 15+10×7(85)->5×7+40(75)
• Ancient Power (L & M): On hit 40->70
• Ancient Power (H): whiff 15 / on block 20 / on hit 40
• Indigo Punch: whiff 15->0/On hit 40->60
Paul Phoenix
• Demolition Man - Demolition Man can be canceled only by Burning Fist
• Forward dash - Reduced frames by 6 (total 17 frames)
• LP - Startup 4F->5F
- Block stun reduced by 3F (On block +2F)
- Push back on block increased
- Hit box reduced
- Hit box enlarged
• Close HP - Startup 12F->7F
• Far HP - Startup 18F->12F
- Hit stun reduced by 6F (On hit +3)
• cr. LK - Startup 6F->5F
• cr. MP - Startup 6F->5F
- 6F added to boost combo (On hit -5F/On block-9F)
• cr. MK - Push back on block when used in boost combo reduced
• cr. HP - Hurt box reduced
- Startup 8F->6F
- Hit stun reduced by 12F (On hit +2F)
- Damage 90->80
• Sway - Attack invincibility changed across all levels to 5F
• L. Sway - After frame 15, can cancel with special moves other than sway
• M. Sway - Reduced hit stun by 4F (On hit +6)
- Invincible against crouching attacks
- Forward movement made longer than backward movement
- Reduced push back on block
• H. Sway - Reduced block stun by 2F (On block -8F)
- Reduced push back on block
- Damage 100->150
• Shredder first hit - Hurt box reduced
• L. Shredder - Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against air attacks
• M. Shredder - Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against standing/crouching attacks
• H. Shredder - Damage 20+20+60(100)->50+30×2(110)
- Invincibility time changed from 1~9F->1~11F
- Will now hit crouching opponents
• Mountain Raze - Float on hit is same as EX ver.
• EX Mountain Raze - Startup 20F->15F
- Full invincibility from startup to 17F
- Knockback on counterhit same as normal hit
• Mortar Punch - Becomes midair state right after startup
- Damage 90->130
• EX Mortar Punch - Can change distance by pressing left or right on the direction input
• Phoenix Smasher - Counter damage is 230
- Camera work changes on counter hit
• EX Phoenix Smasher - SE on hit is same as final hit of Ryu's EX Shoryuken
- Counter damage is 200
• Bone Breaker?Demolition Man - When 1st hit of Bone Breaker counter hits, 2nd hit will connect and cause ground blowback
- Advantage frames of 2nd hit increased by 2F
• Push Away - Damage 150->130
• Foot Launch - Damage 150->130
Special move meter gain:
• Mountain Raze: On hit 40->35
• Shredder: On hit 20×3(60)->10×3(30)
• Sway (L): whiff 15->0
• Sway (M): On hit 40->35
• Sway (H): On hit 40->50
• Mortar Punch: On hit 40->50
• Phoenix Smasher: whiff 15->0/On hit 40->62
Raven
• LP - Increased push back on block
• Close HK - Reduced frames by 10 (+6F on hit/-1F on block)
• Far MK - Reduced frames by 3 (+2F on hit/-2F on block)
- Startup 10F->7F
• Far HP - Hit box enlarged
• Far HK - Reduced block stun by 5
- On midair hit causes vertical float
- Hurtbox next to hitbox is invincible against air attacks
• cr. MP - Hit box enlarged
• cr. HP - Hit box enlarged
• Air Crossed Ninja Stars - Hit box reduced
- Cannot perform after back jump
• Stormbringer - Startup 16F->13F
• H. Alter Ego - Increased midair combo count
• Wind Cross - Opponents in corner get floated higher on hit
Special move meter gain:
• Alter Ego (H): 40->30×2(60)
• Crossed Ninja Stars: whiff 15->10/On hit 40->20
• Air Crossed Ninja Stars: whiff 15->5/On hit 40->20
• Wind Cross: whiff 10->0/On hit 30+40×3(150)->30+20×3(90)
• Wind Cross Deviation: whiff 5->15/On hit 35->40
• Orbiting Moon - Damage 120->130
• Dark Matter - Damage 120->130
Steve Fox
• Command Change - Foot Stomp changed from db+LK to b+LK
• Patella Smash - Can be canceled with Albion Combination
• Close MP - Will hit opponents jumping over
• Far MP - 8F added to boost combos (-5F on hit/-9F on block)
• Far HP - 8F added to boost combos (-11F on hit/-16F on block)
- Push back on block when used in boost combo reduced
• cr. MP - 8F added to boost combos (-5F on hit/-9F on block)
• cr. HP - Startup 7F->6F
- Hit box enlarged
- Damage during 8~10F changed to 90
- Area from neck up during 3~5F is invincible against air attacks
• cr. HK - Push back on block when used in boost combo reduced
• Foot Stomp - Hurt box reduced
• Straight Chop - Crouching counter hit causes untechable bound damage
• Duck (including EX) - Lower body is projectile invincible
• M/H Flicker Jab - Hit box enlarged
• Hellfire Rush - Reduced recovery after hit animation ends by 15F
Special move meter gain:
• Albion Combination: On hit 20+40+40(100)->20×3(60)
• Fox Hunt: whiff 5->15/On hit 40->30
• Skyscraper: whiff 5->15/On hit 40->30
• Gatling Gun: whiff 5->20/On hit 20×11+50×3(370)5×14(70)
• Swaying: whiff 15+5->15/On hit 40->60
• Sonic Fang: On hit 20+40(60)->25×2(50)
• Hellfire: whiff 15->0/On hit 40->35
Xiaoyu
• Close HP - Startup 11F->6F
• Far HK - Reduced frames by 14(On block +3)
• cr. LP - Startup 4F->3F
• cr. LK - Startup 6F->4F
• cr. MP - Forward movement of 2nd hit increased
- Reduced hit stun by 1F (On hit +6)
- Reduced push back on hit slightly
• cr. HP - Increased hit stun by 1F (On hit -5F)
- Damage 90->80
• cr. HK - Damage 90->75
• Vertical/Angled j. MP - Added hit box to rear hand as well
• Vertical j. HK - Damage 60+40(100)->70+60(130)
• Angled j. HK - Damage 60+40(100)->60+50(110)
• "Cyclone Left
" - Increased float on hit
- Will face towards opponent after passing by them with California Roll
- Damage 80->120
• EX Hakkesho - Movement distance same as M. Hakkesho
- Startup 33F->22F
- Full invincibility from startup to 15th frame
- Damage 50+50+30+30(160)->40×2+20×2(120)
• Dark & Stormy - 3rd hit (Mistrust part) Damage 30->80
• Cyanide - Reduced block stun by 5F (On block -2F)
• Cross Arts - Received Damage 280->270
• Jade - Damage 120->130
• So Shoe Me - Damage 120->130
Special move meter gain:
• Fortune: whiff 10->15/On hit 20->40
• Fortune 2nd Hit: whiff 5->/On hit 20->30
• Fortune Cookie: whiff 10->15
• Fortune Cookie 2nd hit: whiff 5->10/On hit 10->20
• Fortune Cookie 3rd hit: whiff 5->10/On hit 10->30
• Double Map Sweep (L): On hit 40->30
• Double Map Sweep (M): On hit 20+40(60)->20+10(30)
• Double Map Sweep (H): On hit 20×3(60)->15×3(45)
• Phoenix Talon: On hit 20×3(60)->10×3+20(50)
• Dark & Stormy: whiff 10->15
• Turn of Fortune: whiff 15->10
• Cyclone Left: whiff 5->15
• Back Layout: On hit 10×2(20)->35×2(70)
• Hakkesho: whiff 15->0/On hit 20×2(40)->30×2(60)
Yoshimitsu
• Triple Roundhouse Combo - No longer comes out with df+HK
• Walk Speed - Changed to be same as Cody
• MP - Damage 60->80
• MK - Reduced frames by 4 (+4F on hit/0 on block)
• HP - Counter hit causes knock back
- Damage 90->120
• HK - Throw invincible from startup
- Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
• Far MP - Startup 12F->9F
- Active attack frames changed from 2->3
- Reduced frames by 2 (+1F on hit/-4F on block)
- Hit box enlarged
• cr. LP - Reduced frames by 2 (+6F on hit/+2F on block)
• cr. MP - Move property changed from high to low
- Hit box enlarged
• cr. HP - Counter hit causes float knockdown
- Push back on block when used in boost combo reduced
- Hit box enlarged
- Damage 90->120
• cr. HK - Can be canceled
• j. HK - Midair hit and counter hit causes untechable knockdown
• L. Gehosen - Frames 1~10 are invincible against air attacks
- Added screen freeze
- Damage 110->80
- Startup 9F->7F
• M. Gehosen - Frames 1~4 are completely invincible
- Added screen freeze
• Poison Wind Bronze Fist - Special command input timing faster by 3F
- Special command cancel timing faster by 4F
- Increased backflip speed
- Reduced movement distance
• Poison Wind Gold Fist - Invincible against air attacks
• Slap U Silly - Hurtbox appears faster
• Stone Fists - Hurtbox appears faster
• Suicide - Damage 120->250
- Self Damage 60->200
- L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
• EX Suicide - Damage 200->300
- Self Damage 90->250
• L. Poison Breath - Frames on hit changed to +2F
• M. Poison Breath - Frames on hit changed to +3F
- Hit box reduced
• L. Flea to Poison Breath - Frames on hit changed to +2F
• M. Flea to Poison Breath - Frames on hit changed to +3F
• Triple Roundhouse Combo - Hit box enlarged
- If first hit connects it causes forced standing on opponent
Special move meter gain:
• Poison Breath: On hit 40->30
• Suicide: On hit 40->60
• Slap U Silly: whiff 10->15
• Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
• Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15
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