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Куратор темы
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#77 #77
FAQ


Разработчик и издатель:Bandai Namco Games
Издатель в России(PC):Bandai Namco Entertainment
Официальный сайт:
[T8]
Оф. форум:

Дата релиза:
[T7:FR : 2 июня 2017 года]
[T8 : 26 января 2024 года]
===============
Страничка в Steam - Tekken 7
Страничка в Steam - Tekken 8
[Скриншоты T7:FR][Трейлеры T7:FR]


Последний раз редактировалось George80 22.08.2023 22:19, всего редактировалось 4 раз(а).


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Куратор темы
Статус: Не в сети
Регистрация: 19.01.2008
Откуда: Санкт-Петербург
Фото: 14
Tekken 7 FR | EVO 2018 Tournament | TOP 8 + Finals


 

Куратор темы
Статус: Не в сети
Регистрация: 19.01.2008
Откуда: Санкт-Петербург
Фото: 14
Tekken 7 Season 2 patch notes released
General Stuff

Spring Kick 1 *1 (Feet towards opponent) While facing up 3+4
• Startup changed from 16F to 19F.
• Jump status startup frame changed from 22F to 12F.

Spring Kick 2 *2 (Feet towards opponent) While facing up 3+4
• Jump status startup frame changed from 16F to 12F.

Back turned 4 *3
• Damage changed from 25 to 18.

Back turned u/f+4 *4
• Damage changed from 21 to 18.

Back turned u+4 *4
• Damage changed from 21 to 18.
• Opponent reaction on hit was changed.

Just before landing from straight jump 3 *4
• Damage changed from 25 to 20.

Just before landing from backward jump 3 *4
• Damage changed from 25 to 20.

Low parry (timed with opponent low attack D/F)
• Bug in which some characters special moves didn't hit after low parry was fixed.

*1 characters: Law, Hwoarang, Xiaoyu, Jin, Bryan, Heihachi, Kazuya, JACK-7, Asuka, Devil Jin, Lili, Dragunov, Leo, Lars, Alisa, Katarina, Lucky Chloe, Shaheen, Josie, Nina, Master Raven, Lee, Bob, Akuma, Kuma/Panda, Eliza, Geese, Noctis.
*2 characters: Eddy, King.
*3 characters: Everyone but Akuma, Eliza, Geese.
*4 characters: Everyone but Akuma, Eliza, Geese.


Akuma
HCB+1
• Damage changed from 17 to 15.
• Startup changed from 33F to 28F.
• Changed from -7F to -9F on block.
• Opponent reaction changed on hit.

During Hyakkishu 1
• Recovery on whiff decreased by 8F.

During Hyakkishu 2
• Damage changed from 25 to 20.

During Hyakkishu 3
• Damage changed from 23 to 21.

During Hyakkishu 4
• Changed from +6F to +4F on block.

QCB+3+4
• Recovery decreased by 3F.

b+2
• Changed to Homing attack

f,F+2 Heat Time 1
• Causes Wall Bounce on hit.
• Reach increased.

While rising 1
• Reach increased.

While rising 3
• Can now be cancelled in to special attacks.
• Changed from -7F to -10F on block.
• Changed from +5F to +2F on hit.


Alisa
During Rage b+1+2
• Distance traveled backward during animation decreased

2
• Hitbox expanded downward.

2,3
• Damage changed from 7 to 8.

2,3,3
• Damage changed from 20 to 25.
• Attack comes out 1F slower.
• Input window changed from 33F to 35F.

f+2,1
• Hits now chain.
• Changed from -20F to -14Fon block.
• Opponent closer on block.
• Opponent closer on hit.

f+2
• Hitbox expanded downward.

f+2,3
• Hitbox expanded downward.

f+2,3,3
• Damage changed from 20 to 22.
• Causes Wall bounce on hit.

d/f+1
• Pushback decreased so it’s easier to hit.

d/f+1+2
• Now can be performed during Destructive Form (During Destructive Form d/f+1+2)
• Changed to Power Crush.
• Startup changed from 18F to 19F.
• Changed from -11F to -14F on block.
• Opponent closer on block.
• Recovery increased by 1F on hit.

d+4
• Opponent closer on block.

d+4,1+2
• Changed from -1F to +2F on block.
• Recovery decreased by 3F on hit.
• Input window changed from 18Fto 28F.

d+3+4
• Opponent closer on block.

d/b【1,3】
• Recovery decreased by 11F.
• Opponent recovery decreased by 10F on block.
• Changed from -10F to -9F on block.

d/b+2,2
• Opponent reaction on mid-air hit was changed.

d/b+3
• Opponent closer on block.

d/b+4
• Opponent closer on block.

b+3
• Now causes Screw on mid-air hit.

b+4,3
• Damage changed from 15 to 20.

u/f+3
• Recovery decreased by 5F on hit and block.

f,f,f+3,4
• Opponent farther away on block.

While rising 1,2
• Now transitions to Destructive Form (While rising 1,2,1+2)

While rising 3
• Opponent recovery increased by 2F on block.
• Opponent closer on block.

During Clockwork 3
• Homing increased.

During Clockwork d+3
• Homing increased.
• When hit by opponent during startup, status changed from Aerial to Standing hit.

During sidestep 4
• Opponent closer on block.
• Changed from -1F to +2F on hit.
• Opponent closer on hit.

During sidestep 4,1+2
• Opponent closer on hit.

(While enemy is down) d/b+1+2
• Changed from -17F to -14F on block.
• Opponent closer on block.

During Destructive Form 3 (or 4)
• Move can no longer be performed consecutively.

During Destructive Form f+1
• Opponent closer on hit for attack 1 through 6.

During Dual Boot 1
• Opponent closer on block for attack 1 through 6.
• Opponent closer on hit for attack 1 through 5.

During Dual Boot 1+2
• Changed from -5F to ±0Fon block.

During Destructive Form d+1
• Changed from -2F to +3F on hit.

During Destructive Form b+2,1
• Opponent closer on block for attack 2 through 4.

During Destructive Form u+3+4,1 (or d+3+4,1)
• Recovery decreased by 10F.
• Changed from -20F to -10F on block.


Asuka
During Rage d/f+1+2
• Opponent was unable to do an ukemi when hitting a wall, so this was fixed.

1,1,3,f+1,3
• Opponent closer on hit and block.
• Opponent reaction on counter hit was changed.

1,3
• Opponent closer on block.

1,4
• Opponent closer on block.

3
• Hitbox expanded.

3,1
• Changed from +2F to +8F on hit.
• Opponent reaction on counter hit was changed.
• Hitbox expanded.

[3,4]
• Changed to Homing attack.
• Hitbox expanded.

1+4,2,d+4
• Opponent closer on hit.
• Hitbox expanded.

f+1,3,1
• Hitbox expanded.

f+1,d+4
• Changed to Homing attack.
• Hitbox expanded.

f+4
• Hitbox expanded downward.

f+1+2
• Changed from -11F to -9F on block.
• Recovery decreased by 1F on hit.

d/f+3
• Opponent reaction when hit while downed was changed.

d+1+2
• Opponent closer on hit.

d/b+3
• Damage changed from 16 to 17.
• Opponent reaction on counter hit was changed.
• Hitbox expanded.

d/b+4 and d/b+4,4 and d/b+4,4,4
• Opponent closer on block.

d+1
• Opponent closer on block.

d+1,1+2
• Changed from -10F to -9F on block.
• Changed from +1F to +2F on hit.
• Opponent closer on hit.

d+3,4
• Opponent closer on block.

d+4,2,3
• 3rd hit guaranteed after 2nd hit.
• Input window changed from 26F to 28F.

f,F+1
• Reaction on whiff has changed.

f,F+2,3
• Opponent reaction when hit while downed was changed.

f,f+3
• Causes screw on counter and mid-air hits.
• Hitbox expanded.

While rising 1
• Startup changed from 15F to 14F.

While rising 3
• Startup changed from 19F to 18F.

While crouching d/f+2
• Opponent closer on block.
• Timing opponent can begin to block after counter hit delayed by 2F.

While crouching d/f+3
• Damage changed from 17 to 20.
• Startup changed from 18F to 17F.
• Changed from -13F to -9F on block.
• Recovery decreased by 5F on hit.
• Causes Wall Bounce on hit.
• Hitbox expanded downward.
• Homing decreased.
• Crouch status removed.


Bob
During rage f+2+3,F
• Command changed from During rage f,f,f+3+4~f to During rage f2+3~f.
• Damage changed from 27,20 to 27,16.
• Active frames of 1st hit increased by 2F.
• Opponent farther away on hit of 1st hit.
• Moves from Spinner Ball come out faster by 3F.

1,1,2
• Damage changed from 10 to 12.
• Changed from -1F to +2F on hit.

During Spinner Ball 1
• Damage changed from 18 to 17.
• Startup changed from 19F to 18F.
• Opponent reaction on hit while downed was changed.
• Hitbox expanded downward.

During Spinner Ball 4
• Changed from -26F to -24F on block.

d/f+1,2
• Changed from +1F to +4F on hit.

d/f+3,1,1
• Damage changed from 17 to 20.
• Opponent reaction on mid-air hit was changed.

d+4,3,4
• Hitbox expanded upward.

b+4
• Opponent closer on block.
• Opponent closer on hit.

b+4,1
• Move comes out slower by 3F.

b+4,4
• Hits now chain.
• Opponent reaction changed on hit.
• Hitbox expanded downward.

u+1+2,1
• Causes Wall Bounce on hit.

u/f+1+2
• u/f+1+2~f now transitions to Spinner Ball.
• [u/f+1+2~b] now transitions to Reverse Spinner Ball.

b,B+2+3
• Damage changed from 40 to 32.
• Causes Screw on mid-air hit.

f,n,d,d/f+1
• Damage changed from 20 to 25.
• Hitbox expanded downward.

f,n,d,d/f+1+2
• Opponent closer on block.
• Causes Wall Bounce on hit.

f,n,d,d/f+1+2 hold
• Causes Wall Bounce on hit.

While rising 1,2
• Causes Screw on mid-air hit.

While crouching d/f+2,4
• Move comes out slower by 2F.
• Reaction on block was changed.

u/f+2,3,3+4
• Damage changed from 15,12,12,12 to 9,9,10,10.


Bryan
1,2
• Is now +5F on second hit after 1st hit is normal or counter hit.

1,2,4
• 3rd hit is now guaranteed after 2nd attack counter hits.

2,3
• Opponent closer on hit.

4,3,4
• Recovery for both players decreased by 3F for faster game play.
• Recovery decreased by 3F.

1+2,2
• Opponent reaction on normal and counter hit was changed.

d/f+1,1,1,1
• Opponent closer on block.

d/f+4
• Causes Screw on mid-air hit.

d+1+2
• Opponent closer after blocking first hit.

d+1+2,B
• During Sway, input window for moves 5F faster.

b+1
• Changed from +5F to +7F on hit.

b+2,4
• Both players recovery by 3F to speed up game play.
• Recovery decreased by 3F on hit.

b+2,1,4
• Recovery decreased by 2F on block to speed up game play.
• Recovery decreased by 3F on hit.

f,F+4
• Wasn't registered as a counter hit when hit by opponent during first half of attack. This was fixed.

QCF+1+2
• Causes Wall Bounce on hit.

While rising 1
• Opponent closer on block.

While rising 2
• Changed from -8F to -10F on block.
• Changed from +3F to +1F on hit.

While rising 3,4
• Opponent reaction on counter hit was changed.

1+3+4
• Homing increased.

2 after successfully parrying an opponent's right punch (b+1+3 or b+2+4)
• Changed from +2F to +7F on hit.


Claudio
During Rage b+4,2,F
• Command changed from b+4,2,f,f.

1,3
• New move added.

2
• Changed from ±0F to -3F on block.
• Opponent closer on hit and block.
• Changed from +6F to +3 on hit.

2,1
• Changed from -11F to -6F on block.
• Changed from -5F to +5F on hit.

2,1,2
• No longer causes Star Burst.
• Causes Screw on counter hit.

4,3
• Property changed from Mid to High attack.
• Changed from -9F to -5F on block.
• Opponent farther away on block.
• Causes Screw on counter hit.
• Input window changed from 13F to 23F.
• Hits now chain.

3
• Opponent reaction on counter hit mid-air hit was changed.

f+2,1
• Changed from -13F to -10F on block.
• Changed from +3F to +6F on hit.
• Input window changed from 16F to 12F.

f+2,1,1+2
• Damage changed from 28 to 25.
• Hits chain if 1st is a counter hit.

f+2,2
• Damage changed from 20 to 24.
• Changed from -27F to -26F on block.

f+3
• Property changed from Mid to High attack.
• Changed from -9F to -5F on block.
• Opponent farther away on block.
• Causes Screw on counter hit.
• Changed jump status start from 6F to 9F.

f+4
• Reaction on block changed.
• Changed from +2F to +4F on block.
• Changed from +7F to +4F on hit.

f+1+2,1+2
• No longer need Star Burst to perform.

d/f+1,2
• Recovery decreased by 1F on hit.

d/f+2
• Damage changed from 17 to 19.
• Recovery for both players increased by 3F.
• Opponent closer on block.
• Changed from +2F to +5F on hit.
• Opponent further away on hit.

d/f+3,1
• Damage changed from 13 to 20.
• Changed from -13F to -12F on block.
• Opponent closer on block.
• Opponent reaction on hit from side was changed.

d+1
• Changed from -9F to -8F on block.

d+1,2
• No longer need Star Burst to perform.

d+2
• Changed from -11F to -12F on block.
• Changed from ±0F to -1F on hit.

d+2,2
• No longer need Star Burst to perform.

d/b+2 (or While crouching 2)
• Opponent closer on block.

d/b+2,1 (or While crouching 2,1)
• Property changed from Special Mid to Mid attack.
• Changed from -15F to -13F on block.
• Changed from -4F to -2F on hit.

d/b+3
• Damage changed from 22 to 23.
• Opponent closer on block.

d/b+4
• Changed from -11F to -13F on block.
• Changed from ±0F to -2F on hit.
• Opponent reaction on crouch hit was changed.

d/b+4,3
• Damage changed from 14 to 10.
• Changed from -9F to -13F on block.
• Changed from +2F to -2F on hit.
• Hits now chain.

d/b+1+2
• No longer need Star Burst to perform.

b+1
• Opponent reaction changed on counter hit.<7p>

b+2
• Reach is longer.

b+4,1
• New move added.

b+4,3,2
• No longer need Star Burst to perform.

b+4,3
• Changed from -15F to -12F on guard.
• Changed from -4F to +1F on counter hit.
• Hits now chain.

b+4,2
• Changed from -9F to -12F on block.
• Opponent closer on block.
• Hits now chain.

b+1+2
• Changed from -12F to -13F on block.
• Opponent reaction on hit changed.
• Recovery decreased by 1F on hit.

b+3+4
• Recovery on block decreased by 3F for both players.
• Opponent closer on block.
• Opponent reaction on mid-air hit was changed.

u/f+2
• Changed from +9F to -9F on block.
• Recovery decreased by 3F on hit.
• Opponent reaction on hit was changed.
• Opponent reaction on mid-air hit was changed.
• Reach longer.

u/f+3 (or u/b+3 or u+3)
• Changed from +1F to +2F on block.
• Changed from +6F or +7F on hit.
• Opponent reaction on counter hit was changed.

u/f+4
• Recovery decreased by 2F on block for both players.
• Opponent reaction when hit while downed was changed.
• Recovery increased by 2F on whiff.

f,F+2,2
• Damage changed from 14 to 20.
• Changed from -6F to -2F on block.
• Opponent reaction on hit was changed.
• Now causes Star Burst on hit.

f,F+2,1+2
• Opponent farther away on block.
• Causes Wall Bounce on hit.
• No longer causes Star Burst on hit.
• Opponent reaction on mid-air hit was changed.

f,f,f+2
• Recovery decreased when transitioning to Star Burst on hit by 3F.

While rising 2
• Opponent closer on block.

While rising 3
• Damage changed from 14 to 20.
• Changed from -5F to -9F for opponent on block.
• Recovery increased by 6F on hit.

During sidestep 4
• Changed from -11F to -12F on block.
• Recovery increased by 1F for both players on hit.
• Opponent reaction on counter hit was changed.

During Star Burst f+1+2,1+2
• Opponent reaction on hit from side and from behind was changed.

During Star Burst d+1,2
• Changed from +3F to +8F on block.
• Opponent reaction on hit was changed.
• Recovery decreased by 1F on hit.

During Star Burst b+4,3,2
• Damage changed from 20 to 35.
• Startup changed from 26F to 31F.
• Changed from -10F to -1F on block.
• Opponent reaction on mid-air hit was changed.
• Pushback decreased so easier to hit.
• Jump status frames changed from 8-30F to 1-31F.


Devil Jin
f+3
3,2,4,3
• Wasn’t registered as a counter hit when hit by opponent during the first half of attack. This was fixed.

f+1+2
• Causes Wall Bounce on hit.
• Can also be done by 「b,f+1+2」

d/f+1,2,f,F
• Can now perform a move 2F quicker.

d/f+1+2
• Opponent reaction changed on mid-air hit.

d+4 (or d/b+4)
• Opponent closer on hit and block.

u+4
• Homing decreased.

b,f+2,1,2
• Hitbox expanded downward.

b,f+2,1,4
• Opponent reaction changed on mid-air hit.

f,N,d,d/f+2 (pressed at same time as input)
• Homing increased.

f,N,d,d/f+3
• Opponent closer on hit.

f,N,d,d/f+4
• Opponent reaction on hit was changed.

f,N,d,d/f+3,3
• Damage changed from 23 to 30.


Dragunov
During rage d+1+2
• Active frames increased by 1F.

2
• Opponent closer on hit.

4,4
• Damage changed from 28 to 25.
• Hitbox expanded downward.

1+2
• Changed from -12F to -14F on block.

d+2
• Opponent reaction on hit was changed.
• Changed from ±0F to 1F on hit.

d/b+2,1,2
• Opponent reaction on hit while downed was changed.

u/f+1
• Damage changed from 18 to 20.
• Startup changed from 16F to 15F.
• Opponent reaction on hit and mid-air hit was changed.
• Hitbox expanded downward.

u/f+3+4
• Damage changed from 36 to 42.
• Opponent recovery on hit decreased by 16F.

f,F+3
• Hitbox expanded downward.

QCF+2
• Wen performed by f+3~d/f move can be performed 1F faster.
• Changed from -13F to -14F on block.
• Opponent reaction when hit while downed was changed.

QCF+3
• Changed from -14F to -15F on block.
• Changed from -5F to -6F on hit.

While running 3
• Changed from -14F to -15F on block.
• Chnaged from -5F to -6F on hit.

f,f,f+4
• Recovery increased by 3F on hit.

While rising 3
• Causes Wall Bounce on hit.

(While enemy is down) d+3+4
• Opponent closer on block.

Approach enemy f,F+1+2
• Recovery increased by 1F on hit.


Eddy
1,2
• Changed from +4F to +5F on hit.

f+2,1,4
• Opponent closer on block.
• Causes Screw on counter hit.

d [3,4]
• Opponent closer on hit and block.

b+2
• Startup changed from 15F to 14F.
• Changed from -10F to -11F on block.
• Changed from +4F to +3F on hit.

b+1+2
• Changed from -6F to -8F on block.

u/b+3
• Changed to Power Crush.
• Startup changed from 30F to 31F.
• Changed from +3F to -2F on block.
• Opponent closer on block.
• Changed from +5F to +6F on hit.
• Opponent reaction on counter hit and mid-air hit was changed.

u/f+1+2,D
• Transition to crouch removed.

u/f+3+4
• Changed from -13F to -10F on block.
• Recovery on hit decreased by 3F.

f,F+3
• Startup changed from 26F to 24F.
• Causes Wall Bounce on hit.

During sidestep 3+4
• Opponent closer after 1st attack hits.

During Handstand 1
• Changed from -11F to -12F on block.

During Handstand 4
• Damage changed from 10,12 to 5,20.
• Opponent reaction changed on hit.
• Causes Screw on mid-air hit.

During Negativa 2,f+3
• Causes Wall Bounce on hit.

During Negativa 3
• Damage changed from 14 to 12.
• Hitbox expanded downward.


Eliza
QCF+1
• Changed from -10F to -9F on block.

f,d,d/f+2
• Opponent closer after blocking 2nd hit.
• When 3rd hit lands, can now follow up with QCF,QCF+1+2.

QCB+1
• Changed from -14F to -11F on block.
• Opponent closer on block.
• Homing increased.

QCB+2
• Damage changed from 20 to 22.
• Opponent closer on counter hit and block.
• Decreased pushback so it hits easier.

QCB+3
• Changed from -17F to -19F on block.
• Recovery increased on hit by 2F.

During jump QCB+3
• Changed from -17F to -20F on block.
• Recovery increased on hit by 3F.

QCF+1+2
• Damage changed from 20,20 to 10,10.
• Hitbox on 1st hit expanded.
• Opponent reaction on mid-air hit for 2nd hit was changed.
• Forward movement slower for 2nd hit.
• Can now transition to Moon Glide afterward.

f,d,d/f+1+2
• Opponent closer after 1st attack hits.

QCB+3+4
During jump QCB+3+4
• Damage changed from 10,20 to 5,15.

QCF+1 (or 2) f,d,d/f+3+4
• Command to transition to Moon Glide changed from f,d,d/f+3+4」 to f+3+4 (or d/f+3+4)

f,F+4,2,QCF+1 (or 2) f,d,d/f+3+4
• Command to transition to Moon Glide changed from f,d,d/f+3+4」 to f+3+4 (or d/f+3+4)

QCF,QCF+1+2
• Opponent reaction on mid-air hit and hit while downed was changed.

1,2,4
• Opponent was unable to crouch on 3rd hit when 2nd attack hits. Now fixed.

2
• Opponent closer on hit.

1+2
• Damage changed from 20 to 26.
• Changed from -20F to -17F on block.
• Recovery on hit decreased by 3F.

f+3
• Changed from -11F to -9F on block.
• Homing increased.

During Moon Glide 2
※Only when Blood Gauge used to transition
• Causes Wall Bounce on hit.

During Moon Glide 4
• Opponent reaction changed on hit.

d+1 (or While crouching 1)
• Changed from +6F to +3F on hit from side or from behind.
• Decreased pushback so easier to hit.

d+4 (or While crouching 4)
• Damage changed from 20 to 17.
• Changed from +3F to +5F on hit.

b+1
• Changed from ±0F to +3F on hit.
• Homing decreased.

b+1,2
• Homing decreased.

b+1,2,3
• Opponent reaction changed on hit.

b+3
• Damage changed from 14 to 12.

b+3,1
• Changed from -7F to -4F on block.
• Changed from +12F to +15 on hit.

b+3,4
• Opponent reaction on hit from the side and hit while downed was changed.
• Move comes out faster by 1F.

b+1+2
• Active frames on first attack increased by 1F.
• 2nd attack changed from -18F to -13F on block.
• Opponent reaction on hit or mid-air hit on 2nd attack was changed.

f,F+4,2
• Recovery on block increased for both players by 3F.
• Changed from -3F to -6F on hit.

f,F+1+2
• 3rd hit can now be parried after blocking first hit.

f,f,f+1
• Changed from -2F to +2F on block.
• Recovery decreased on hit by 2F.

While rising 1
• Decreased pushback so easier to hit.

While rising 2
• Changed from -12F to -9F on block.

While rising 3
• Recovery decreased by 3F on hit.


Feng
2,4,1
• Opponent reaction on counter hit was changed.

[3,4],3
• Changed from -15F to -26F on block.
• Feng reaction on block changed.

f+3+4,B
• Block timing slower by 5F.

f+3+4,4
• Opponent closer on block.

d/f+2,2
• Causes Wall Bounce on hit.

d/f+3+4
• Causes Screw on mid-air hit.

d+2
• Opponent closer on block.

d/b+1,B
• Block timing slower by 5F.

d/b+3
• Opponent closer on block.

d/b+1+2,2
• Opponent reaction on counter hit was changed.

b+1
• Opponent closer on block.

b+3+4
• Block timing slower by 5F.

f,F+3 (or back toward enemy 3)
• Changed from +4F to +8F on block.
• Opponent reaction on counter hit was changed.

f,F+4,3
• Recovery for both players increased by 1F.
• Changed to -14F on block regardless of input timing.

During sidestep 4
• Opponent closer on block.

1,1
• Opponent reaction on counter hit for 1,1,2 was changed.

1,1,2
• Input window changed from 26F to 24F.


Geese Howard
QCB+1
• Damage changed from 15 to 20.

During MAX mode QCF+1+2
• Opponent reaction on 2nd hit or mid-air 2nd hit was changed.

During MAX mode QCB+1+2,1
• Damage changed from 18 to 10.
• Changed from ±0F to -2F on block.
• Causes Wall Bounce on hit.

During MAX mode QCB+1+2,3
• Damage changed from 23 to 20.

During MAX mode QCB+1+2,4
• Damage changed from 23 to 20.

QCF,QCF+1+2
• Damage changed from 14,14,14,14,14 to 13,13,13,13,13.

d/b,HCB,d/f+1+2
• Damage changed from 45 to 43.

1,2,1,1
• Damage changed from 15 to 20.

2
• Damage changed from 15 to 13.

3,3
• Changed from -14F to -13F on block.
• Changed from -1F to ±0F on hit.

1+2
• Damage changed from 19 to 20.
• Changed from -9F to -14F on block.
• Opponent reaction on hit and mid-air hit was changed.
• Recovery on whiff increased by 7F.

f+4
• Changed from -14F to -13F on block.

f+1+2
• Recovery increased on block and whiff by 4F.
• Recovery decreased on hit by 2F.

d/f+1,4
• Changed from -14F to -13F on block.
• Opponent closer on block.

d/f+3 [4,2]
• Startup changed from 26F to 24F.
• Changed from -3F to +2F on block.

d+4
• Damage changed from 14 to 15.

b+1,2
• Damage changed from 17 to 18.

b+2
• Damage changed from 25 to 23.
• Startup changed from 26F to 24F.
• Changed from -3F to +2F on block.

f,f,f+1
• Opponent closer on block.

While rising 1
• On counter hit, timing when opponent can begin to block delayed by 7F.

While rising 2
• Damage when opponent falls to the ground changed from 15 to 10.
• Timing when opponent can ukemi delayed by 1F.

While rising 3
• Damage changed from 17 to 14.
• Changed from -3F to -8F on block.
• Causes Screw on hit.

Timed with enemy attack HCB+1+4 (or 2+3)
• Damage changed from 25 to 30.


Gigas
During Rage 1+2
• Active frames increased by 1F.

During Rage f+3+4 Hold
• Recovery decreased by 7F.

During Rage Drive 2
• Damage changed from 40 to 45. (Damage when walking a distance changed from 50 to 60.
• No longer reversible.

1,2
• Changed from -14F to -17F on block.

2
• Opponent closer on hit.

2,1
• Startup changed from 23F to 18F.
• Changed from -5F to -7F on block.
• Changed from +6F to +4F hit on hit.

2,1,3+4
• Added crouch status.

3
• Damage changed from 20 to 17.
• Opponent reaction on counter hit was changed.

4
• Damage changed from 23 to 20.

f+2
• Opponent closer on hit and counter hit.

f+2,1,1
• Damage changed from 24 to 25.
• Input window changed from 24F to 30F.

f+2,f+1
• Damage changed from 17 to 20.

f+2,d+1,3+4
• Added crouch status.

f+3
• Changed from -13F to -9F on block.
• Changed from +5F to +9F on hit.
• Active frames decreased by 1F.

f+4,F
• Recovery decreased by 9F.

f+1+2
• Damage changed from 15 to 20.
• Changed from -10F to -9F on block.
• Changed from +5F to +6F on hit.

During Goliath 1
• Damage changed from 25 to 20 (Damage when walking a distance changed from 40 to 30).
• Changed from +7F to -2F on block.
• Opponent farther away on block.

During Goliath 2
• Damage changed from 28 to 40 (Damage when walking a distance changed from 40 to 55).
• No longer reversible.

During Goliath 1+2
• Dmaage changed from 15 to 20.

d/f+1
• Damage changed from 17 to 14.
• Changed from -6F to -9F on block.
• Changed from +7F to +4F on hit.
• Opponent closer on block.
• Hitbox expanded.

d/f+2
• Damage changed from 14 to 15.
• Opponent closer on block.
• Opponent farther away on hit.

d/f+3,1
• Hits now chain.

d+1 (or While crouching 1)
• Hitbox expanded.

d+3
• Damage changed from 18 to 15.

d+3,2
• Damage changed from 17 to 20.
• Changed from -10F to -12F on block.
• Opponent reaction on counter hit was changed.

d+1+2
• Opponent closer on block.
• Causes Wall Bounce on hit.
• Recovery decreased on hit by 5F.

d/b+2
• Opponent closer on block.

d/b+1+2
• Opponent reaction changed on hit.

d/b+3+4
• Added crouch status.

During Golem Set Up 1
• Property changed from High to Mid attack.
• Changed from +5F to -13F on block.
• Opponent closer on block.

During Golem Set Up 2
• Changed from -5F to -8F on block.
• Opponent closer on block.
• Opponent closer on hit.

During Golem Set Up u/b
• Recovery increased by 5F.
• Added jump status.

b+1
• Damage changed from 15 to 20.
• Opponent reaction on mid-air hit and hit while downed changed.
• Opponent closer on hit.

b+2,F
• Recovery decreased by 9F.

u/f+3
• Changed from +3F to +6F on hit.

u/f+1+2
• Jump status start changed from 9F to 18F.

f,F+2
• Active frames increased by 1F.
• Changed from -13F to -8F on block.
• Homing decreased.
• Hitbox expanded.

f,F+3
• Damage changed from 20 to 23.
• Changed from -10F to -9F on block.
• Recovery decreasd on hit by 1F.
• Opponent reaction changed on hit.

f,F+4,2
• Property changed from High to Mid attack.
• Changed from -4F to -13F on block.
• Opponent closer on block.
• Recovery increased on hit by 8F.

f,f,f+2
• Opponent closer on block.

While rising 3
• Opponent closer on block.

While rising 4
• Opponent closer on block.

While rising 4,2
• Added new move.

While crouching d/f+2
• Opponent reaction on counter hit was changed.

During sidestep 2
• Chanted to Homing attack.


Heihachi
During Rage 1,b+2,1+2
• New move added.

1
• Hitbox expanded downward.

1,b+2,1
• Changed from -27F to -15F on block.
• Recovery decreased by 12F on hit.
• Opponent reaction when hit while downed was changed.
• Hitbox expanded downward.

1+2
• Hitbox expanded downward.

f+1+2
• Recovery decreased by 3F on hit.

f+3+4
• Can now transition to sidestep f+3+4,U (or D)

During Raijin Stance 1
• Damage changed from 25 to 20.
• Opponent reaction changed on hit.

d/f+1,2
• Changed Damage from 21 to 24.

b+2
• Causes Wall Bounce on hit.

u/f+3,4
• Changed from +1F to +3F on block.
• Recovery decreased by 2F on hit.
• Hitbox expanded downward.
• Homing increased.

f,F+3
• Startup changed from 20F to 19F.
• Opponent farther away on hit.
• Opponent reaction when hit while downed was changed.
• Homing decreased.

f,N,d/f+1
• Damage changed from 30 to 35
• Changed from -9F to -10F on block.
• Recovery increased by 1F on hit.
• Opponent reaction when hit while downed was changed.

f,N,d,d/f+2 (pressed at same time as input)
• Homing increased.

f,N,d,D/F+3
• Opponent reaction on hit was changed.

f,N,d,d/f+4,1
• Changed from -12F to -15F on block.
• Recovery increased by 3F on hit.

f,N,d,D/F+4,4,1
f,N,d,D/F+4,4,4,1
• Changed from -12F to -15F on block.

While rising 1
• Recovery decreased by 3F on hit.
• Recovery increased by 1F on whiff.

While rising 2
• Causes Screw on mid-air hit.

While rising 4,4
• Changed from -4F to ±0F on hit.

While crouching d/f+4
• Opponent reaction on hit was changed.

During sidestep 2
• Damage changed from 15 to 10.

During sidestep 2,1
• Damage changed from 21 to 20.
• Changed from -12F to -14F on block.
• Opponent reaction on hit was changed.

(While enemy is down) d+4
• Changed from -16F to -14F on block.
• Opponent closer on block.
• Changed from -5F to -3F on hit.

Approach enemy d/f+2+3
• Recovery of both players decreased by 3F.


Hwoarang
During Rage & During Flamingo d+3+4
• Opponent's recovery time decreased by 36F on hit.
• Hitbox expanded downward.

During Rage d+3+4,4
• Damage changed from 7,10,30 to 6,9,27.
• Hitbox on first hit decreased, harder to hit downed opponents.
• Startup on third attack changed from 30F to 29F.
• Opponent reaction on hit, mid-air hit and hit while downed has been changed.

During Rage u/f+3,4,3+4
• Damage changed from 15,14,15,20 to 15,14,17,27.
• 4th attack changed from +2F to +4F on block.
• Recovery after 4th attack on hit was decreased by 2F.

1,1,3
• Opponent closer on block.

1,2,f+4 and 2,f+4
• Changed from +8F to ±0F on block.
• Opponent closer on block.
• Opponent reaction when blocking close or at a distance has been made the same.
• Now causes Screw on hit.

[3,4]
• 2nd attack hitbox expanded downward.

4
• Opponent closer on block.

4,4
• Damage changed from 10 to 13.
• Opponent closer on hit.

4,4,4
• Can now duck 3rd attack when 2nd attack hits.

4,f+4
• Damage changed from 10 to 13.

d/f+3
• Changed to Power Crush.
• Damage changed from 17 to 12.
• Changed from -12F to -14F on block.
• Changed from +1F to -4F on hit.
• Opponent reaction on counter hit changed.
• Opponent closer on block and hit.

d/f+3,4
• Damage changed from 23 to 20.
• Opponent closer on block.
• Opponent reaction on hit changed.
• Input window decreased from 34F to 29F.

d+3
• Opponent closer on block.

d+3,4
• Damage changed from 10 to 13.
• Opponent closer on hit.

d+4
• Opponent closer on block.

d/b+3
• Oppoennt closer on block.

b+3
• Damage changed from 20 to 17.

u/f+3+4
• Damage changed from 10,8 to 9,8.

u/f+3+4,4
• Changed from +1F to +4F on hit.

f,F+4
• Damage changed from 24 to 22.
• Changed from -6F to -7F on block.

f,n,d,d/f+3
• Now induces Wall Bounce on hit.

During Right Stance f+[4,4]
• Opponent reaction when hit while downed was changed.
• Wasn't registered as a counter hit when hit by opponent during the first half of attack. This was fixed.

During Right Stance 4
• Opponent closer on hit.

During Right Stance f+3
• Opponent closer on hit.

During Right Stance d+4
• Opponent closer on block.

During Right Stance d/b+3
• Opponent closer on block.

Right Stance back towards enemy 3
• Opponent reaction when hit while downed was changed.

Right stance back towards enemy d+3
• Opponent closer on block.

3,3,f+4 and During Left Flamingo 3,f+4
• Damage changed from 25 to 23.

During Left Flamingo 3
• Damage changed from 12 to 10.

During Left Flamingo f+3
• Damage changed from 25 to 23.

During Left Flamingo d+3
• Opponent closer on block.

During Left Flamingo u/f+4
• Damage changed from 18 to 20.
• Startup changed from 23F to 19F.
• Active frames increased by 1F.
• Changed from -15F to -14F on block.
• Recovery decreased by 5F on hit.
• Opponent reaction on hit was changed.
• Jump status active frames changed from 7-17F to 6-18F.

During Right Flamingo d/f+4
• Damage changed from 14 to 17.
• Changed from -5F to +1F on block.
• Opponent reaction on hit was changed.

During Right Flamingo b+3
• Changed from -15F to -10F on block.
• Opponent closer on block.
• Recovery decreased by 4F on hit.

During Right Stance approach enemy f+2+3
• Startup changed from 14F to 12F.

During Right Stance approach enemy 1+3 (or 2+4)
• Damage changed from 50 to 45.
• Startup changed from 14F to 12F.

Timed with enemy punch b+1+2
• New move added.


JACK-7
During Rage b+1+2
• Timing opponent hits wall was changed.

1
• Damage changed from 14 to 11.

1,1
• Changed to chain hit.
• Damage changed from 28 to 25.
• Changed from -12F to -14F on block.

2
• Opponent closer on hit.

f+3
• Changed from -10F to -7F on block.
• Opponent reaction on counter hit was changed.

f+3,1+2
• Changed from -13F to -9F on block.
• Opponent reaction on hit was changed.

f+[4,1]
• Attack property changed from Unblockable to Unblockable High.

d/f+2
• Opponent closer on block.

d/f+3+4
• Damage changed from 30 to 28.

d/b+1
• Changed from -11F to -12F on block.
• Changed from +3F to +2F on hit.

d/b+1,1 and d/b+1,1,1
• Changed from -11F to -12F on block.
• Changed from ±0F to -1F on hit.

d/b+2
• Changed from ±0F to +3F on hit.

b+1
• Damage changed from 20 to 17.
• Changed from -10F to -8F on block.
• Opponent reaction on counter hit was changed.
• Hitbox expanded.

b+2 Hold
• Hitbox expanded downward.

b+3,2
• Hitbox expanded downward.

f,F+1
• Damage changed from 30 to 25.
• Homing decreased.

f,F+4
• Changed to Power Crush.
• Decreased active frames by 1F.
• Changed from -9F to -14F on block.

b,d/b,d,d/f+2
• Damage changed from 42 to 32.
• Causes Wall Bounce on hit.

f,f,f+2
• Startup changed from 25F to 22F.
• Opponent closer on block.

While rising f+1,2,d/f+1
• 1st hit, 3rd attack counter hit damage changed to 12.

While crouching d/f+1
• Hitbox expanded.

While crouching d/f+1+2
• Opponent closer on block.


Jin
3,1
• Can now transition to Zenshin 3,1~f.

4
• Opponent reaction on counter hit has changed.

d/f+1,[4,4]
• Changed from -11F to -12F on block.
• Opponent closer on hit and block.

d+1
• Now induces Wall Bounce on hit.
• Crouch status removed.

d+4
• Changed from -13F to -12F on block.
• Changed from -2F to -1F on hit.

During Mental Alertness 2
• Hitbox expanded downard.

u/b+1+2
• Homing decreased.

b,f+2,3
• Opponent was unable to duck [During Zenshin 1+2] after this move hits, so this was fixed.

(While enemy is down) d+2
• Opponent closer on block.


Josie
During Rage d/f+1+2
• Opponent recovery decreased on hit by 6F.

1,2,3
• Opponent reaction on counter hit was changed.

During Switch Stance 1
• Damage changed from 18 to 20.

During Switch Stance 3
• Changed from -13F to -12F on block.
• Opponent farther away on block.
• Changed from -2F to -1F on hit.

2,3
• Opponent reaction on counter hit was changed.

3+4
• Causes Screw on counter hit.

f+3+4
• Can also be performed with f,f,f+3+4

d/f+2
• Homing decreased.

d/f+3+4
• Damage changed from 25 to 30.

d+2
• Damage changed from 16 to 20.
• Opponent reaction on counter hit was changed.

d/b+2
• Opponent farther away on block.
• Opponent closer on hit and counter hit.

d/b+4,2,3
• Opponent reaction on hit, counter hit, mid-air hit, and while downed has been changed.

b+1
• Active frames increased by 1F.
• Changed from -6F to -9F on block.
• Opponent closer on hit and block.
• Changed from ±0F to +2F on hit.
• Hitbox expanded downward.
• Decreased pushback so move hits easier.

b+1,1
• Damage changed from 10 to 20.
• Opponent reaction changed on hit.
• Input window changed from 11F to 14F.

b+1,2,4,4
• Causes Wall Bounce on hit.

b+1,2,4,F
• Added new move.

b+4,3,4
• Damage changed from 23 to 25.
• Move comes out 2F slower.

b+1+2
• Opponent closer on hit.
• Opponent reaction on mid-air hit was changed.
• Hitbox expanded downward.

b+3+4
• Added crouch status.

During Sway Back 1
• Changed from -13F to -9F on block.
• Recovery decreased on hit by 4F.
• Pushback decreased so it hits easier.

u/b+3
• Opponent reaction changed on hit.

f,n,d,d/f+1+2
• Added new move.

While rising 2
• Changed from -11F to -9F on block.
• Changed from ±0F to +2F on hit.

While rising 2,1
• Move comes out 1F slower.

While crouching d/f+4
• Opponent reaction on hit changed, also changed from +1F to +7F on hit.


Katarina
During Rage 3+4
• Opponent was unable to do ukemi if they hit a wall. Now fixed.

1,1,F
• Recovery increased by 8F.
• Input window for moves During harrier changed from 30F to 37F.

1,1,1
• Opponent reaction on counter hit was changed.

1,1,2
• Opponent reaction on counter hit was changed.

1,1,3
• Changed from -7F to ±0F on block.
• Opponent closer on block.

3 (or While rising 3)
• Damage changed from 14 to 9 (or 12).
• Startup changed from 16F to 14F.
• Hitbox expanded downward.

3,3 (or While rising 3,3
• Damage changed from 5 to 4.

3,3,3 (or while rising 3,3,3)
• Damage changed from 5 to 4.
• Changed from -7F to -10F on block.
• Opponent farther away on hit and block.
• Changed from +4F to +1F on hit.

3,3,3,3 (or While rising 3,3,3,3)
• Damage changed from 5 to 4.
• Changed from -13F to -11F on block.
• Opponent closer on hit and block.
• Changed from -2F to ±0F on hit.

3,3,3,3,3 (or While rising 3,3,3,3,3)
• Damage changed from 15 to 17.
• Opponent closer on block.
• Changed from -3F to +1F on hit.
• Opponent reaction on normal and counter hit was changed.

3,4
• Changed from -13F to -8F on block.
• Opponent reaction on hit was changed.
• Causes Screw on counter hit and mid-air hit.

4,4,4,F
• Recovery increased by 17F.
• Input window for moves During Harrier changed from 34F to 50F.

4
• Changed from -7F to -9F on block.

4,4 (or u/f+4,4,4
• Changed from -7F to -10F on block.

4,4,4 (or u/f+4,4,4,4
• Changed from -5F to -10F on block.
• Changed from +1F to +4F on hit.

4,4,4,4,4 (or u/f+4,4,4,4,4,4)
• Opponent reaction on hit was changed.

f+3
• Damage changed from 27 to 23.
• Changed from -9F to ±0F on block.
• Opponent reaction on normal and counter hit was changed.

f+4
• f+4~d transition timing now faster by 5F.

During Harrier 1
• Added crouch status.

During Harrier 2
• Changed from -14F to -6F on block.
• Opponent reaction on normal and counter hit was changed.

During Harrier 3
• Damage changed from 25 to 23.
• Opponent reaction on hit was changed.

During Harrier 4
• Causes Wall Bounce on hit.
• Recovery on hit decreased by 5F.

During Harrier D
• Recovery decreased by 2F.

f+1+2
• Changed from -12F to +1F on block.

f+3+4
• Changed from -17F to -13F on block.
• Opponent closer on block.
• Recovery on hit decreased by 4F.

d/f+1
• Opponent closer on block.
• Opponent farther away on hit.

d/f+1,1
• Now able to crouch 2nd hit when 1st hit blocked.
• Changed from -7F to -5F on block.
• Changed from +4F to +6F on hit.

d/f+1,1,F
• Recovery increased by 8F.
• Input window for moves During Harrier changed from 30F to 37F.

d/f+2
• Opponent reaction on hit was changed.
• Opponent closer on hit.

d/f+2,2
• Opponent closer on block.

d/f+3
• Changed from -9F to -6F on block.
• Changed from -1F to +2F on hit.

d/f+3,3
• Changed from -19F to -21F on block.
• Reaction on block was changed.

d/f+3,3,D
• Recovery decreased by 3F.

d/f+3+4
• Changed from -16F to -14F on block.
• Changed from ±0F to +2F on hit.

d+2,F
• Recovery increased by 8F.
• Input window for moves During Harrier changed from 30F to 37F.

d+3
• Opponent closer on block.

d+3,3
• Opponent closer on block.

d+3,4
• Opponent farther away on hit.
• Opponent reaction on counter hit was changed.

b+1,F
• Recovery increased by 14F.
• Input window for moves During Harrier changed from 30F to 43F.

b+1,1
• Damage changed from 15 to 20.
• Changed from -8F to -12F on block.
• Opponent reaction on hit was changed.

b+2
• Changed from -13F to -16F on block.
• Opponent closer on hit.
• Added crouch status.

b+4
• Opponent closer on block.

b+4,1+2
• Changed from -12F to +1F on block.
• Recovery on hit decreased by 5F.

b+4,3+4
• Added new move.

b+3+4
• Changed from -17F to -14F on block.

u/b+4
• Delayed 4 input resulted in faster attack. Now fixed.

u/f+4,4
• Opponent closer on block.

f,F+2,4
• Changed from -14F to -9F on block.
• Causes Screw on hit.

f,F+3 (or During Harrier u/f+3
• Jump status start changed from 11F to 9F.

f,f,f+3
• Changed from -5F to +1F on block.
• Opponent reaction on hit, mid-air hit and block was changed.

While rising 1
• Damage changed from 13 to 15.
• Opponent closer on hit.

While rising 1,1
• Damage changed from 8 to 10.
• Changed from -7F to -5F on block.
• Changed from +4F to +6F on hit.
• Now able to crouch on 2nd hit when 1st hit blocked.

While rising 2
• Opponent closer on hit and block.

While crouching d/f+4
• Opponent reaction on counter hit was changed.

(When enemy down) d+3+4
• Changed from -21F to -20F on block.
• Changed from -10F to -9F on hit.

Approach enemy d/f+1+2
• Can now perform d/f+1+2 during Harrier.


Kazumi
During Rage d+1+2
• Recovery decreased on hit by 6F.

1,1
• Changed from -1F to -3F on block.
• Changed from +8F to +6F on hit.

1,2
• Changed from -1F to -3F on block.
• Changed from +7F to +5F on hit.

1,2,2
• Changed from +2F to +4F on hit.

2,1
• Move comes out 3F slower.

3,1
• Opponent closer on block.

1+2
• Damage changed from 8,8 to 3,7.

1+4
• Damage changed from 30 to 27.
• Active frames decreased by 5F.
• Recovery decreased by 22F.
• Opponent closer on block.

2+3
• Recovery decreased by 6F.
• Opponent closer on block.

f+3
• Changed from -6F to -8F on block.
• Changed from +7F to ±0F on hit.
• Opponent reaction changed on hit.

f+3+4
• f+3+4~b now transitions to Last Warrior.
• Can now also be formed with f~f3+4.

b+3+4
• Recovery increased by 3F.
• b+3+4~f now transitions to Fearless Warrior.

During Fearless Warrior 1
• Damage changed from 21 to 25.
• Changed from -13F to -9F on block.
• Opponent farther away on block.
• Causes Wall Bounce on hit.

During Fearless Warrior 2
• Changed from -6F to -10F on block.
• Homing increased.

During Fearless Warrior 3
• Opponent reaction changed on hit.

During Fearless Warrior 1+2
• Changed from +2F to +4F on block.
• Opponent farther away on block.
• Opponent reaction changed on hit.

During Fearless Warrior 1+3
• Command changed from During Fearless Warrior b+1+2 to During Fearless Warrior 1+3.
• Damage changed from 10 to 15.

d/f+3
• Changed from -11F to -9F on block.
• Changed from ±0F to +2F on hit.
• Opponent farther away on hit.

d+1,2
• Changed from -17F to -13F on block.
• Opponent closer on block.
• Transitions to throw when hitting from the front.

d/b+2
• Startup changed from 20F to 23F.
• Damage changed from 15 to 18.
• Recovery on block for both players increased by 3F.
• Changed from ±0F to -3F on hit.
• Homing increased.

d/b+2,3,4
• Changed from -11F to -14F on block.
• Changed from +8F to +5F on hit.

d/b+3
• Hitbox decreased.

d/b+4
• Hitbox decreased.

u/f+3,4,1
• Changed from -15F to -11F on block.
• Opponent reaction on block was changed.

u/f+3,4,3
• Changed from -16F to -11F on block.

u/f+4
• Jump status start changed from 9F to 13F.

f~f+2
• Recovery on block for both players decreased by 4F.
• Opponent reaction on block was changed.

f~f+4
• Homing decreased.

While rising 1
• Opponent closer on block.

While rising 1,2
• Input window changed from 24F to 20F.

Approach enemy d/f+1+2
• Timing damage is registered was changed.
• Damage on wall hit changed from 32 to 42.

Time with enemy attack b+1+2
• Tiger's attack is now faster when opponent's attack is received.


Kazuya
During Rage u/b+1+2
• Same Power Crush properties as Rage Art.
• Attack property changed from Special Motion to Mid attack.
• Player recovery increased by 1F.

While in Devil Transformation f,F+2
• Damage changed from 20,12 to 20,15.
• Changed from -13F to -12F on block.

f+3
• Opponent reaction on counter hit was changed.

f+4
• Opponent closer on hit and block.

f+1+2
• Changed from -16F to -9F on block.
• Opponent farther away on block.
• Induces Wall Bounce on hit.
• Opponent reaction when hit mid-air was changed.

d/f+1,2
• Changed from -11F to -13F on block.
• Opponent reaction on hit changed.

d/f+4,4
• Hitbox expanded.

d+1+2
• Opponent closer on hit.

d/b+2
• Changed from -6F to -9F on block.
• Opponent closer on block.
• Opponent reaction on hit changed.

b+1+2
• Changed from -8F to -12F on block.
• Opponent farther away on block.

b+1+4
• Damage changed from 30 to 25.

f,F+3
• Opponent closer on hit.
• Homing increased.

f~f+4
• Decreased pushback so it hits easier.

f,n,d,d/f+2 (pressed at same time as input)
• Homing increased.

While in Devil Transformation f,n,d,d/f+2 (pressed at same time as input)
• Homing increased.

While rising 3
• Now causes Screw when hitting mid-air opponent.
• Hitbox expanded downward.

While rising 4,4
• Hitbox expanded.

(While enemy is down) d+3+4
• Opponent closer on block.

While crouching d/f,d,d/f+1+2
• Player recovery increased by 3F on hit.


King
During rage d/f+1+2
• Active frames increased by 1F.

2,1
• Damage increased from 12 to 15.

1+2,1
• Opponent reaction changed on mid-air hit.

d/f+1
• Opponent closer on block.

d/f+1,2
• Changed from +1F to +3F on hit.

d/f+2
• Changed from +3F to +4F on hit.

d/f+2,1
• Consecutive hit even with delayed second input on counter hit.

d/b+2
• Opponent closer on hit.

b+2,4 (Only when hitting from the front)
• Throw transition changed from only on counter hit to only on hit from the front.

b+2,1+2
• Opponent closer on hit.

b+4
• Startup changed from 15F to 17F.
• Changed from -6F to +2F on block.
• Opponent reaction changed on mid-air hit and block.
• Induces Wall Bounce on hit.
• Pushback decreased so it hits easier.
• No more clean-hit.

u/f+3
• Opponent closer on block.
• Opponent reaction changed on block on last half of the animation.

u/f+1+2
• Opponent closer on hit.

u/f+2
• Down status happens 15 frames quicker.

f+2,1
• Increased damage from 20 to 25.
• Opponent closer on hit.

f,n,d,D/F+1+2
• Opponent reaction changed when hit mid-air.

f,f,f+3
• Opponent reaction changed on hit.

During sidestep 2
• Decreased damage from 30 to 25.
• Changed to cause Screw on hit or mid-air hit.
• Startup changed from 18F to 19F.

Back towards enemy 3
• Damage increased from 15 to 18.
• Changed from -16F to -13F on block.
• Changed from +7F to +9F on hit.
• Opponent reaction changed on mid-air hit.
• Hitbox expanded.

Approach enemy u+1+2
• Opponent can now ukemi sideways.

Approach enemy f,b,d/b,d,d/f,f+1
• Input window for ukemi increased by 1F.

Approach (crouching enemy) d+2+4
• Now causes floor break.

(Enemy on back) by the feet d/b+1+3 (or d/b+2+4)
• Input window for ukemi increased by 1F.

During sidestep 2+4
• Now has crouch status.


Kuma
2,1,3
• Opponent closer on hit and block.

During Hunting d/f+1
• Opponent reaction on mid-air hit was changed.

During Hunting d/f+1,1
• Hitbox expanded upward.

During Hunting d+1+2
• Changed from -7F to -9F on block.

During Hunting b+1+2
• Hitbox expanded.
• Pressing 1+2 (or 3+4) during hit caused 1st hit to hit twice. Now fixed.

f+2
• Opponent closer on hit and block.

d/f+2+1
• Recovery on hit decreased by 2F.
• Opponent closer on hit.

d+1
• Hitbox expanded.

d+1+2
• Decreased pushback so it hits easier.

d/b+2
• Hitbox expanded.

d/b+3
• Opponent closer on hit and block.

d/b+1+2,1+2,2
• Damage changed from 24 to 27.

b+1
• Opponent closer on block.
• Opponent reaction on mid-air hit was changed.

b+3+4
• Can also by done with While rising 3+4
• Damage changed from 23 to 20.

b,d/b,d,d/f+2,1
• Causes Wall Bounce on hit.

f,f,f+1+2
• Opponent closer on block.

During sidestep 1+2
• Damage changed from 20 to 23.
• Opponent closer on hit.


Lars
During Rage 1+2
• Distance traveled backward during animation decreased.
• Reach increased.

f+1,2
• Now transitions to Silent Entry f+1,2~b

During Silent Entry 1
• Causes Wall Bounce on hit.

During Silent Entry 2
• Startup changed from 22F to 19F.

During Silent Entry 3
• Recovery for both players increased by 2F.
• Opponent farther away on block.
• Jump status start changed from 15F to 14F.

f+1,2,3
• No longer transitions to Dynamic Entry f+1,2,3~b.

f+1,2
• No longer transitions to Silent Entry f+1,2~b.

f+3
• Crouch status added for 4-10F.

During Dynamic Entry 3
• Changed from +6F to +4F on block.
• Causes Wall Bounce on hit.

During Dynamic Entry 4,3
• New move added.

During Dynamic Entry F
• Transitions to Silent Entry.

f+1+2
• Changed from -14F to -13F on block.
• Opponent closer on block.

d/f+2
• Active frames increased by 1F.

b+1
• Opponent reaction on counter hit was changed.

b+3,4
• Changed from -12F to -8F on block.
• Recovery decreased by 4F on hit.
• Causes Screw on mid-air hit
• Hitbox expanded downward.

b+4
• Hitbox expanded downward.

While rising 2,1
• Changed from +2F to +3F on hit.

(While enemy is down) d+3+4
• Damage changed from 20 to 25.
• Opponent closer on block.


Law
During Rage d/b+4,3+4
• Decreased damage from 40 to 32.
• Startup changed from 28F to 24F.
• Changed from -11F to -9F on block.

3,3
• Opponent reaction after counter hit has changed.

d/f+1
• Opponent closer on hit.
• Hitbox increased.

d/f+3,3,4
• Opponent reaction changed when hit while down.

d+1,3
• Startup changed from 30F to 24F.
• Hit property changed from mid to high.
• Changed from -11F to -9F on block.
• Opponent closer on hit.
• Input window increased from 22F to 30F.

During Dragon Charge 1,4 and During Fake Step 1,4
• Changed from +4F to +7F on block.
• Decreased recovery by 3F on hit.
• Hitbox expanded downward.

During Dragon Charge 3 and During Fake Step 3
• Changed startup from 22F to 19F.
• Hitbox expanded downward.

During Dragon Charge 4 and During Fake Step 4
• Increased damage from 17 to 19.

During Dragon Charge 1+2 and During Fake Step 1+2
• Opponent reaction after hit has changed.
• Decreased recovery by 3F on hit.

During Dragon Charge f+4 and During Fake Step f+4
• Changed from +4F to +7F on block.
• Decreased recovery by 3F on hit.
• Hitbox expanded downward.

d/b+3
• Opponent closer on hit.

d/b+4
• Changed to Homing attack.

d/b+4,4
• Opponent reaction on grounded hit changed.

u/f+3,4
• Opponent reaction on grounded hit changed.

u/f+3+4
• Increased damage from 23 to 27.
• Changed startup from 30F to 29F-30F.

U/F+4,3
• Opponent reaction on grounded hit changed.

f,F+2,1,3
• Opponent reaction after mid-air hit has changed.

f,F+2,3
• Opponent reaction after normal or mid-air hit has changed.

f,F+3 or During Dragon Charge f+3 or During Fake Step f+3
• Changed to induce Wall Bounce on hit.
• Decreased recovery by 3F on hit.

While rising 4
• Opponent closer on hit.

While crouching d/f,d,D/F+3
• Changed from -27F to -23F on block.

During sidestep 3+4
• Damage changed from 9,21 to 14,26.
• Opponent reaction changed on first hit.
• Active frames on second attack decreased by 1 frame.
• Changed from -10F to -12F on block for second attack.
• Second attack now causes screw on normal and mid-air hit.
• Second attack hitbox expanded downward.


Lee
During Rage d+1+2
• Hitbox expanded downward.

1,3,3,3
• Damage changed from 16 to 12.
• Changed from -16F to -18F on block.
• Opponent closer on block.
• Opponent reaction changed on hit.

3
• Changed from +3F to +7F on hit.
• Opponent closer on hit.

4,3
• Hitbox expanded upward.

4,3,4
• Opponent reaction when hit while downed was changed.

During Hitman 1,4
• Damage changed from 15 to 17.
• Opponent reaction on counter hit was changed.
• Input window changed from 13F to 22F.

During Hitman 2
• Opponent reaction when hit while downed was changed.

During Hitman 3
• Opponent closer when there was no transition to throw from hit.

During Hitman 4
• Opponent reaction changed on hit.

During Hitman 1+2
• Decreased pushback of 1st hit so it hits easier.
• Opponent reaction when hit mid-air by 2nd hit was changed.
• Hitbox of 2nd hit expanded downward.

During Hitman u/f+3
• Causes Wall Bounce on hit.

f+3
• Hitbox expanded downward.
• Reach increased.

d/f+3
• Hitbox expanded downward.

d+3
• Damage changed from 15 to 17.

b+3
• Damage changed from 6 to 9.
• Opponent closer on block.
• Hitbox expanded downward.

b+3,3
• Startup changed from 21F to 19F.

b+3+4
• Changed from -17F to -15F on block.
• Opponent farther away on block.
• Recovery decreased on hit by 2F.

u/f+3+4
• Damage changed from 32 to 27.
• Opponent reaction changed on hit.

f,F+4
• Opponent reaction changed on hit.

f+1+2
• Decreased pushback on 1st hit so it hits easier.

d,D/B+4
• Opponent farther away on block.

b,B+4
• Changed from -2F to +2F on block.

f,f,f+3,4
• Changed from +1F to +3F on block.

While rising 2,3
• Changed from -14F to -13F on block.
• Opponent closer on block.

While rising 3,3
• Startup changed from 14F to 15F.
• Changed from -20F to -15F on block.
• Changed from -9F to -4F on hit.

While crouching d/f+4
• Opponent reaction changed on hit.

While crouching d/f+4,3
• Changed from -22F to -14F on block.

While crouching d/f,d,D/F+3
• Changed from -27F to -23F on block.


Leo
1,2,4
• Opponent reaction on counter hit was changed.

During Jin Ji Du Li 1,2
• Changed from -12F to -9F on block.
• Changed from +7F to +8F on hit.

During Jin Ji Du Li 4
• Changed from +14F to +10F on counter hit.

f+1+2
• Changed from -17F to -14F on block.
• Causes Wall Bounce on hit.
• Recovery increased by 3F on hit.

d/f+2+3
• Damage changed from 20 to 19.
• Changed from -15F to -12F on block.
• Opponent reaction on hit and counter hit was changed.
• Pushback decreased so it hits easier.

d+2
• Changed from +2F to +4F on block.
• Changed from +8F to +9F on hit.
• Opponent reaction on mid-air hit was changed.

During Fo Bu 2
• Hitbox expanded downward.
• Opponent reaction when hit while downed was changed.

During Fo Bu 1+2
• Closer to opponent on hit.

d/b+3
• Hitbox expanded.

d/b+4
• Opponent reaction on counter hit was changed.

d/b+4,1
• Opponent closer on block.

b+1
• Opponent reaction on counter hit was changed.

u/f+3+4
• Changed from -1F to ±0F on block.
• Changed from +5F to +6F on hit.
• Opponent reaction on counter hit and hit while downed was changed.
• Active frames decreased by 1F.

u/f+2
• Now transitions to Fo Bu u/f+2~D.

u/f+2,1
• Damage was changed from 14 to 17.

f,F+3
• Changed from -4F to -7F on block.
• Recovery increased by 3F on hit.
• Opponent reaction when hit while downed was changed.

f,F+4,3
• Changed from -12F to -14F on block.

f,F+4,3,4
• Opponent reaction on counter hit was changed.
• Opponent closer on block.

b,f+1+2,1+2,2
• Damage changed from 13,11,20 to 15,13,25.
• Startup changed from 21F to 20F.
• Hitbox expanded downward.

b,f+1+2,1+2,QCF+2
• Damage changed from 13,11,20 to 15,13,30.

QCF+2
• Opponent reaction to counter hit was changed.

QCF+2,1
• Changed from -9F to -6F on block.
• Changed from +4F to +7F on hit.
• Opponent raection on mid-air hit changed.
• Hitbox expanded downward.
• Input window changed from 15F-21F to 18F-22F.

While rising 2
• Opponent closer on block.

While rising 3
• Opponent closer on hit.

While rising 3,1
• Changed from -15F to -10F on block.

While rising 3,1,2
• Changed from -18F to -9F on block.
• Recovery decreased by 7F on hit.

While rising 4
• Changed from -10F to -12F on block.
• Opponent closer on block.<7p>

While rising 4,1+2
• Startup changed from 28F to 25F.
• Changed from -10F to -12F on block.
• Recovery increased by 1F on hit.
• Opponent closer on block.<7p>

While rising 1+2
• Damage changed from 28 to 25.

While crouching d/f+3
• Damage changed from 24 to 20.
• Opponent reaction on hit was changed.


Lili
During Rage d/f+2+3 • Command changed from d/f+3+4,3 to d/f+2+3.
• Damage changed from 14,26 to 10,20.
• Startup for 1st attack changed from 24F to 22F.
• Opponent reaction on 1st hit was changed.
• Jump status on 1st attack changed from starting on 12F to 9F.
• Homing increased on 1st attack.

3,2
• Now transitions to Dew Glide 3,2~f.

f+2
• Startup changed from 13F to 12F.

f+2,3
• Changed from -12F to -15F on block.

f+3+4,3,4
• Opponent reaction when hit while downed was changed.

d/f+3+4,3+4
• Opponent closer when 2nd attack blocked.

d+1
• Opponent closer on block.

d/b+3
• Changed to homing attack.
• Damage change dfrom 20 to 25.

d/b+3+4
• Opponent closer on block.

b+1,F
• Timing During Dew Glide 4 can be performed 3F slower.

During Feisty Rabbit 3
• Changed from -17F to -15F on block.
• Opponent closer on block.<7p>

u+3
• Damage changed from 25 to 26.
• Opponent reaction on mid-air hit was changed.

u/f+4
• Damage changed from 18 to 12.
• Startup changed from 28F to 25F.
• Jump status start changed from 12F to 9F.

u/f+4,3
• Causes Wall Bounce on hit.

QCF+2
• Startup changed from 16F to 14F.

QCF+2,1
• Changed from -7F to -11F on block.
• Changed from +2F to +5F on hit.
• Hits now chain.

QCF+3+4
• 1st attack changed to Homing attack.

While rising 1,2,4
• Opponent closer on block.

While rising 3
• Opponent reaction when hit while downed was changed.

While crouching d/f+1
• Changed from -12F to -9F on block.
• Opponent reaction on hit while downed has been changed.

While crouching d/f+3
• Can now be performed during Dew Glide QCF~F+3


Lucky Chloe
During Rage d/f+3+4 during hit 1+2
• Can now do d/f+3+4 during hit 1+2 During Rage back toward enemy.

1,2,1
• Opponent closer on block.
• Decreased pushback so it hits easier.

1,2,2
• Move now comes out 1F slower.
• Changed from +2F to +4F on hit.
• Opponent farther away on hit.
• After move, character was Standing, but now is Crouching.

2,2
• Opponent reaction on counter hit was changed.

2 in time with the rhythm 3
• During counter hit, Double Twist now chain hits.

3
• Damage changed from 17 to 14.

3,B
• Now transitions to back turned.

3,4
• Damage changed from 16 to 20.
• Input window changed from 15F to 27F.

1+2
• Can now do 1+2 while back turned.
• Damage changed from 12,20 to 6,20.

f+2,2
• Move now comes out 1F slower.
• After move, character was Standing, but now is Crouching.

f+2,1+2
• Damage changed from 12,12,20 to 12,6,20.

f+3
• Changed from -11F to -9F on block.

f+4
• Jump status changed from 9-38F to 9-30F.
• Jump status start was slow when inputting f+4,4. Now fixed.

f+1+2
• Changed from -5F to +7F on block.
• Opponent closer on block<.br/> • Causes Wall Bounce on hit.
• Homing increased.

d/f+2 (or While rising 2)
• Damage changed from 14,20,10,26 to 14,20,20,20.

d/f+3
• Startup changed from 15F to 14F.

d/f+3,2
• Move now comes out 1F slower.
• Changed from -11F to -6F on block.

d/f+3,3
• Move now comes out 2F faster.
• Changed from -13F to -14F on block.
• Changed from +8F to +7F on hit.
• Input window changed from 30F to 21F.
• Hits now chain.

d/f+4
• Startup changed from 27F to 25F.
• Damage changed from 23 to 19.
• Opponent reaction on counter hit was changed.

d+2
• Changed from +2F to ±0F on block.
• Changed from +2F to ±0F on hit.
• Opponent reaction on mid-air hit was changed.
• Reach increased.

d/b+1
• Added new move.

d/b+3,4
• Hits now chain when 1st hit counter hits.
• Opponent closer on block.
• Changed from -8F to ±0F on hit.

During Left Twist 1
• Reach increased.

During Left Twist 3
• Startup changed from 41F to 34F.
• Input window slower by 9F.

During Left Twist 4
• Startup changed from 29F to 26F.
• Homing increased.

During Left Twist d/b+4
• After move, characters was Standing, but now is Crouching.

During Left Twist (rhythm) d/b+4
• Changed from +1F to +4F on hit.

During Right Twist (rhythm) d/b+3
• During counter hit, Double Twist now chain hits.

d/b+4
• Changed from -16F to -14F on block.
• Changed from -5F to -3F on hit.
• Added crouch status.
• After move, character was standing, but now is Crouching.

d/b+4,4
• Startup changed from 39F to 35F.

d/b+1+2
• Opponent reaction on hit and mid-air hit was changed.
• Recovery decreased on hit by 4F.

b+1
• Damage changed from 27 to 20.
• Changed from -13F to -11F on block.
• Opponent reaction on counter hit and mid-air hit was changed.

b+2
• Damage changed from 25 to 20.
• Changed from +2F to +4F on hit.
• Opponent reaction on hit was changed.
• Opponent farther away on hit.
• After move, character was Standing, but now is Crouching.

b+3
• Opponent closer on hit.

b+1+2
• 1st hit active frames increased by 1F.
• 1st hit hitbox expanded downward.
• 1st hit homing increased.

b+3+4
• Added new move.

u/f+3
• Damage changed from 18 to 13.
• Changed from -17F to -15F on block.
• Recovery on hit decreased by 2F.

u+3
• Damage changed from 15 to 10.
• Changed from -17F to -15F on block.
• Recovery on hit decreased by 2F.

u/b+3
• Damage changed from 12 to 7.
• Changed from -17F to -15F on block.
• Recovery dcecreased on hit by 2F.
• Opponent reaction on hit was changed.

u+3+4
• Added new move.

u/f+3+4,3
• During counter hit, Double Twist now chain hits.

f,F+4
• Startup changed from 26F to 23F.

During Scoot 3+4
• Damage changed from 15 to 20.

During Scoot d/b+4
• After move, character was Standing, but now is Crouching.

While crouching d/f+2
• Changed to Homing attack.

Back toward enemy d+4
• After move, character was Standing, but now is Crouching.

Back toward enemy d+3+4
• Damage changed from 18 to 20.
• Changed from -12F to -18F on block.
• Recovery increased on hit by 6F.
• Opponent reaction on normal and counter hit was changed.
• Hitbox expanded.
• After move, character was Standing, but now is Crouching.


Master Raven
3
• Hitbox expanded downward.

3,3
• Damage changed from 10 to 12.
• Changed from ±0F to +3F on hit.

3,3,4
• Changed from -11F to -9F on block.
• Opponent reaction changed on hit.
• Recovery on hit decreased by 2F.

3,3,4,B
• Changed from -23F to -16F on block.
• Changed from -15F to -5F on hit.

4
• Opponent farther away on counter hit.

[4,3]
• Opponent reaction on branching move hit changed.

[4,3],4
• Opponent closer on block.

1+2
• Damage changed from 25 to 23.
• Startup changed from 15F to 14F.
• Opponent reaction on mid-air hit was changed.

During Haze 1
• Changed from -15F to -14F on block.

During Haze 1+2
• Recovery on block for both players decreased by 3F.
• Opponent farther away on block.
• Causes Wall Bounce on hit.
• Recovery decreased on hit by 3F.
• Decreased pushback so it hits more easily.

f+3
• Hitbox expanded downward.

f+4
• Damage changed from 30 to 25.
• Startup changed from 16F to 15F.
• Opponent reaction changed on hit.

d/f+2
• Hitbox expanded downward.

d/f+2,3
• Hitbox expanded upward.

d/f+4
• Opponent reaction on crouch hit was changed.

d/f+4,4
• Damage changed from 15 to 13.
• Opponent reaction changed on hit.
• Hits now chain.

b+1
• Changed from +4F to +5F on block.
• Recovery on hit and block increased for both players by 4F.
• Opponent reaction on mid-air hit was changed.

b+2,2
• Move comes out faster by 2F.

b+3
• Damage changed from 20 to 23.
• Opponent reaction on hit and block was changed.
• Changed from +4F to +1F on block.

Back toward enemy 3
• Hitbox expanded downward.

Back toward enemy 3,4
• Damage changed from 10 to 17.
• Changed from -5F to ±0F on block.
• Changed from -4F to +1F on hit.
• Input window changed from 11F to 16F.

Back toward enemy 1+2
• Changed to Power Crush.
• Opponent reaction on mid-air hit and hit from the side was changed.
• Reversal property removed.

Back toward enemy f+4
• Can now be low parried.

Back toward enemy b+2
• Active frames increased by 1F.
• Decreased pushback so it hits easier.

Back toward enemy b+3
• Opponent reaction changed on hit.
• Hitbox expanded downward.

u/f+3+4
• Changed from -15F to -17F on block.

u/f+3+4,4
• Changed from -11F to -14F on block.
• Opponent closer on block.
• Changed from 0F to ±0F on hit.
• Recovery on hit increased by 3F.

u/f+3+4,4,2
• Opponent reaction on mid-air hit was changed.

u/f+3+4,f+4
• Changed from -11F to -14F on block.
• Opponent closer on block.
• Changed from ±0F to -3F on hit.
• Recovery on hit increased by 3F.

QCF+1
• Opponent closer on counter hit.

QCF+[2,1]
• Causes Wall Bounce on hit.


Miguel
During Rage d/b+1+2
• Opponent closer on block after 1st attack.
• Opponent reaction on hit of 1st attack was changed.

1,2,4
• Damage changed from 16 to 20.
• Active frames increased by 1F.
• Opponent closer on block.
• Opponent reaction changed on hit.
• Hitbox expanded downward.

1,2,1+2
• Move comes out faster by 3F.

3
• Startup changed from 15F to 13F.

3,4
• Hits now chain.
• Changed from -11F to -12F on block.

4
• Changed from -7F to -9F on block.
• Changed from +4F to +5F on hit.

1+2,1+2
• Changed from -15F to -14F on block.
• Opponent closer on block.
• Recovery decreased on hit by 3F.

f+3
• Startup changed from 19F to 20F.
• Opponent closer on hit and block.
• When hit, timing opponent can begin to block delayed by 4F.

f+3,4
• Changed from -12F to -15F on block.
• Opponent farther away on block.

f+4
• Hitbox expanded.

f+4,2
• Changed from -13F to -12F on block.
• Recovery decreased on hit by 4F.

f+2+3
• Damage changed from 30 to 28.

d/f+1,1,2
• Changed from -10F to -12F on block.
• Changed from +4F to +2F on hit.

d/f+1,1,3
• Changed from -11F to -12F on block.
• Changed from +3F to +2F on hit.

d/f+1,2
• Recovery on block increased for both players by 4F.

d/f+2
• Opponent reaction changed on hit.
• Opponent closer on hit.

d/f+2,1
• Opponent farther away on block.

d/f+2,d+2
• Changed from -4F to -3F on block.
• Opponent reaction on block was changed.

d/f+4
• Hitbox expanded

d+1+2
• Damage changed from 30 to 28.

d+3+4
• Changed from -12F to -15F on block.
• Opponent farther away on block.

b+3
• Startup changed from 33F to 30F.

b+4
• Changed from -14F to -13F on block.
• Recovery decreased on hit by 1F.

f,F+2,1
• Opponent farther away on block.

f,F+2,2
• Changed from -14F to -13F on block.
• Recovery decreased on hit by 1F.

b,f+1
• Recovery decreased on hit by 4F.
• Hitbox expanded downward.

While rising 2,2
• Input window changed from 16F to 18F.

While rising 2,4
• Input window changed from 16F to 18F.

While rising 1+2
• Changed from ±0F to +1F on block.
• Changed from +2F to +3F on hit.

During Savage Stance 1
• Hitbox expanded downward.

During Savage Stance 2
• Damage changed from 27 to 32.

During Savage Stance 1,4
• Causes Wall Bounce on hit.

During Savage Stance 4
• Opponent reaction changed on hit.
• Causes Screw on counter hit.

During Savage Stance d/f+2
• Opponent farther away on hit and block.
• Homing decreased.

During Savage Stance d/b+3
• Damage changed from 17 to 20.

During Savage Stance d/b+4
• Changed to Homing attack.
• Startup changed from 28F to 26F.

During Savage Stance b+2
• Changed from -12F to -9F on block.
• Opponent reaction changed on hit.

During Savage Stance b+2 (When punch successfully parried)
• Opponent reaction changed on hit.

During Savage Stance b+3
• Changed from -9F to -7F on block.
• Opponent farther away on block.

During Savage Stance u/f+3
• Opponent reaction when hit while downed was changed.


Nina
1,4
• Damage changed from 15 to 17.
• Changed from -5F to -4F on block.
• Changed from ±0F to +1F on hit.

f+2,1,4
• Causes Screw on counter hit.

f+4,3
• Active frames increased by 2F.

d/f+1+2
• Causes Screw on mid-air hit.

d+2,3
• Reach increased.
• Forward movement after move increased so opponent is closer.

b+1
• Changed from -18F to -16F on block.
• Opponent closer on block.
• Recovery decreased on hit by 1F.

b+2,2,2
• Opponent reaction on counter hit was changed.

b+3
• Damage changed from 16 to 10.

b+3,4
• Damage changed from 20 to 17.
• Opponent reaction changed on hit.

f,F+3
• Damage changed from 23 to 24.

f,F+1+2
• Changed from -14F to -5F on block.
• Opponent farther away on block.
• Recovery on hit decreased by 1F.
• Causes Wall Bounce on hit.

f,F+1+2 Hold
• Causes Wall Bounce on hit.

QCF+1
• Opponent closer on hit.

QCF+3
• Active frames increased by 2F.

While rising 1,1+2
• Damage changed from 14,6,15 to 17,3,15.

While rising 3
• Startup changed from 18F to 13F.

Approach enemy QCF+1+2
• Hitbox expanded downward.

Approach enemy QCF+3+4
• Hitbox expanded downward.


Noctis
f+2
• Hitbox expanded downward.

f+4,2
• Hitbox expanded.

f+1+2
• Changed from -25F to -19F on block.
• Recovery decreased on hit by 6F.

f+3+4
d/b+1,F
• Recovery decreased by 2F.

During Roll-Dodge 1
• Changed to Power Crush
• Damage changed from 20 to 20.
• Changed from -14F to -13F on block.
• Causes Wall Bounce on hit.
• Input window changed from 20F to 28F.

During Roll Dodge 3+4
• Input window changed from 20F to 28F.

During Roll-Dodge D
• Recovery decreased by 2F.

f+1+4
• Changed from -14F to -13F on block.
• Recovery on hit decreased by 1F.

f+4,2
• Changed from -4F to -2F on block.
• Changed from +7F to +8F on hit.
• Input window changed from 15F to 23F.

d+1
• Damage changed from 7,10 to 10,10.

d+4,1,1+2
• Recovery decreased on hit by 4F.

d/b+1
• Recovery on block decreased for both players by 3F.
• Changed from ±0F to +3F on hit.

d/b+1,1+2
• Changed from -7F to -5F on block for 3rd hit.
• Changed from +4F to +6F on hit for 3rd hit.

d/b+2
• Opponent reaction changed on hit.
• Recovery increased on hit by 4F.

d/b+4
• Changed from -13F to -12F on block.
• Changed from -2F to -1F on hit.

b+2,1+2
• Changed from +4F to +6F on hit.
• Input window changed from 3F to 5F.

b+4
• Startup changed from 20F to 18F.
• Recovery on block decreased for both players by 3F.
• Changed from +9F to +7F on hit.

b+1+4 (When punch parry successful)
• Hitbox expanded.

u/f+1 (or ub+1 or u+1)
• Damage changed from 15 to 17.
• Opponent reaction on mid-air hit was changed.

f,F+1+2
• Opponent farther away on block.

While rising 1,2
• Damage changed from 20 to 23.
• When 1st hit is a counter hit, 2nd hit input can be dalyed and still chain hit.

While rising 2
• Damage changed from 13 to 15.
• Changed from -13F to -9F on block.
• Changed from -7F to -3F on hit.

While rising 3
• Hitbox expanded downward.

While crouching d/f+2
• Changed to Homing attack.
• Changed from +3F to +4F on hit.
• Decreased pushback so easier to hit.

During sidestep 2
• Hitbox expanded.


Panda
2,1,3
• Opponent closer on hit and block.

During Hunting d/f+1
• Opponent reaction on mid-air hit was changed.

During Hunting d/f+1,1
• Hitbox expanded upward.

During Hunting d+1+2
• Changed from -7F to -9F on block.

During Hunting b+1+2
• Hitbox expanded.
• Pressing 1+2 (or 3+4) during hit caused 1st hit to hit twice. Now fixed.

f+2
• Opponent closer on hit and block.

d/f+2+1
• Recovery on hit decreased by 2F.
• Opponent closer on hit.

d+1
• Hitbox expanded.

d+1+2
• Decreased pushback so it hits easier.

d/b+2
• Hitbox expanded.

d/b+3
• Opponent closer on hit and block.

d/b+1+2,1+2,2
• Damage changed from 24 to 27.

b+1
• Opponent closer on block.
• Opponent reaction on mid-air hit was changed.

b+3+4
• Can also by done with While rising 3+4
• Damage changed from 23 to 20.

b,d/b,d,d/f+2,1
• Causes Wall Bounce on hit.

f,f,f+1+2
• Opponent closer on block.

During sidestep 1+2
• Damage changed from 20 to 23.
• Opponent closer on hit.


Paul
3,4
• Hitbox increased downward when attack hits

f+1+4
• Damage decreased from 26 to 21
• Opponent reaction after hit has changed.
• Bug in which counter didn’t occur when hit during startup has been fixed.

d/f+1,1,2
• Opponent reaction after hit has changed.

d+1,2
• Distance to opponent decreased on block.

d+1,4
d+4
• Distance to opponent decreased on block.

d/b+2
• Opponent reaction after mid-air hit has changed.

b+1,2
• Opponent reaction after hit has changed.

b+2,1
• Changed to -12F from -8F on block.
• Changed from -2F to ±0F on hit.

b+1+2
• Opponent reaction after mid-air hit has changed.

u/b+2
• Opponent reaction after counter hit has changed.

u/f+2
• Startup changed from 39-40F to 34F.
• Changed from +8F to +9F on block
• Induces Wall Bounce on hit.
• Opponent reaction after mid-air hit has changed.
• Decreased jump status frames by 5.

u/f+3
• Opponent closer on hit.

QCF+2
• Decreased damage from 40 to 36.

QCB+2
• Opponent reaction after mid-air hit has changed.

QCB+3,2,3
• Increased damage from 15 to 17.

QCB+4
• Changed from +3F to +1F on block.
• Opponent reaction after counter hit has changed.

While rising 2
• Startup changed from 16-17F to 15-16F.

(While enemy is down) d+2
• Opponent closer on block.

When near opponent d/f+1+3,QCF+2
• Hits are now connected.
• Just frame input damage increased from 15 to 20.

Approach enemy f,F+1+2
• Recovery decreased for both characters by 10F on hit for faster pace.


Shaheen
1,2,2
• Damage changed from 14 to 17.
• Changed from -13F to -11F on block.
• Changed from -2F to +3F on hit.
• Input window changed from 19F to 24F.

1,2,3
• 1,2,3,D/F transitions to Stealth Step.
• Changed from +13F to +3F on hit.
• Opponent closer on hit.

2
• Changed from +1F to ±0F on block.
• Changed from +7F to +6F on hit.

2,1
• Changed from ±0F to +2F on hit.
• Changed from -6F to -4F on block.

2,3
• Added new move.

3
• Changed from +13F to +3F on hit.
• Opponent farther away on hit.

4
• Changed from -9F to -10F on block.
• Changed from +2F to +1F on hit.

4,1
• Move now comes out 2F slower.
• Input window changed from 11F to 13F.
• Changed from -4F to -5F on block.

4,4
• Opponent closer on block.

f+2,3
• Opponent reaction on hit was changed.

4+2,4,4
• Causes Screw on counter hit.
• Hitbox expanded.

f+3
• Damage changed from 15 to 17.

f+4
• Opponent reaction on hit was changed.

d+3
• Changed from -17F to -14F on block.
• Changed from -3F to ±0F on hit.

d+3,D/F
• Moves can now be done 1F faster after Stealth Step.
• Transition to crouch after Stealth Step (During Stealth Step D/B) is 2F slower.

d+4
• Opponent closer on block.

d/b+2
• Changed from -5F to -10F on block.
• Changed from +6F to +1F on hit.

d/b+3
• Opponent closer on block.

d/b+3,4
• Damage changed from 30 to 23.
• Opponent farther away on block.

d/b+4
• Opponent farther away on block.

b+4
• Changed from -1F to +2F on hit.

u/f+4
• Recovery on block for both players increased by 2F.
• Recovery on whiff increased by 2F.

f,b+2
• Damage changed from 10,45 to 20,35.
• More easily transitions to throw on hit from farther away.
• Opponent reaction when hit doesn't transition to throw was changed.

f,f,f+2
• Added new move.

During Stealth Step 1
• Damage changed from 7 to 10.
• Changed from +1F to -1F on block.
• Changed from +8F to +5F on hit.
• Opponent reaction on counter hit was changed. Changed from +8F to +12F.

During Stealth Step 2
• Changed from -13F to -9F on block.

During Stealth Step 4
• Damage changed from 18 to 23.

While rising 2
• Recovery on block for both players increased by 4F.

While rising 3,3
• Recovery on block for both players increased by 2F.
• Opponent closer on block.

While crouching d/f,d,D/F+3
• Changed from -27F to -23F on block.

Time with enemy punch b+1+2
• Couldn't do move while crouched. Now fixed.


Steve
During Rage d/f+2+3
• New move added.

f+2,[1,2]
• Changed damage from 17 to 20.
• Changed from -5F to -9F on block.
• Recovery increased by 5F on hit.
• Opponent reaction on hit changed.

Duck in 2
• Opponent reaction when hit while downed was changed.
• Hitbox expanded downward.

f+1+2
• Opponent closer after 1st attack hits.
• Push back from first hit decreased.

f+1+2,2
• Opponent closer on hit.

During Peekaboo f+2
• Push back decreased so it hits easier.

During Peekaboo f+2,1
• Opponent reaction when hit mid-air was changed.

During Peekaboo d/f+1
• Damage changed from 10 to 12.

During Peekaboo b+2
• Causes Wall Bounce on hit.

During Peekaboo u/f+2
• Damage changed from 20 to 23.
• Opponent reaction when hit while downed was changed.

d/f+1,[2,2]
• Damage changed from 17 to 20.
• Changed from -5F to -9F on block.
• Recovery increased by 5F on hit.
• Opponent reaction on hit was changed.

b+1,2
• New move added.

During Flicker Stance 1
• Damage changed from 10 to 14.
• Opponent closer on hit.

During Flicker Stance 1,1,1,2
• Changed from -16F to -7F on block.
• Opponent reaction on mid-air hit was changed.

During Flicker Stance 2
• Changed from ±0F to -5F on block.

(While enemy is down) d+1+2
• Opponent closer on block.


Xiaoyu
3
• Damage changed from 20 to 17.
• Changed from -7F to -11F on block.

f+4
• Startup changed from 20F to 19F.
• Changed from ±0F to +1F on block.

f+3+4,3+4
• Changed from -13F to -10F on block.
• Opponent reaction on hit was changed.

d/f+1
• Damage changed from 15 to 11.
• Hitbox decreased.
• Homing decreased.

d/f+[2,1]
• Changed from -12F to -13F on block.

d+4 (or while crouching 4)
• Hitbox decreased.

b+4,4
• Changed from -11F to -9F on block.
• Changed from +12F to +14F on hit.

u/f+1+2
• Opponent reaction on mid-air hit was changed.

f,F+1+2,1+2
• Input window was changed from 16F to 30F.

While crouching d/f+2,1
• Opponent closer on block.

Back towards enemy 4 and Back towards enemy 2,1,4 and While crouching 3,2,1,4
• Opponent closer on block.

Back towards enemy d+4
• Damage changed from 19 to 21.
• Opponent reaction on hit was changed.

During AOP 4
• Opponent closer on hit and block.

During AOP 1+2
• Changed from -1F to -5F on block.
• Induces Wall Bounce on hit and counter hit.


Yoshimitsu
During Rage time with enemy attack u/b+1+4
• Rage Art animation now starts 2F faster.

2,1
• Startup changed from 29F to 26F.

2,1,B
• Recovery decreased by 3F.

[3,4]
• Homing on first hit decreased.

[4,3]
• Hitbox expanded downward.

During Kincho 3
• Opponent reaction on counter hit changed.

During Kincho 1+2
• Opponent reaction on mid-air fourth hit changed.
• Active frames increased by 1F on fourth attack.

f+4
• Induces Wall Bounce on hit.

d+2,2
• Changed from -14F to -12F on block.
• Changed from +5F to +7F on hit.

d+2,2,2+3
• Changed from -14F to -12F on block.
• Changed from +5F to +7F on hit.

During Flea 3+4
• Hitbox expanded downward.

D/B+3 (or while crouching D/B+3)
• Damage changed from 10 to 8.

b+1,D/B+3,3
• Startup changed from 15F to 13F.

b+2,1 and During Mutou no Kiwami b+2,1
• Opponent reaction changed when hit while down.

b+2,2
• Opponent closer on block.

u/f+1
• Opponent reaction changed on counter hit.

u/f+2
• Timing opponent can begin to block after being hit is now 40F quicker.

f,n,d,d/f+1
• Damage changed from 20 to 22.
• Recovery decreased by 7F on hit.
• Opponent reaction changed when hit while down.

During Mutou no Kiwami f,n,d,d/f+1
• Damage changed from 17 to 19.
• Changed from -15F to -17F on block.
• Recovery decreased by 5F on hit.
• Opponent reaction changed when hit while down.

While rising 3,2
• Opponent reaction changed when counter hit.

While rising 4
• Now transitions to Kincho 4,1+2

While crouching d/f+4
• Changed to Homing attack.
• Damage changed from 15 to 8.

Back toward enemy d+1 and During Mutou no Kiwami Back toward enemy d+1
• Opponent reaction changed on counter hit.

Approcah enemy 2+4 and Approach enemy f+2+4
• Now causes floor break.


 

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Tekken 7 - представлен первый геймплей за Нигана из "Ходячих мертвецов"
В ходе мероприятия Tekken World Tour Finals были представлены оставшиеся играбельные персонажи второго сезона Tekken 7 - к уже появившимся в игре Анне Уильямс и Лэю Улуну присоединятся Крейг Мардук, Армор Кинг, Джулия Чан, а также подтвержденный ранее Ниган из сериала "Ходячие мертвецы".

Список бойцов 2го season pass
#77


Последний раз редактировалось George80 17.12.2019 11:52, всего редактировалось 1 раз.

 

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Фото: 14
Tekken 7 Season 3 patch notes
Universal / System Changes

Season Pass 3 and DLC 10 will be available from September 10th. Stay tuned for more details.

Update data Ver.3.00 will include the following elements.

Wall Bounds

Changed wall bounds to trigger when hit from the side next to the wall

Play Stats

Play Stats and stage win rate functions will be added to player information. 3 top stats from play stats will be shown in online match.

Expanded character select function

Unique costumes for each character will be added to customize slot as Pre-set slots.

Adjustment of online rank

Online ranks now start from 1st dan. The rank of characters with a rank from Beginner to 1st kyu will be changed to 1st dan.

Renewal of user interface

Elements of the user interface such as main menu or character select will be renewed.

Added illustrations to Gallery

New illustrations will be added to gallery of Tekken 7.

Characters Changes

Akuma
During Rage 1,1,f,3,2
• It is now possible to hit a spinning opponent with this move.
• Changed the scene that plays when the move KOs during a match-point round.
• Fixed an issue in which the charged version of the move could not be avoided by jumping.

QCF,1
• Changed the damage from 14 to 12.

QCF,2
• Changed the damage from 14 to 12.

HCB,1
• Changed the damage from 15 to 13.

QCB,4
• Changed the damage from 15 to 13.

1
• Reduced the strength of the pushback, and made the move easier to land.

f,3
• Changed the frame advantage when blocked from -9 frames to -4 frames.
• Changed the frame advantage upon hit from +1 frame to +7 frames.

f,4
• Changed the frame advantage when blocked from -9 frames to -5 frames.
• Shortened the recovery time after the move hits by 4 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.

f,1+2
• Changed the damage from 5, 15 to 8, 17.
• Changed the frame advantage upon hit from +5 frames to +7 frames.
• Decreased the distance between the character and the opponent when the move hits.
• Changed the opponent’s behavior when hit in midair.

d/f,1,2
• Changed the frame advantage upon hit from +5 frames to +7 frames.
• Decreased the distance between the character and the opponent when the move hits.
• Changed the opponent’s behavior when hit in midair.

d,1,2
• Changed the damage from 8 to 6.

b,1
• Changed the damage from 17 to 15.
• Reduced the strength of the pushback, and made the move easier to land.

d/f,1+2
• New move.


Alisa
b,1+2
• Fixed an issue in which advance input was unavailable after missing or being blocked.

f,2+3
• Fixed an issue in which the move could not be input while running.

2,3,4
• Changed the frame advantage when blocked from -19 frames to -13 frames.
• Shortened the recovery time after the move hits by 3 frames.

3,2
1st hit
• Changed the attack startup from frame 14 to frame 13.
6th hit
• Changed the frame advantage when blocked from -9 frames to -12 frames.
• Changed the frame advantage upon hit from +1 frame to +5 frames.

f,3,2
• Changed the damage from 13, 20 to 10, 17.

f,3,1+2
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it hits them midair.

During Boot 1,2,1,3+4
• Changed the damage from 12, 13, 7, 5, 28 to 12, 13, 10, 10, 30.

During Boot 3
• The move can now also be performed with “During Dual Boot 3”.

During Boot 4
• The move can now also be performed with “During Dual Boot 4”.

d/f,1+2
During Destructive Form d/f,1+2
• Changed the frame advantage on guard from -14 frames to -13 frames.
• Shortened the recovery animation by 1 frame when the move hits.
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it hits them midair.
• Increased the range of the attack.

d/b,2,2,1+2
• Fixed an issue in which the opponent’s behavior would differ when they were hit in midair from when “d/b,2,2” was used.

d/b,【1,2】
• Sped up the timing at which the right hand is restored by 5 frames.

b,4
• Delayed the timing at which the opponent is counted as being midair after a counter hit by 1 frame.

b,4,4
b,4,4,3+4
b,4,4,f,3+4
• New move.

u/f,3
• Changed the attack startup from frame 20 to frame 17.

u,4,4
1st hit
• Decreased the move’s forward movement.
• Decreased the distance between the character and the opponent when the move hits or is blocked.


2nd hit
• Decreased the move’s forward movement.
During Destructive Form 1+2
• Changed the opponent’s behavior when hit.

During Destructive Form f,1
• Changed the frame advantage when blocked from ±0 frames to +2 frames.

During Destructive Form d,2
hit
• Changed the attack startup from frame 30 to frame 26.
4th hit
• Changed the frame advantage when blocked from -14 frames to -12 frames.
• Changed the frame advantage upon hit from +2 frames to +4 frames.

During Destructive Form u,3+4,1 (or d,3+4,1)
• Changed the frame advantage when blocked from -10 frames to -13 frames.
• Decreased the distance between the character and the opponent when the move is blocked.
• Enabled the move to cause a wall bound if it hits.
• Changed the opponent’s behavior when hit in midair.


Anna
During Rage QCF,2+3
• Decreased the distance between the character and the opponent when the move is blocked.

f,4
• Enabled the move to cause a wall bound if it hits.

d/f,1
• Decreased the distance between the character and the opponent when the move hits.

b,2,2
• Changed the frame advantage when blocked from -7 frames to -2 frames.
• Shortened the recovery time after the move hits by 5 frames.

During Chaos Judgement u/b,4
During Chaos Judgement u,4
• Changed the frame advantage when blocked from -16 frames to -15 frames.
• Changed the frame advantage upon hit from -5 frames to -4 frames.

During Chaos Judgement u/f,4
• Changed the frame advantage on guard from -14 frames to -13 frames.
• Shortened the recovery animation by 1 frame when the move hits.

f,f+3
• Shortened the recovery animation by 1 frame when the move hits.

QCF,4
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it hits them midair.

f,f,f,2,3
• New move.

While rising 1
• Changed the damage from 12 to 13.

While crouching d/f,2
• Increased the move’s tracking.


Armor King
2,1
• Changed the frame advantage when blocked from -2 frames to -1 frames.
• Changed the frame advantage upon hit from +5 frames to +7 frames.

f,2,1
1st hit/2nd hit
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

f,3,4,3
1st hit
• Changed the damage from 15 to 17.
2nd hit
• Changed the damage from 13 to 10.
• Changed the input window from 18 frames to 24 frames.3rd hit
• Changed the damage from 22 to 23.
• It is now possible to cancel the 3rd hit with “f,3,4,2+b” and shift to a standing position.

d/f,1+2
• Changed the attack startup from frame 25 to frame 23.

d,2,4,3
• Changed the opponent’s behavior when hit while downed.
• The character is now counted as jumping from frames 26 to 40.

d,3
• Changed the damage from 12 to 11.
• Changed the opponent’s behavior when the move lands as a counter hit.

During Shadow Step 2
• New move.

d/b,2,3
• Changed the frame advantage when blocked from -16 frames to -13 frames.
• Changed the opponent’s behavior when hit.
• Shortened the recovery time after the move hits by 3 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

b,4 during hit from the front
1+2
• Fixed an issue in which the move would shift to a throw after hitting an opponent from behind.

u,3
u/f,3
• Changed the opponent’s behavior when the move lands as a counter hit.

f,N,d,d/f,1
• Shortened the recovery animation by 1 frame when the move hits.

f,N,d,d/f,3
• The move can now be canceled with “f,N,d,d/f,3+b”.


Asuka
2,1,d,1+2
• New move.

f,1+2
• Enabled the move to cause a wall bound if it hits.

d/b,1
• Decreased the distance between the character and the opponent when the move hits.

d/b,1,2
• Replaced with a new move.

d/b,2
• Changed the frame advantage when blocked from -13 frames to -11 frames.
• Shortened the recovery time after the move hits by 2 frames.

d/b,3
• Decreased the distance between the character and the opponent when the move is blocked.

f,f+3
• Changed the opponent’s behavior when hit.
• Fixed the animation before the attack startup to reduce instances in which an opponent’s high attack would occasionally not land.


Bob
1,1,2
• Changed the frame advantage upon hit from +2 frames to +3 frames.

1,2,1+2
• Increased the lower range of the attack.

f,1+2
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

d/f,1,2
• Changed the frame advantage when blocked from -12 frames to -10 frames.
• Changed the frame advantage upon hit from +4 frames to +6 frames.

d/f,1,1+2
• New move.

d,2,1,2,2
1st hit
• Decreased the distance between the character and the opponent when the move is blocked.
3rd hit
• Changed the frame advantage when blocked from -12 frames to -10 frames.
• Changed the frame advantage upon hit from +1 frame to +3 frames.

d/b,3
• Changed the opponent’s behavior when the move lands as a counter hit.

d/b,3+4,4
• Changed the damage from 14, 10 to 10, 18.

u/f,1+2,1+2
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

f,f+3
• Changed the opponent’s behavior when the move lands as a counter hit.

f,f+3+4
1st hit
• Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
• Changed the damage from 16, 12 to 10, 20.
• Changed the frame advantage when blocked from -7 frames to ±0 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Changed the opponent’s behavior when guarding the move.

f,N,d,d/f,3,2
1st hit
• Changed the frame advantage when blocked from -14 frames to -10 frames.
2nd hit
• Changed the damage from 23 to 30.
• Changed the frame advantage when blocked from -9 frames to -3 frames.
• Changed the opponent’s behavior when guarding the move.

f,N,d,d/f,3,4
• New move.

While rising 1,3
• Changed the damage from 20 to 25.
• Changed the frame advantage on guard from -14 frames to -13 frames.
• Shortened the recovery animation by 1 frame when the move hits.

While rising 3
• Changed the opponent’s behavior when hit.

While rising 4
• Changed the damage from 16 to 20.
• Increased the lower range of the attack.


Bryan
During Rage b,1+2
• Fixed an issue in which the move could not be performed when input as “During Rage f,N,b,1+2” or while running.

1,4,2,1,u (or d)
b,2,1,u (or d)
QCF,4,1,u (or d)
• Fixed an issue in which the timing at which “During sidestep 1+2” and “During sidestep 3+4” could be performed was faster.

2,3
1st hit
• Decreased the distance between the character and the opponent when the move hits.
• Increased the lower range of the attack.
2nd hit
• Decreased the distance between the character and the opponent when the move hits.

4,3,4
2nd hit
• The move will now chain together.
• Changed the frame advantage upon hit from +4 frames to +2 frames.
3rd hit
• Shortened the recovery time after the move hits by 3 frames.

d,2
• Changed the damage from 14 to 17.
• Changed the frame advantage upon hit from +1 frame to +8 frames.
• Decreased the distance between the character and the opponent when the move hits.

d,4
• Changed the damage from 11 to 13.

d,1+2
• Increased the move’s reach.

d,【1+2,2】
• Increased the move’s reach.

b,1
• Changed the frame advantage when blocked from +3 frames to +4 frames.

f,f+2
• Changed the frame advantage when blocked from -10 frames to -9 frames.
• Shortened the recovery animation by 1 frame when the move hits.

f,f+4
• Decreased the distance between the character and the opponent when the move hits.

b,d/f,4+b
• Shortened the recovery time by 4 frames.

QCB,2,4
• Decreased the distance between the character and the opponent when the move hits.

QCB,4
• Changed the damage from 21 to 23.

While crouching d/f,2,1
• New move.


Claudio
d/f,3,1
• The 2nd hit will now always chain together with the 1st, even when delaying its input.

d,1,2
• Increased the move’s reach.

d,2,2
• Changed the frame advantage upon hit from -1 frame to ±0 frames.
• Decreased the distance between the character and the opponent when the move hits or is blocked.

d/b,2,1
• Changed the frame advantage upon hit from -2 frames to +3 frames.

d/b,3
• Changed the frame advantage upon hit from +1 frame to +3 frames.
• Changed the frame advantage when blocked from -17 frames to -15 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

d/b,4,3
• Changed the frame advantage when blocked from -13 frames to -11 frames.
• Changed the frame advantage upon hit from -2 frames to ±0 frames.

b,1
• Changed the damage from 20 to 25.
• Changed the frame advantage when blocked from -9 frames to -5 frames.
• Changed the opponent’s behavior when hit.
• Shortened the recovery time after the move hits by 4 frames.

b,3,3
• New move.

b,4,3,2
• Increased the move’s reach.

b,3+4
• Enabled the move to cause a wall bound if it hits.

u/f,4
• Increased the move’s reach.
• Increased the distance between the character and the opponent when the move hits.

While rising 1,1
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• Changed the damage from 12 to 15.

While rising 3
• Changed the frame advantage when blocked from -9 frames to -8 frames.
• Shortened the recovery time after the move hits by 1 frame.

During sidestep 4
• Changed the frame advantage upon hit from +3 frames to +6 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.

During Starburst d,1,2
• Increased the move’s reach.

During Starburst d,2,2
• Decreased the distance between the character and the opponent when the move is blocked.

During Starburst b,4,3,2
• Increased the move’s reach.


Devil Jin
1,2,3
• Decreased the distance between the character and the opponent when the move hits.

2
• Changed the damage from 10 to 9.

f,1+2
• The 2nd hit can now be canceled with “f,1+2+b”.

b,2,1
• New move.

b,2,1+u/f (must hit)
• New move.

u/f,4
• Increased the distance between the character and the opponent when the move hits.
• Increased the lower range of the attack.

b,f,2,1,d/f,2
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

f,N,d,d/f,2
• Changed the damage from 23 to 20.

While rising 2
• Decreased the distance between the character and the opponent when the move hits.

f,f+N,2
• Changed the damage from 10 to 9.


Dragunov
1,3,2,1+2
f,f+2,1+2
• Increased the range of the attack.

2,1,4
• Changed the attack startup from frame 23 to frame 22.

3,1
• It is now possible to shift to Sneak with “3,1+d/f”.

f,4,d,4
• New move.

d,2
• Changed the attack startup from frame 26 to frame 25.
• Increased the range of the attack.

d,3,4
• Changed the frame advantage upon hit from -1 frame to ±0 frames.

d/b,3
1st hit
• Changed the frame advantage when blocked from -16 frames to -14 frames.
• Changed the frame advantage upon hit from -4 frames to -3 frames.
• Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
• Changed the attack startup from frame 28 to frame 27.

b,2,1,3
• Decreased the distance between the character and the opponent when the move is blocked.

b,4,3
• Increased the range of the attack.

QCF,4
• Changed the damage from 25 to 23.
• Changed the opponent’s behavior when hit in midair.

f,f,f,2
• Changed the frame advantage when blocked from +5 frames to +6 frames.
• Shortened the recovery time after the move hits by 1 frame.

While rising 1,3
• Enabled the move to cause a wall bound if it hits.
• Changed the frame advantage when blocked from -12 frames to -13 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

While rising 1+2
• Changed the frame advantage when blocked from -15 frames to -14 frames.
• Shortened the recovery time after the move hits by 1 frame.
• Decreased the distance between the character and the opponent when the move is blocked.


Eddy
【3,4】
• Decreased the distance between the character and the opponent when the move hits.

f,2,3
• New move.

f,4,3,3+4
• Decreased the distance between the character and the opponent when the 3rd hit is blocked.

d/b,1+2
• Changed the damage from 12 to 15.

b,1+2
• The move can now also be performed with a slide input (b,【1,1+2】, b,【2,1+2】).

u/f,3,3+4
• Decreased the distance between the character and the opponent when the move hits.

f,f+2,3
• Changed the frame advantage when blocked from -15 frames to -14 frames.
• Decreased the distance between the character and the opponent when the move is blocked.
• Changed the frame advantage upon hit from +4 frames to +5 frames.

f,f,f,3
• Changed the damage from 18 to 20.

During sidestep 2
• Changed the frame advantage when blocked from ±0 frames to +3 frames.
• Changed the frame advantage upon hit from +5 frames to +8 frames.
• Changed the opponent’s behavior when hit.

During Handstand 3+4
• Changed the attack startup from frame 28 to frame 26.

During Handstand d+3+4
• The character is now counted as crouching from frames 1 to 15.

During Handstand b,3
• Changed the opponent’s behavior when the move lands as a counter hit.

【3,4】
During Handstand 【3,3+4】
• Decreased the distance between the character and the opponent when the 1st hit lands.

f,3,3+4
During Handstand 4,3+4
• Decreased the distance between the character and the opponent when the 2nd hit lands.

1,3
d/f,3
During Negativa 1,3
• Changed the opponent’s behavior when the move lands as a counter hit.


Eliza
QCF,1 (or 2) f,3+4
QCF,1+2
f,f+4,2,QCF,1 (or 2) f,3+4
f,f+4,2,QCF,1+2
f,4
f,3+4
• It is now possible to shift to a crouching stance with “+d”.

QCF,1+2
• Fixed an issue in which “During Moon Glide 1” could not be crouched under after the 2nd hit is blocked.

f,d,d/f,1
• Decreased the distance between the character and the opponent when the move hits.

f,d,d/f,1+2
• Increased the duration of the 5th hit’s hitbox by 2 frames.

QCB,2
• Changed the frame advantage upon hit from -2 frames to +2 frames.
• Increased the lower range of the attack.

QCB,3
• Changed the frame advantage when blocked from -19 frames to -13 frames.
• Shortened the recovery time after the move hits by 6 frames.
• Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.

During jump QCB,3
• Changed the frame advantage when blocked from -20 frames to -14 frames.
• Shortened the recovery time after the move hits by 6 frames.
• Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.

QCB,4
During jump QCB,4
• Changed the damage from 14 to 15.

QCB,1+2
1st hit
• Changed the damage from 10 to 5.
2nd hit
• Changed the frame advantage on guard from -14 frames to -13 frames.
• Shortened the recovery animation by 1 frame when the move hits.

QCB,3+4
During jumpQCB,3+4
• Changed the frame advantage when blocked from -13 frames to -9 frames.
• Shortened the recovery time after the move hits by 4 frames.

1,2,3
• Shortened the recovery time after the move hits by 3 frames.

1,2,4
• Changed the opponent’s behavior when the move lands as a counter hit.

f,3
• Changed the attack startup from frame 18 to frame 16.

During Moon Glide 1
• Decreased the range of the attack.

f,f+3,4
During Moon Glide 3,4
1st hit
• Shortened the recovery time after the move hits by 4 frames.
• Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
2nd hit
• The 2nd hit can now be ducked under if the 1st hit is blocked.

f,f+3,3
During Moon Glide 3,3
• New move.

f,3+4
• New move.

During EX Moon Glide 1+2
• Changed the attack startup from frame 51 to frame 41.

d/f,1,2
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,3
• Changed the frame advantage when blocked from -8 frames to -6 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Enabled the move to cause a wall bound if it hits.

b,1,2,4
• Changed the attack startup from frame 25 to frame 24.

f,f+1+2
• Changed the opponent’s behavior when hit by the 3rd hit in midair.

f,f,f,1
• Changed the frame advantage when blocked from +2 frames to +6 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Increased the move’s tracking.


Feng
1,2,2
• Changed the frame advantage upon hit from +1 frame to +3 frames.

1,2,2+b
• Changed the frame advantage upon hit from +1 frame to +3 frames.

1,2,2+b
• Decreased the distance between the character and the opponent when the move hits or is blocked.

3,3,4+b
• Decreased the distance between the character and the opponent when the move hits or is blocked.

【2,1】
• Changed the frame advantage upon hit from +5 frames to +8 frames.
• Decreased the distance between the character and the opponent when the move hits or is blocked.
• The move can now also be performed with “During sidestep 【2,1】”.

【2,1】,1
• Changed the frame advantage when blocked from -12 frames to -13 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Changed the opponent’s behavior when hit from the side.
• Increased the distance between the character and the opponent when the move is blocked.
• Decreased the distance between the character and the opponent when the move hits.

【3,4】
• Changed the frame advantage when blocked from -12 frames to -7 frames.
• Shortened the recovery time after the move hits by 5 frames.
• The move can now also be performed with “During sidestep 【3,4】”.

【3,4】+b
• Changed the frame advantage when blocked from -7 frames to -2 frames.
• Shortened the recovery time after the move hits by 5 frames.

f,4,3
• Changed the attack startup from frame 21 to frame 22.
• Decreased the distance between the character and the opponent when the move is blocked.

f,4,4
• Changed the attack startup from frame 31 to frame 32.
• Decreased the distance between the character and the opponent when the move is blocked.
• Changed the startup of the character’s crouching status from frame 24 to frame 10.

f,3+4,1
• Shortened the recovery time after the move hits by 2 frames.

f,3+4,3
• Increased the distance between the character and the opponent when the move is blocked.

d/f,4
• Changed the damage from 15 to 14.
• Decreased the distance between the character and the opponent when the move hits.

d/f,4,2,1+2
• New move.

d/b,1,2
• Changed the frame advantage upon hit from +5 frames to +7 frames.

d/b,2,2+b
• Changed the frame advantage when blocked from -17 frames to -15 frames.
• Changed the frame advantage upon hit from -6 frames to -4 frames.

d/b,2,2,2
• Changed the damage from 5, 10, 30 to 10, 10, 25.
• Decreased the distance between the character and the opponent when the 2nd hit is blocked.

d/b,3
• Changed the damage from 12 to 14.

b,2,3,4,2
• Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22.
• Increased the range of the 1st and 4th hits of the attack.
• Changed the input window for the 4th hit from 27 frames to 37 frames.

Back toward enemy 1
• Changed the frame advantage when blocked from -1 frame to -3 frames.
• Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction.
• Increased the lower range of the attack.

b,3+4,4,3+4
• Changed the frame advantage when blocked from -5 frames to -3 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Decreased the distance between the character and the opponent when the move hits.
• Increased the move’s reach.

u/f,3+4
• The character is now counted as crouching from frames 6 to 23 of the 1st hit.

f,f+2
• Changed the frame advantage when blocked from -10 frames to -9 frames.

f,f+1+2 Hold
• Changed the damage from 28 to 25.
• Changed the frame advantage when blocked from +1 frame to +3 frames.
• Changed the frame advantage upon hit from +23 frames to +14 frames.
• Decreased the distance between the character and the opponent when the move hits or is blocked.

QCF,1
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

QCF,1+2
• Changed the damage from 23 to 21.
• Changed the frame advantage when blocked from +5 frames to +4 frames.
• Changed the frame advantage upon hit from +9 frames to +8 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

While rising 1,2
• Changed the damage from 11, 12 to 13, 13.

While rising 4
• Changed the frame advantage upon hit from +4 frames to +7 frames.

While rising 1+2
• Changed the damage from 25 to 20.
• Changed the frame advantage when blocked from -10 frames to -9 frames.
• Shortened the recovery animation by 1 frame when the move hits.
• Changed the opponent’s behavior when hit.
• Decreased the distance between the character and the opponent when the move is blocked.

While rising 1+2 upon successful punch parry
• Changed the damage from 25 to 20.
• Changed the frame advantage upon hit from +30 frames to +16 frames.
• Decreased the distance between the character and the opponent when the move hits.

While crouching d/f,1
• Changed the damage from 18 to 19.
• Changed the frame advantage when blocked from -13 frames to -12 frames.
• Changed the frame advantage upon hit from -2 frames to -1 frame.

During sidestep 2
• Changed the frame advantage when blocked from +1 frame to +3 frames.

During sidestep 4
• Changed the startup of the character’s crouching status from frame 13 to frame 10.

While down (facing up) 3+4
• Changed the frame advantage when blocked from -5 frames to -3 frames.
• Shortened the recovery time after the move hits by 2 frames.
• Decreased the distance between the character and the opponent when the move hits.
• Increased the move’s reach.


Geese
During Rage
f,d/f,d,d/b,b,f,3+4
during hit 1,2,4,1,4,1,3,2,1+2
• Changed the damage of the 10th hit from 15 to 25.

f,d,d/f,1
• New move.

f,d,d/f,2
• New move.

During MAX mode f,d,d/f,1+2
• New move.

4
• Changed the frame advantage when blocked from -3 frames to -8 frames.
• Increased the recovery time after the move misses by 5 frames.

f,2
• Changed the attack startup from frame 20 to frame 17.

d/f,1
• Changed the frame advantage when blocked from -1 frame to -3 frames.
• Changed the frame advantage upon hit from +7 frames to +5 frames.

d/f,1,1
• Changed the frame advantage when blocked from -2 frames to -4 frames.
• Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction.

d/f,2
• Changed the frame advantage when blocked from -5 frames to -9 frames.
• Increased the recovery time after the move misses by 4 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

d,1
While crouching1
• “f,1” can no longer be chained together this move after landing it as a counter hit.

d,3
While crouching 3
• Changed the frame advantage when blocked from -12 frames to -15 frames.
• Changed the frame advantage upon hit from -2 frames to -5 frames.


Gigas
2,1
• Changed the frame advantage when blocked from -7 frames to -6 frames.
• Changed the frame advantage upon hit from +4 frames to +5 frames.

d/f,1,4
d/4,4
• Fixed an issue in which it was not possible to perform an attack reversal.

d/f,2,1
• Shortened the recovery time after the move hits by 3 frames.

d/b,3
• Changed the frame advantage when blocked from -28 frames to -20 frames.
• Changed the frame advantage upon hit from +6 frames to -4 frames.

d/b,3,2
• New move.

During Golem Set Up 2
• Enabled the move to cause a wall bound if it hits.

b,1+2
• Changed the frame advantage when blocked from +1 frame to +4 frames.

While rising 1
• Changed the frame advantage upon hit from +3 frames to +5 frames.

During sidestep 2
• Decreased the move’s forward movement after it lands.

Approach enemy f,d/f,d,d/b,b,f,1+2
• The move can now also be performed with “During Golem Set Up 1+2”.


Heihachi
1,2,【2,1+2】
2,【2,1+2】
1+2
f,【2,1+2】
b,1,【2,1+2】
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

3,4
• Decreased the move’s tracking.

d/f,1,2
• Decreased the distance between the character and the opponent when the move is blocked.

b,3,3
1st hit
• Decreased the distance between the character and the opponent when the move hits.
• Increased the range of the attack.
2nd hit
• Increased the range of the attack.

b,1+2
• Changed the attack startup from 19 frames to 17 frames.

f,f+2
• Changed the damage from 25 to 22.
• Changed the opponent’s behavior when hit in midair.

f,N,d,d/f,2
• Changed the damage from 23 to 20.

f,N,d,d/f,4,2
• Increased the move’s reach.

f,N,d,d/f+4,4,4
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit/3rd hit
• Changed the frame advantage when blocked from -11 frames to -10 frames.

While rising 3,1+2
• New move.

While crouching d/f,4
• Changed the damage from 23 to 20.


Hwoarang
During Rage d,3+4
• Fixed an issue in which the move could not be performed while running or side-walking.

1,1,3,3
• Changed the opponent’s behavior when hit.

d/f,1
• Changed the frame advantage when blocked from ±0 frames to -1 frame.
• Changed the frame advantage upon hit from +7 frames to +6 frames.

d/f,1,3
• New move.

d/b,3
• Decreased the distance between the character and the opponent when the move is blocked.

d/b,4,4
• Changed the frame advantage when blocked from -3 frames to -1 frame.
• Shortened the recovery time after the move hits by 2 frames.

b,1
• Changed the damage from 18 to 15.
• Changed the frame advantage when blocked from -13 frames to -14 frames.
• Changed the frame advantage upon hit from ±0 frames to -1 frame.
• Changed the opponent’s behavior when the move lands as a counter hit.

b,3
• Increased the move’s reach.

b,4
• Changed the frame advantage when blocked from -9 frames to -7 frames.
• Increased the distance between the character and the opponent when the move is blocked.

u/b,3,4
• Increased the distance between the character and the opponent when the move is blocked.

u,3
• Changed the frame advantage when blocked from +3 frames to +5 frames.
• Increased the distance between the character and the opponent when the move is blocked.
• Increased the lower range of the attack.

u,4
• Changed the frame advantage when blocked from ±0 frames to +3 frames.
• Increased the distance between the character and the opponent when the move is blocked.

u/f,2
• Changed the frame advantage upon hit from +4 frames to +6 frames.
• Increased the lower range of the attack.
• Reduced the strength of the pushback, and made the move easier to land.

u/f,4,4
• Fixed an issue in which the 2nd hit would miss when the 1st hit is blocked.

f,N,d,d/f,3
• Changed the frame advantage when blocked from +3 frames to +4 frames.

Left Stance back towards enemy 4
• Increased the lower range of the attack.
• Changed the opponent’s behavior when hit while downed.

Time with enemy punch b,1+2
• Changed the frame advantage upon a successful parry from +12 frames to +13 frames.

While in Right Stance 1,1
While in RIght Stance 2,1,1
• Changed the frame advantage when blocked from -9 frames to -8 frames.
• Changed the frame advantage upon hit from +2 frames to +3 frames.
• Increased the distance between the character and the opponent when the move hits.

While in Right Stance 2,3
• Changed the frame advantage when blocked from -9 frames to -7 frames.
• Increased the distance between the character and the opponent when the move is blocked.

While in Right Stance 3,4
• The 2nd hit can now be canceled with “While in Right Stance ” to shift to Right Flamingo.

While in Right Stance f,4
• Improved the move’s evasive properties.

While in Right Stance f,【4,4】
• Changed the frame advantage when blocked from -12 frames to -13 frames.
• Increased the lower range of the attack.

While in Right Stance f,3
• Increased the range of the attack.

While in Right Stance d/b,3
• Decreased the distance between the character and the opponent when the move is blocked.

While in Right Stance b,3
• Changed the frame advantage when blocked from -9 frames to -7 frames.
• Increased the distance between the character and the opponent when the move is blocked.

While in Right Stance f,f+4,3
1st hit
• Changed the damage from 18 to 15.
• Changed the frame advantage when blocked from -17 frames to -9 frames.
• Changed the frame advantage upon hit from -6 frames to -1 frame.
2nd hit
• Changed the frame advantage when blocked from +14 frames to +3 frames.
• Shortened the recovery time after the move hits by 5 frames.
• Increased the distance between the character and the opponent when the move hits or is blocked.
• The 2nd hit can no longer be dodged with a crouch if the 1st hit is blocked.

Right Stance back towards enemy 3
• Increased the lower range of the attack.

Right Stance back towards enemy 4,3
• Increased the lower range of the attack.
• Fixed an issue in which the 2nd hit could be blocked if the 1st hit struck the opponent from the side.

During Left Flamingo f,3
• Changed the frame advantage when blocked from +3 frames to +4 frames.

During Left Flamingo d,4
• Increased the side range of the attack.

During Right Flamingo d,3
• Increased the side range of the attack.


Jack-7
During Rage HCF,1,2
• Increased the lower range of the attack.

1
• Increased the lower range of the attack.

2,1,2
• Decreased the distance between the character and the opponent when the move is blocked.

1+2
1st hit
• Changed the damage from 15 to 8.
2nd hit
• Changed the damage from 27 to 20.
• Changed the attack from a high attack to a mid attack.
• Changed the frame advantage when blocked from -9 frames to -13 frames.
• Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.

f,1,2,1
• New move.

f,1,2,2
• Changed the damage from 13, 13, 20 to 15, 15, 20.

f,1,2,2 Hold
• Changed the damage from 50 to 30.
• Changed the move from a mid attack to an unblockable attack.

f,3,2
• New move.

f,3,1+2
1st hit
• Changed the damage from 17 to 14.
• Changed the attack startup from frame 20 to frame 17.
• Reduced the strength of the pushback, and made the move easier to land.
2nd hit
• Changed the frame advantage when blocked from -9 frames to -11 frames.
• Changed the opponent’s behavior when guarding the move.

f,1+2
• Enabled the move to cause a wall bound if it hits.
• Shortened the recovery time after the move hits by 5 frames.

f,3+4
• Changed the frame advantage when blocked from -12 frames to -9 frames.
• Increased the recovery time after the move hits by 7 frames.
• Changed the opponent’s behavior when the attack hits or is blocked.
• The character is no longer counted as crouching during this move.

d/f,1,1
• Shortened the recovery time after the move hits by 4 frames.

d,1+2
• Changed the attack startup from frame 30 to frame 27.

d/b,2 Hold
• Changed the opponent’s behavior when hit.

b,1
• Changed the frame advantage when blocked from -8 frames to -11 frames.
• Changed the frame advantage upon hit from +5 frames to +8 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.
• Increased the distance between the character and the opponent when the move is blocked.
• Decreased the distance between the character and the opponent when the move hits.

b,1,2
• New move.

b,3,2,2 Hold
• Changed the damage from 50 to 30.
• Changed the move from a mid attack to an unblockable attack.
• Decreased the move’s tracking.

u,1+2
• Changed the damage from 20 to 23.
• Changed the frame advantage when blocked from -15 frames to -11 frames.
• Shortened the recovery time after the move hits by 4 frames.

f,f+2 Hold
• Increased the lower range of the attack.

f,f,f,2
• Changed the frame advantage upon hit from +12 frames to +10 frames.
• Decreased the distance between the character and the opponent when the move hits.

While crouching d/f,1
• Changed the attack startup from frame 25 to frame 23.

During sidestep 2
• Changed the damage from 25 to 20.
• Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
• Shortened the recovery time after the move hits by 4 frames.
• Changed the opponent’s behavior when hit.


Jin
During Rage f,N,d,d/f,1+2
• Decreased the distance between the character and the opponent when the 2nd hit is blocked.

1,2,4
• Changed the move to send the opponent spinning when it lands as a counter hit.

2
• Decreased the distance between the character and the opponent when the move is blocked.
• Increased the lower range of the attack.

4
• Increased the recovery time when the move misses by 3 frames.

f,4
• Increased the distance between the character and the opponent when the move lands as a counter hit.

f,1+2
• Enabled the move to cause a wall bound if it hits.

d/f,1,【4,4】
• Changed the opponent’s behavior when hit in midair.

d/b,4
• Changed the opponent’s behavior when the move lands as a counter hit.

During Mental Alertness (2) 1,3
• New move.

f,f+3
• Changed the frame advantage when blocked from +2 frames to ±0 frames.

f,N,d,d/f,2
• Decreased the distance between the character and the opponent when the move lands as a counter hit.


Josie
During Rage f,N,d,d/f,3+4
• Fixed an issue in which the move could be performed with “During Rage f,N,d,3+4”.

1,2,3
2,3
• Changed the opponent’s behavior when the move lands as a counter hit.

While in Switch Stance 4
• Enabled the move to cause a wall bound if it hits.
• Adjusted the animation to make it easier to see the jump motion.

2,4
• The move will now chain together.

2,3
• Changed the opponent’s behavior when the move lands as a counter hit.

f,2,3,3
• New move.

d/f,1,2+f
• It is now possible to shift to Slide In with “d/f,1,2+f”.

d/f,1,【4,4】
b,4,3,d,【4,4】
• Changed the frame advantage when blocked from -11 frames to -7 frames.
• Increased the distance between the character and the opponent when the move is blocked.
• Changed the opponent’s behavior when hit.

d/f,3,2
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,3+4
• Changed the attack startup from frame 26 to frame 22.
• Changed the frame advantage when blocked from -12 frames to -13 frames.
• Increased the recovery time after the move hits by 1 frame.

d,2
• Changed the damage from 20 to 25.
• It is now possible to shift to a crouching stance with “d,2+d” after the move.

d/b,2
• Changed the damage from 20 to 25.

d/b,4,2
• Increased the lower range of the attack.

b,1,2,4
• Changed the frame advantage upon hit from +1 frame to +6 frames.
• The 3rd hit will now always chain together with the 4th, even when delaying its input.

b,2
• Changed the damage from 12 to 17.


Julia
During Spin Behind 1+2
• Changed the damage from 20 to 22.
• Changed the frame advantage upon hit from +3 frames to +4 frames.
• Decreased the distance between the character and the opponent when the move hits.

1,2
• Increased the damage from 8 to 10.

During Wind Roll 3,1+2
• Reduced the strength of the pushback, and made the move easier to land.

f,2,1,2
• Changed the damage from 18 to 20.
• Changed the opponent’s behavior when hit.

f,2,4
• Changed the damage from 16 to 17.
• Decreased the distance between the character and the opponent when the move hits.

f,1+2
• Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.

d/b,4,1
• Changed the damage from 21 to 23.
• Changed the input window for the 2nd hit from 22 frames to 24 frames.

u/f,4,3
• Fixed an issue in which the 2nd hit’s input window would vary depending on whether the previous hit landed or was blocked.

f,f+2
• Changed the frame advantage on guard from -14 frames to -13 frames.
• Changed the opponent’s behavior when guarding the move.
• Increased the recovery time after the move hits by 1 frame.

f,d/f+1
• Changed the attack startup from frame 11 to frame 12.
• The move can now be performed using an advance input.

f,f,f,2
• Changed the damage from 15 to 12.

While crouching 2
• Decreased the distance between the character and the opponent when the move hits.

During sidestep 4
• New move.

Approach enemy f,3,1+2
• New move.

Approach midair enemy f,3,1+2
• New move.


Katarina
3,3,3,3,3
• It is now possible to shift to Harrier with “3,3,3+f”.

4
• Changed the frame advantage when blocked from -9 frames to -12 frames.

4,4
• Changed the damage from 20 to 15.

4,4,4,4,4
u/f,4,4,4,4,4
• Enabled the move to cause a wall bound if it hits.

f,3
• Changed the frame advantage when blocked from ±0 frames to +1 frame.
• Changed the frame advantage upon hit from +4 frames to +5 frames.

f,4
• Changed the input window for “During Harrier +d” from 16 frames to 10 frames.

During Harrier 1
• Increased the upper range of the attack.

During Harrier 3
• Changed the damage from 23 to 20.

During Harrier 4
• Changed the frame advantage when blocked from -13 frames to -9 frames.

During Harrier d/f,2,3
• New move.

d/f,1
• Changed the frame advantage upon hit from +2 frames to -1 frame.

d/f,3+4
• Changed the frame advantage when blocked from -1 frame to -3 frames.

b,2
• Changed the damage from 18 to 20.
• Changed the frame advantage when blocked from -16 frames to -14 frames.
• Shortened the recovery time after the move hits by 2 frames.

b,3
• Changed the damage from 15 to 17.
• Changed the opponent’s behavior when the move lands as a counter hit.

u/b,4
• Changed the damage from 25 to 23.

u/f,3
• Changed the damage from 22 to 27.
• Changed the frame advantage when blocked from -13 frames to -15 frames.

u/f,4
• Decreased the move’s reach.
• Fixed the animation before the attack startup to reduce instances in which an opponent’s mid attack would occasionally not land.

u/f,3+4
• Changed the opponent’s behavior when hit.

f,f+2,4
1st hit/2nd hit
• Changed the opponent’s behavior when hit.

f,f+3
During Harrier u/f,3
• Changed the frame advantage when blocked from -6 frames to -9 frames.
• Increased the recovery time after the move hits by 3 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.
• Changed the opponent’s behavior when hit while downed.

(While enemy is down) d,3+4
• Changed the damage from 30 to 25.
• Changed the opponent’s behavior when hit while downed.


Kazumi
During Rage d,1+2
• Time with enemy attack b,1+2

3,2
• Changed the damage from 17 to 15.

1+2
• Changed the opponent’s behavior when hit.
• Shortened the recovery time after the move hits by 10 frames.
• It is now possible to shift to Fearless Warrior with “1+2 during hit +f”.

During Fearless Warrior 1
• Changed the frame advantage when blocked from -9 frames to -11 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

During Fearless Warrior 3+4
• New move.

d/b,4
• Changed the opponent’s behavior when the move lands as a counter hit. b,1,2
1st hit
• Changed the damage from 13 to 17.
2nd hit
• Changed the frame advantage when blocked from -14 frames to -9 frames.
• Changed the frame advantage upon hit from +2 frames to +7 frames.

b,2
• Changed the opponent’s behavior when hit.
• Changed the frame advantage upon hit from +12 frames to +4 frames.

u/f,2
• Changed the opponent’s behavior when hit.
• Shortened the recovery time after the move hits by 10 frames.
• It is now possible to shift to Fearless Warrior with “u/f,2 during hit +f”.

While rising 3
• Changed the damage from 20 to 15.
• Changed the opponent’s behavior when hit.
• Increased the lower range of the attack.
• Added a new alternate attack that can be used after the move lands.
• It is now possible to shift to Fearless Warrior with “While rising 3 during hit +f”.

Time with enemy attack b,1+2
• Reduced the strength of the pushback, and made the move easier to land.


Kazuya
During Rage u/b,1+2
• Fixed an issue in which the timing at which Rage is consumed differed from the timing at which the Devil Transformation took place.

During Rage f,N,d,d/f,1+4+u/f
• Changed the damage from 45, 18 to 45, 12.

d/f,2
• Decreased the distance between the character and the opponent when the move hits or is blocked.

f,4
• Decreased the distance between the character and the opponent when the move is blocked.

d,1+2
• Changed the damage from 18 to 20.
• Decreased the distance between the character and the opponent when the move is blocked.
• Increased the range of the attack.

d/b,2
• Decreased the move’s tracking.

d/b,3
• Increased the range of the attack.

b,2,4
• Sped up the timing at which the 2nd hit can be blocked after the 1st hit lands by 5 frames.
• Changed the input window from 30 frames to 24 frames.

b,2,1
• New move.

b,4
• Changed the attack startup from 19 frames to 17 frames.

f,f+2
• Decreased the distance between the character and the opponent when the move hits.

f,N,d,d/f,2
• Changed the damage from 23 to 20.


King
During Rage db,1+2
• Fixed an issue in which the move could not be input while running.

1
• Increased the range of the attack.

2
• Decreased the distance between the character and the opponent when the move hits.

2,1
• Changed the frame advantage when blocked from -2 frames to -1 frames.
• Changed the frame advantage upon hit from +5 frames to +7 frames.

1+2,1
• Enabled the move to cause a wall bound if it hits.

f,2,d,1
• Increased the range of the attack.

df,2,1
• Fixed an issue in which the move’s frame advantage when blocked would vary depending on the timing at which the 2nd hit was input.

db,3
• Changed the opponent’s behavior when the move lands as a counter hit.

b,2
• Increased the move’s reach.

b,2,1
• New move.

f,f+n+2
• Changed the damage from 14 to 15.
• Changed the frame advantage when blocked from -15 frames to -14 frames.
• Changed the frame advantage upon hit from ±0 frames to +1 frame.

While rising 1+2
• Decreased the distance between the character and the opponent when the move hits.

During Leg Cross Hold 1+2
• Reduced the number of input windows from 2 to 1.
• Changed the input window from 1 frame to 3 frames.


Kuma / Panda
During Rage f,f+1+2
• Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
During Hunting 1+2
• Changed the opponent’s behavior when hit while downed.

During Hunting d/f,1,1
• Changed the damage from 24 to 20.

During Hunting d/f,2
• Decreased the distance between the character and the opponent when the move is blocked.

During Hunting d,1+2
• Changed the opponent’s behavior when the move lands as a counter hit.

u/b,1+2
• Changed the command from “u/b,1+2” to “b,1+4”.
• New move.

u/b,1+2,f,d/f,d,d/b,b,u/b,u,u/f
• Changed the command from “u/b,1+2,f,d/f,d,d/b,b,u/b,u,u/f” to “b,1+4,f,d/f,d,d/b,b,u/b,u,u/f”.

b,f,2
• Changed the damage from 26 to 23.

While rolling forward 3
• Changed the opponent’s behavior when hit.

While rising 1,1
• Changed the damage from 25 to 20.

Crouching
• Fixed the animation to reduce instances in which an opponent’s low attack would occasionally not land.


Lars
1,1,1
2nd hit
• The move will now chain together only when the 1st hit lands as a counter hit.
3rd hit
• Changed the damage from 17 to 15.
• Changed the frame advantage when blocked from -12 frames to -14 frames.
• Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
• Changed the input window from 28 frames to 22 frames.
• The move will not chain together when the 2nd hit lands.

2,1,3
1st hit
• Increased the lower range of the attack.
2nd hit
• Changed the damage from 7 to 10.
• Changed the frame advantage when blocked from -7 frames to -5 frames.
• Changed the frame advantage upon hit from +4 frames to +6 frames.,3rd hit
• Changed the opponent’s behavior when the move lands as a counter hit.

During Dynamic Entry 1
• Changed the frame advantage when blocked from -3 frames to -1 frame.
• Shortened the recovery time for both the character and the opponent by 2 frames upon hit to speed up the interaction.

During Dynamic Entry 2
• Changed the damage from 17 to 19.
• Changed the frame advantage when blocked from -8 frames to -7 frames.
• Changed the frame advantage upon hit from +6 frames to +7 frames.

During Silent Entry 2
• Changed the frame advantage upon hit from +3 frames to +5 frames.

During Silent Entry 4
• New move.

During Silent Entry d/f,1
• Changed the frame advantage when blocked from -4 frames to ±0 frames.
• Changed the frame advantage upon hit from +4 frames to +8 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.
• Increased the move’s tracking.
• Decreased the range of the attack.

f,2,1
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• Increased the lower range of the attack.

f,2,4
• Reduced the strength of the pushback, and made the move easier to land.

f,1+2
• Increased the lower range of the attack.

d/f,3,3
• Changed the damage from 20 to 24.
• Changed the frame advantage when blocked from -20 frames to -15 frames.
• Shortened the recovery time after the move hits by 5 frames.

d,2
• Using “d,2+d” after the move now places the character into crouching status.

d/b,4
• Decreased the distance between the character and the opponent when the move lands as a counter hit.

b,2,1
• Changed the frame advantage upon hit from +3 frames to +4 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.

f,f+4,3
During Dynamic Entry 4,3
• Changed the frame advantage upon hit from ±0 frames to +3 frames.

While rising 2
• Changed the damage from 10 to 13.
• Changed the frame advantage when blocked from -9 frames to -8 frames.
• Changed the frame advantage upon hit from +2 frames to +3 frames.

While rising 2+d
• Changed the input window for “During Dynamic Entry 4” from 48 frames to 49 frames.

While rising 2,1
• Changed the frame advantage upon hit from +3 frames to +5 frames.

While crouching d/f,2
• New move.


Law
During Rage 1+2
• Reduced the strength of the pushback, and made the move easier to land.

During Rage d/b,4,3+4
• Increased the lower range of the attack.

4,u,3
• Reduced the strength of the pushback, and made the move easier to land.
• Can now shift to “Dragon Charge 2” with “4,u,3,b,f”

3+4,4
• Changed the damage from 5, 12, 17 to 5, 10, 15.

f,【2,1】
• Increased the lower range of the attack.

d/f,3,3
• Fixed an issue in which the 1st hit’s range would be reduced when the 2nd hit was input.

d/f,3+4
• Decreased the distance between the character and the opponent when the move is blocked.

d,1,4
1st hit
• Changed the frame advantage when blocked from -13 frames to -12 frames.
• Changed the frame advantage upon hit from +1 frame to +2 frames.
2nd hit
• Changed the move to send the opponent spinning when it lands as a counter hit.

d,2,3
• Reduced the attack’s side range and increased its lower range.

During Dragon Charge 3
During Fake Step 3
• Changed the damage from 28 to 30. During Dragon Charge f,3
During Fake Step f,3
f,f+3
• Removed clean hit detection.

d/b,4
• Increased the recovery time after the move hits by 1 frame.

b,1
• Increased the range of the attack.

b,2,1
• Changed the frame advantage when blocked from -1 frame to -3 frames.

b,2,3,d,4
• Changed the damage from 21 to 23.

f,f+2,3
• Changed the frame advantage when blocked from -17 frames to -15 frames.
• Shortened the recovery time after the move hits by 2 frames.
• The 2nd hit can now be ducked under if the 1st hit is blocked.

f,f+4
• Changed the damage from 10 to 12.
• Changed the opponent’s behavior when hit.

f,f+4,3
• Replaced with a new move.

While rising 1
• Increased the lower range of the attack.

Back toward enemy 2
• Decreased the distance between the character and the opponent when the move hits.

Approach enemy f,f+3+4
• Fixed an issue in which following up with certain moves would cause the opponent to become turned around.


Lee
During Rage d/f,3+4
• Decreased the distance between the character and the opponent when the move hits or is blocked.

1,3,3,3
• Increased the recovery time for both the character and the opponent by 4 frames upon guard to slow down the interaction.
• Increased the distance between the character and the opponent when the move is blocked.
• Increased the recovery time after the move hits by 4 frames.

2,1,3
• Changed the move to send the opponent spinning when it lands as a counter hit.

4,3,3
d,4,N,4,3,3
• Changed the damage from 17 to 20.
• Changed the opponent’s behavior when hit.

4,u,3
• Changed the input window for the 2nd hit from 11 frames to 15 frames.
• It is now possible to shift to Mist Step with “4,u,3,f,N”.

1+2
• It is now possible to shift to Hitman with “1+2,3+4”.

During Hitman u/f,3
• Changed the frame advantage when blocked from -12 frames to -9 frames.
• Shortened the recovery animation by 1 frame when the move hits.

During Hitman u/f,3+d
• Changed the frame advantage when blocked from -14 frames to -9 frames.
• Shortened the recovery time after the move hits by 3 frames.

f,3,3,3,3,4
1st hit
• Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
• Decreased the distance between the character and the opponent when the move is blocked.
• Increased the forward range of the attack.

f,4,2
• New move.

d/f,2
• Decreased the distance between the character and the opponent when the move hits.

d,3
• Decreased the move’s tracking.

d,3,N,4,3
• Increased the upper range of the attack.

d,3,N,4,u,3
• It is now possible to shift to Mist Step with “d,4,N,4,u,3,f,N”.

d,3+4
• Decreased the duration of the attack’s hitbox by 1 frame.

b,3+4
• Decreased the distance between the character and the opponent when the move is blocked.

u/f,4
• Increased the lower range of the attack.
• Fixed an issue in which the character would not be counted as jumping during the second half of the move if it was blocked or missed.

f,f+3
• Changed the attack startup from frame 16 to frame 14.

f,f+4
• Changed the opponent’s behavior when the move lands as a counter hit.

While rising 3,3
• It is now possible to shift to Hitman with “While rising 3,3,4”.

While rising 2,3
• Decreased the distance between the character and the opponent when the move is blocked.

Time with enemy punch b,1+2
• The move can now be performed from a crouching position.

Time with enemy punch b,1+2
4 upon successful parry
• Changed the attack from a high attack to a mid attack.


Lei
During Rage, during Snake 1+4
• Changed the attack startup from 20 frames to 15 frames.

During Rage, during Dragon 1+4
• Changed the attack startup from 17 frames to 15 frames.
• Increased the lower range of the attack.

During Rage, during Panther 1+4
• Shortened the recovery time after the move hits by 5 frames.

During Rage, during Tiger 1+4
• Changed the attack startup from 16 frames to 14 frames.
• Increased the lower range of the attack.

During Rage, during Crane 1+4
• Increased the lower range of the attack.

1+2
• Increased the lower range of the attack.

d/b,4+f
• Delayed the timing at which the opponent’s attack can be blocked by 10 frames.

b,1,1
• Fixed an issue in which the move’s properties differed from those of “1,1”.

u,1+2,1+2
• New move.

u/f,3+4
• Increased the lower range of the 1st hit.

f,N,4,1+f
During Dragon 4,1+f
• Sped up the timing at which the move can be performed from Tiger by 3 frames.

f,f,f,1
• Changed the attack startup from 24 frames to 22 frames.
• Fixed an issue in which it was possible to perform an attack reversal.

During sidestep 4
• Decreased the move’s tracking.

During Snake 4
• Changed the damage from 11 to 13.

During Panther 【1,2】
• Decreased the distance between the character and the opponent when the 1st hit lands.

During Crane u/f,4
• Increased the lower range of the attack.

During Drunken Master Walk 3
• Changed the damage from 13 to 10.

During Drunken Master Walk 3,1+2
During Drunken Master Walk 3,1+2+d
• New move.

Back toward enemy 4,4
• Increased the move’s reach.

(By enemy’s feet) during Play Dead 3
• Increased the range of the attack.
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.


Leo
2+3
• Changed the opponent’s behavior when hit.

During Jin Ji Du Li 1,2
1st hit
• Changed the damage from 14 to 12. 2nd hit
• Changed the damage from 17 to 20.
• Enabled the move to cause a wall bound if it hits.
• Decreased the range of the attack.

During Jin Ji Du Li 3,4
1st hit
• Changed the damage from 17 to 13.
2nd hit
• Changed the damage from 20 to 27.
• Changed the opponent’s behavior when hit in midair.
• Shortened the recovery time after the move hits by 2 frames.

During Jin Ji Du Li 1+2
• New move.

During Fo Bu 1,2
• Changed the opponent’s behavior when the 1st hit lands if the 2nd hit has already been input.

d/b,2,2
• Changed the frame advantage upon hit from +5 frames to +8 frames.
• Changed the frame advantage when blocked from -7 frames to -4 frames.

b,4,1+2
1st hit
• Changed the damage from 15 to 13.
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• The move will now chain together.
• Changed the damage from 21 to 20.
• Changed the frame advantage when blocked from -9 frames to -12 frames.
• Enabled the move to cause a wall bound if it hits.
• The move’s 2nd hit can now be canceled with “b,4,1+2+d”.

d,3+4
• Increased the move’s backward movement.

u/f,2+d
• Fixed an issue in which the move could not be input in advance when shifting to Fo Bu.


Lili
3,1
• Enabled the move to cause a wall bound if it hits.

3,2
• Increased the lower range of the attack.

d,1+2
• New move.

d/b,3
• Increased the lower range of the attack.

b,2,1
• It is now possible to shift to Dew Glide with “b,2,1+f”.

u/b,1
• New move.

Back toward enemy 1,2
• Changed the input window for the 2nd hit from 8 frames to 10 frames.

QCF,2,1
1st hit
• Changed the frame advantage upon hit from -2 frames to ±0 frames.
• Increased the lower range of the attack.
2nd hit
• Changed the frame advantage when blocked from -11 frames to -13 frames.
• Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.

QCF,3+4
• Changed the opponent’s behavior when the 2nd hit lands.


Lucky Chloe
Standing
• Updated the animation.

During Rage d/f,3+4
1st hit
• Fixed an issue in which the move could not be input while running.
2nd hit
• Fixed an issue in which the 2nd hit would not be performed in the direction of the opponent if the 1st hit had landed/been blocked when an opponent was sidestepping.
3rd hit
• Changed the move to no longer cause the floor to break.

1,2,1
f,2,1
During Left Twist 2,1
• Enabled the move to cause a wall bound if it hits.
• Decreased the distance between the character and the opponent when the move is blocked.

2,2
1st hit
• Changed the damage from 12 to 10.
2nd hit
• Changed the damage from 17 to 15.
• Changed the opponent’s behavior when the move lands as a counter hit.
• Increased the distance between the character and the opponent when the move hits.
• The properties of the move now change with “2 after proper timing 2”.

2,3
• Changed the damage from 10 to 14.
• Changed the input window for the 2nd hit from 8 frames to 15 frames.

f,1+2
• Changed the attack startup from frame 25 to frame 27.
• Increased the move’s backward movement.

f,3+4
• It is now possible to cancel the 3rd hit with “f,3+4+b” and shift to facing away from the opponent.

d/f,3,3
1st hit/2nd hit
• Decreased the distance between the character and the opponent when the move hits or is blocked.

d/b,1
• Enabled the move to cause a wall bound if it hits.
• Decreased the distance between the character and the opponent when the move is blocked.

During Left Twist 2
• Changed the command from “During Left Twist 2” to “During Left Twist f,2”.

During Left Twist 3
• Increased the move’s reach.

d/b,1+2
• Increased the move’s backward movement.

b,1
• Reduced the strength of the pushback, and made the move easier to land.

Back toward enemy 2
• New move.

Back toward enemy 3,3+4
1st hit
• Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
• Changed the frame advantage when blocked from -6 frames to +1 frame.
• Shortened the recovery time after the move hits by 4 frames.
• Increased the range of the attack.

Back toward enemy 4
• Changed the damage from 30 to 24.
• Decreased the distance between the character and the opponent when the move hits.

Back toward enemy d,3+4
• Increased the duration of the character’s crouching status by 32 frames.

u/f,3+4
• Changed the attack startup from frame 27 to frame 24.

During Scoot 3+4,4
• Increased the move’s reach.

f,f,f,3+4
• New move.

While rising 3
• Changed the opponent’s behavior when the move lands as a counter hit.


Marduk
1,2,3+4
• Increased the move’s forward movement.

During Vale Tudo Style f,1,2
• Changed the opponent’s behavior when hit.

f,3,2
1st hit
• Changed the damage from 17 to 13.
• Changed the opponent’s behavior when the move lands as a counter hit.
• Decreased the distance between the character and the opponent when the move hits or is blocked.
2nd hit
• Changed the frame advantage when blocked from -9 frames to -11 frames.
• Changed the opponent’s behavior when guarding the move.
• Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.

f,4
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,1
• Changed the frame advantage when blocked from -12 frames to -13 frames.
• Decreased the distance between the character and the opponent when the move is blocked.
• Increased the move’s reach.

d/f,3,1
1st hit
• Increased the move’s reach.
2nd hit
• Increased the lower range of the attack.

d/f,3,d/f,1,2
• New move.

d/f,3,d/f,1,2 Hold
• New move.

d/f,4
• Increased the move’s reach.

d,4
• Decreased the distance between the character and the opponent when the move is blocked.

u/f,4
• Decreased the distance between the character and the opponent when the move hits.

f,f+4
• Changed the frame advantage when blocked from -10 frames to -8 frames.
• Shortened the recovery time after the move hits by 2 frames.

While rising 1,2
• Changed the opponent’s behavior when the move lands as a counter hit.

While crouching d/f,2
• Improved the move’s evasive properties.

Approach enemy f,f+1+2
• Changed the input window from 17 frames to 30 frames.


Master Raven
During Rage f,3+4 during hit from the front d,2
1st hit
• Fixed an issue in which the character would occasionally not shift to a throw after hitting the opponent from the front.
• Changed the opponent’s behavior when hit from the side.
3rd hit
• Increased the move’s tracking.

2,4
• Changed the frame advantage when blocked from -9 frames to -12 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

During Haze +u
d/f,4,4+u
b,2,4+u
b,4,b,4,3,f,4+u
Back toward enemy 3,4+u
Back toward enemy f,2,4+u
u,3,d,3+u
u/f,3+4,f,4+u
• Shortened the recovery time by 5 frames.

f,2,3
• Changed the frame advantage upon hit from +2 frames to +6 frames.
• Decreased the distance between the character and the opponent when the move hits.

f,1+2
• Changed the attack startup from frame 22 to frame 19.
• Shortened the recovery time for both the character and the opponent by 3 frames upon guard to speed up the interaction.
• Decreased the distance between the character and the opponent when the move is blocked.
• Shortened the recovery time after the move hits by 3 frames.
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it hits them midair.
• Reduced the strength of the pushback, and made the move easier to land.

d/f,3
• Changed the attack startup from frame 16 to frame 15.

d,4
• Changed the opponent’s behavior when the move lands as a counter hit.

d/b,2,1
• Changed the damage from 12 to 15.
• Reduced the strength of the pushback, and made the move easier to land. b,4,4
1st hit
• Reduced the strength of the pushback, and made the move easier to land.
2nd hit
• Changed the damage from 13 to 19.
• Reduced the strength of the pushback, and made the move easier to land.

Back toward enemy f,2,3
• Changed the damage from 15 to 17.
• Changed the frame advantage when blocked from -7 frames to -12 frames.
• Changed the opponent’s behavior when the move lands as a counter hit.

Back toward enemy b,3
• Changed the frame advantage when blocked from +5 frames to +3 frames.
• Decreased the distance between the character and the opponent when the move is blocked. u/f,4,4
• It is now possible to cancel the 2nd hit with “u/f,4,4+b” and shift to facing away from the opponent.

f,f+2
• Changed the frame advantage when blocked from +5 frames to +3 frames.
• Decreased the distance between the character and the opponent when the move is blocked.

QCF,1
• Changed the damage from 19 to 17.
• Changed the attack startup from frame 19 to frame 16.
• Decreased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
• Changed the input window for “QCF1,3+4” from 22 frames to 27 frames.

QCF,1,2
• New move.

While rising 3+4
• Shortened the recovery time after the move hits by 5 frames.
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it hits them midair.
• Decreased the distance between the character and the opponent when the move is blocked or lands as a counter hit.
• It is now possible to cancel the move with “While rising 3+4+b” and shift to facing away from the opponent.

While crouching d/f,3+4
• Shortened the recovery time after the move hits by 9 frames.
• Decreased the duration of the attack’s hitbox by 1 frame.

Time with enemy attack b,1+3 (or b,2+4)
• Shortened the recovery animation by 16 frames after a successful attack reversal.


Miguel
d/b,1+2
• Fixed an issue in which the move could not be input while running. 3,4
1st hit
• Changed the damage from 16 to 14.
2nd hit
• Changed the attack startup from frame 30 to frame 23.

4
• Changed the damage from 17 to 14.
• Decreased the move’s reach.

d/f,2,1
• Shortened the recovery time after the move hits by 3 frames.

d,4
• Decreased the distance between the character and the opponent when the move is blocked.

d/b,3
• Decreased the distance between the character and the opponent when the move is blocked.

b,4
• Changed the frame advantage when blocked from -13 frames to -14 frames.
• Increased the recovery time after the move hits by 1 frame.
• Enabled the move to cause a wall bound if it hits.

f,f+3
• Changed the damage from 33 to 28.

b,d/f,4
• New move.

b,d/f,4+f
• New move.

During Savage Stance 2
• Changed the frame advantage when blocked from -12 frames to -9 frames.
• Shortened the recovery time after the move hits by 3 frames.

During Savage Stance d/f,2
• Decreased the distance between the character and the opponent when the move is blocked.

During Savage Stance d,4,3
1st hit
• Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
• Changed the damage from 12 to 15.

During Savage Stance d/b,3
• Changed the frame advantage upon hit from +5 frames to +4 frames.
• Changed the opponent’s behavior when hit.
• Decreased the distance between the character and the opponent when the move is blocked.

Approach enemy d/f,1+2
• It is now possible to shift to Savage Stance with “Approach enemy d/f,1+2+f”.


Negan
During Rage b,2+3+b
• Fixed an issue in which following up with certain moves would cause the opponent to become turned around.

1,2
• It is now possible to shift to Intimidation with “1,2 Hold”.

1,2,2
• Decreased the move’s tracking.

1,2,4
• Increased the distance between the character and the opponent when the move is blocked.

2,1,4
2nd hit
• Increased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
3rd hit
• Increased the distance between the character and the opponent when the move hits.

3+4
• Fixed an issue in which, after you stopped certain low combo attacks, the opponent would still hit you before your attack’s startup.

During Intimidation 1+2
• Changed the frame advantage when blocked from ±0 frames to -9 frames.
• Increased the distance between the character and the opponent when the move is blocked.
• Changed the move to send the opponent spinning when it hits.
• Increased the lower range of the attack.

During Intimidation d,2
• New move.

During Counter Hit 2+3
• Changed the frame advantage upon hit from +16 frames to +14 frames.
• Fixed an issue in which the character would shift stances even when hitting from the side or from behind.

d/f,2
• Decreased the distance between the character and the opponent when the move is blocked.

d/f,3,1,2
• Changed the frame advantage upon hit from ±0 frames to +4 frames.

During Counter Hit d,2
• Fixed an issue in which the move would shift to a throw after hitting the opponent from behind under certain conditions.

b,2,3
1st hit
• Increased the lower range of the attack.
2nd hit
• Increased the distance between the character and the opponent when the move is blocked.

f,f+2
• Changed the frame advantage when blocked from -11 frames to -9 frames.

f,f+1+2
• Changed the damage from 28 to 21.
• Decreased the distance between the character and the opponent when the move is blocked.
• Changed the opponent’s behavior when hit.

While rising 1
• Changed the damage from 15 to 11.

While rising 1,2
• New move.

While rising 1,2 Hold
• New move.


Nina
1,2,4
• Changed the opponent’s behavior when the move lands as a counter hit.

1,2,f,1+2
• Changed the command from “1,2,f,1+2” to “1,2,1+2”.

1,2,1,2,f,1+2
• Changed the command from “1,2,1,2,f,1+2” to “1,2,1,2,1+2”.

2,4
• Changed the opponent’s behavior when the move lands as a counter hit.

2,f,1+2
• Changed the command from “2,f,1+2” to “2,1+2”.

1,4,1
• Increased the lower range of the attack.
• Reduced the strength of the pushback, and made the move easier to land.

d/f,1,2
• It is now possible to shift to “QCF special step” with “d/f,1,2+f”.

d/f,1,2,4
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,1,2,f,1+2
• Changed the command from “d/f,1,2,f,1+2” to “d/f,1,2,1+2”.

d/f,3,1,2,f,1+2
• Changed the command from “d/f,3,1,2,f,1+2” to “d/f,3,1,2,1+2”.

d/f,3,2,4
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,1+2
• Decreased the distance between the character and the opponent when the 2nd hit lands.

d,1,2
• Decreased the distance between the character and the opponent when the move hits.

d/b,4,3
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• Decreased the distance between the character and the opponent when the move is blocked.

d/b,3+4
• Decreased the distance between the character and the opponent when the move is blocked.

b,2,2
• Changed the damage from 14 to 16.

QCF,4,2,3
• Increased the upper range of the attack.

f,f,f,3,4
• New move.

f,f,f,1+2
• Decreased the distance between the character and the opponent when the move is blocked.

While rising 4,3
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• Increased the move’s forward movement after it lands.

While rising b,1
• Decreased the distance between the character and the opponent when the move lands as a counter hit.

During sidestep 1
• Decreased the distance between the character and the opponent when the move hits from the front.

During sidestep 1+f
1,2,1,2,4,3,4,2,4,3
• Decreased the distance between the character and the opponent when the move is blocked.

Approach enemy d/f,d/f,1
• Increased the lower range of the attack.

During Rage f,2+3+d/f
d/f,1,2+f
d/f,3,4+f
During sidestep 1+f
• “Approach enemy d/f,d/f,1” can now be performed during a special step.


Noctis
2,2,f,2
2nd hit
• Changed the damage from 9 to 13.
• Decreased the distance between the character and the opponent when the move hits.
3rd hit
• Changed the attack startup from frame 26 to frame 25.
• Changed the move to send the opponent spinning when it lands as a counter hit.

1+2
• Changed the opponent’s behavior when the 1st hit lands as a counter hit.

f,4,2
• Changed the opponent’s behavior when hit.

d/f,1
• Fixed the animation before the attack startup to reduce instances in which an opponent’s high attack would occasionally not land.

d/f,2
• Changed the damage from 15 to 20.

d/f,4,2,2
• Decreased the move’s reach.

d,2
• Changed the damage from 12 to 15.
• Changed the frame advantage when blocked from -18 frames to -15 frames.
• Changed the frame advantage upon hit from -3 frames to ±0 frames.

d,4,1,1+2
2nd hit
• Increased the lower range of the attack.
3rd hit
• Changed the damage from 22 to 25.
3rd hit (perfect input)
• Changed the damage from 25 to 28.

d/b,1
• Changed the damage from 7 to 10.
• Increased the move’s tracking.

d/b,2
• Changed the damage from 23 to 20.
• Increased the distance between the character and the opponent when the move hits.
• Decreased the move’s tracking.
• Decreased the move’s reach.

d/b,1+2
• Decreased the move’s tracking.

b,2 during hit from front 1+2
• Changed the damage from 6, 14 to 7, 17.

b,1+4
• Changed the frame advantage when blocked from -5 frames to -3 frames.
• Increased the distance between the character and the opponent when the move is blocked.
• Shortened the recovery time after the move hits by 2 frames.
• Changed the opponent’s behavior when hit.

b,1+4 upon successful punch parry
• Shortened the recovery time after the move hits by 2 frames.

u/f,3
• Changed the opponent’s behavior when hit by the 1st hit in midair.

u/f,3 during hit +u
• New move.

u/f,4
• Changed the frame advantage when blocked from -5 frames to -3 frames.
• Increased the distance between the character and the opponent when the move is blocked.
• Shortened the recovery time after the move hits by 2 frames.
• Changed the opponent’s behavior when hit.

f,f+3+4
• Shortened the recovery time after the move hits by 4 frames.

f,f+1+2
• Changed the damage from 17 to 20.
• Increased the range of the attack.

Forward Jump peak 1+2
• Decreased the distance between the character and the opponent when the move is blocked.

While rising 2,2
• Changed the move to send the opponent spinning when it lands as a counter hit.

While crouching d/f,1
• New move.


Paul
3,2
• Increased the lower range of the attack.
• You can now shift to Sway with “3,2+b”.

f,1+2
• Decreased the distance between the character and the opponent when the move is blocked.

f,1+4
• Shortened the recovery animation by 1 frame when the move hits.

d/f,4
• Changed the opponent’s behavior when hit in midair.

d,1,2
• Changed the opponent’s behavior when hit in midair.

b,3
• Increased the strength of the pushback when the move misses, making you less likely to end up on the other side of the opponent.

b,4
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

f,f+3
• Increased the distance between the character and the opponent when the move hits the opponent while they’re down.

f,f+3,4,4
• Changed the move to send the opponent spinning when it hits.
• Changed the move to send the opponent spinning when it hits them midair.

QCB,2
• Increased the lower range of the attack.

QCB,1+2
• Changed the opponent’s behavior when hit while downed.
• Increased the lower range of the attack.

While rising 2
• Decreased the distance between the character and the opponent when the move is blocked.

While crouching df,1+2
• The move can now be canceled with “While crouching df,1+2+b”.

QCB,3,2
• Increased the lower range of the attack.

QCB,3,2,3
• Replaced with a new move.


Shaheen
During Rage d/b,2,4+d/f
• Delayed by 10 frames the timing at which you can shift to a crouching position after inputting +d/b.

f,3
• Changed the move to a homing attack.

f,4
• Increased the duration of the attack registering as a hit by 1 frame.
• Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.

f,3+4
• Changed the frame advantage when blocked from -11 frames to -7 frames.
• Changed the frame advantage upon hit from +1 frame to +5 frames.

f,3+4+d/f
• Delayed the attack’s timing by 4 frames.
• Delayed by 4 frames the timing at which you can shift to a crouching position after inputting +d/b.

d,4
• While crouching d/f,d,d/f+3

d/b,3,4
• Changed the damage from 15, 23 to 12, 20.
• Changed the opponent’s behavior when hit.

d/b, 4
• Changed the damage from 30 to 23.
• Changed the opponent’s behavior when hit.

b,1
• Changed the damage from 18 to 20.
• Changed the frame advantage when blocked from -9 frames to +1 frame.
• Changed the frame advantage upon hit from +3 frames to +8 frames.
• Decreased the distance between the character and the opponent when the move hits or is blocked.
• Changed the opponent’s behavior when the move lands as a counter hit.
• It is now possible to shift to a crouching stance with “b,1+d” after the move.

b,3
• Increased the lower range of the attack.

b,4
• Changed the opponent’s behavior when the move lands as a counter hit.

f,f+4
• Enabled the move to cause a wall bound if it hits.

f,f,f,2
• Changed the frame advantage when blocked from +4 frames to +6 frames.
• Decreased the distance between the character and the opponent when the move is blocked.
• Fixed an issue in which it was possible to perform an attack reversal.

During Stealth Step 4
• Changed the command from “During Stealth Step 4” to “During Stealth Step 3+4”
• Increased the duration of the attack’s hitbox by 5 frames.

During Stealth Step 4,1
• New move.

While rising 1
• Changed the damage from 16 to 17.
• Changed the attack startup from frame 15 to frame 14.

While rising 3,3
• Changed the frame advantage when blocked from -15 frames to -13 frames.
• Shortened the recovery time after the move hits by 2 frames.

While crouching d/f,d,d/f+3
• Changed the damage from 24 to 21.
• Decreased the distance between the character and the opponent when the move hits.


Steve
During Rage d/f,2+3
• Fixed an issue in which the second half of the move could not be performed while running, side-walking, or rising.

During Ducking Right 2
• Enabled the move to cause a wall bound if it hits.
• Decreased the distance between the character and the opponent when the move is blocked.

During Ducking In f,2
• Decreased the distance between the character and the opponent when the move is blocked.

f,1+2,2
• Changed the opponent’s behavior when hit in midair.

During Peekaboo 1,2,1
2nd hit
• Sped up the timing at which the opponent’s attack can be blocked by 2 frames.
3rd hit
• Changed the opponent’s behavior when the move lands as a counter hit.

During Peekaboo f,1+2
• Delayed the timing at which the opponent’s attack can be blocked by 4 frames.

During Peekaboo d/f,1
• Delayed the timing at which the opponent’s attack can be blocked by 2 frames.

During Peekaboo b,1,1,2,1+b
• Delayed the timing at which the opponent’s attack can be blocked by 2 frames.

d/f,2
• Changed the opponent’s behavior when the move lands as a counter hit.

d/f,1+2
1st hit/2nd hit
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

b,1+b
• Delayed the timing at which the opponent’s attack can be blocked by 2 frames.

b,2
• Changed the frame advantage when blocked from -13 frames to -14 frames.

During Sway 2
• Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

While in Flicker Stance 1,d,1
• Decreased the distance between the character and the opponent when the move is blocked.
• Changed the opponent’s behavior when hit.
• Changed the move to send the opponent spinning when it lands as a counter hit.

While in Flicker Stance 2
• Changed the opponent’s behavior when the move lands as a counter hit.

While in Flicker Stance b,2
• Changed the frame advantage when blocked from -10 frames to -9 frames.
• Shortened the recovery animation by 1 frame when the move hits.

QCF,1+b
• Delayed the timing at which the opponent’s attack can be blocked by 2 frames.

QCF,2
• New move.

QCF,2+f
• New move.

While crouching d/f,2
• Changed the opponent’s behavior when hit while downed.


Xiaoyu
f,2,1,4
• Changed the move to send the opponent spinning when it lands as a counter hit.

f,1+2
• Increased the lower range of the attack.

f,3+4
• Shortened the recovery time by 3 frames.

f,3+4,d,1+2
• Shortened the recovery time by 2 frames.

d/f,【2,1】
• Shortened the recovery time after the move hits by 2 frames.

d/b,3
Back toward enemy d/b,4
• Changed the opponent’s behavior when the move lands as a counter hit.

While rising 1
• Changed the damage from 12 to 10.
• Changed the attack startup from frame 11 to frame 13.
• Increased the range of the attack.

While rising 1,4
• New move.

While rising 3
• Changed the opponent’s behavior when the move lands as a counter hit.

While rising 4
• Changed the opponent’s behavior when hit while downed.

During sidestep 3,d,1+2
• Fixed an issue in which the damage of this move differed from “During sidestep 3” after inputting up to “d,1+2”.

Back toward enemy 1,4
• Changed the move to send the opponent spinning when it lands as a counter hit.

Back toward enemy 3
• Enabled the move to cause a wall bound if it hits.

Back toward enemy d,3,4
• Changed the move to send the opponent spinning when it lands as a counter hit.

During phoenix 1+2
• Changed the damage from 24 to 25.


Yoshimitsu
During Rage, time with enemy attack ub,1+4
• Reduced the strength of the pushback, and made the move easier to land.
• Increased the range of the attack.

During Kincho b,2,1
• New move.

f,4
• Increased the move’s tracking.

d/f,1,4
1st hit
• Decreased the distance between the character and the opponent when the move hits.
2nd hit
• Changed the frame advantage when blocked from -14 frames to -12 frames.
• Increased the recovery time when the move misses by 2 frames.

d/f,1+2
• Changed the damage from 10 to 12.
• Increased the move’s reach.

d,2,2,1
• Reduced the strength of the pushback.

d/b+3
• Decreased the distance between the character and the opponent when the move hits.

During Manji Dragonfly 4
• Changed the opponent’s behavior when the move lands as a counter hit.

u,3+4
• Decreased the distance between the character and the opponent when the 2nd hit lands.

u/f,2
• Changed the damage from 20 to 25.
• Increased the move’s tracking.

u/f,4
• Increased the lower range of the attack.

f,f+3
• Sped up the timing at which the opponent is counted as being midair after a counter hit by 4 frames.

While rising 4
• Decreased the distance between the character and the opponent when the move hits.

While crouching d/f,4
• Decreased the distance between the character and the opponent when the move lands as a counter hit.

During Mutou no Kiwami, d/f,1+2,2
1st hit
• Increased the move’s reach.
2nd hit
• Changed the frame advantage when blocked from -16 frames to -13 frames.
• Changed the frame advantage upon hit from -3 frames to ±0 frames.

During Mutou no Kiwami while crouching d/f,3
• Fixed an issue in which the character was not counted as crouching if the move was input in advance.

During Mutou no Kawami, approach enemy 1,3
During Mutou no Kiwami, approach enemy f,1+3
• Fixed an issue in which throws could not be escaped with 2.


Добавлено спустя 3 минуты 10 секунд:
Трейлер к старту третьего сезона в Tekken 7


Последний раз редактировалось George80 14.12.2019 11:08, всего редактировалось 3 раз(а).

 

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В эти выходные проходит финал чемпионата 2019,проходит в Бангкоке,в этом видео можно увидеть субботние бои топ 8.
Tekken World Tour 2019 Finals - LCQ FULL TOP 8 (Jeondding, EyeMusician, Bilal, Book, AK, Gen + more)

и воскресные бои топ 8
Tekken World Tour 2019 Finals - FULL TOP 8 (Knee, JDCR, Chikurun, Double, Anakin, Ulsan + more )


п.с. помимо финальных боёв,сегодня должны показать новый ролик сезонного выпуска №3 и если недавний слух(спасибо майкам!) окажется правдивым,то очень скоро в распоряжение игроков попадут Ganryu и Leroy Smith.

Слух подтвердился,Ganryu и Leroy Smith и расширенную инфу по фреймам получаем 10.12.19,ну а довольно аутентичного тайца Fahkumram и новую арену, весной.
#77


 

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Патч 3.30 доступен в стиме,размер ~1.1Gb.Fahkumram должен быть доступен с 24го.
здесь можно ознакомиться с изменениями.


 

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Season 4 announced for Tekken 7


 

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комбы из ТЕККЕН 3 тут канают ?


 

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UTC + 4 писал(а):
комбы из ТЕККЕН 3 тут канают ?


Игру угробили. Здесь канают только джаглы. А Tekken3 это самое светлое, что осталось в памяти.


 

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europhase писал(а):
Игру угробили. Здесь канают только джаглы. А Tekken3 это самое светлое, что осталось в памяти.

что значит угробили? :facepalm: я начинал играть в Теккен как раз с третьей части, и могу сказать что Теккен 7 в плане геймплея это как небо и земля по сравнению с Теккен 3. Теккен 7 гораздо лучше и интереснее.
europhase писал(а):
канают только джаглы
и какая у тебя проблема с джаглами? ты не можешь их научиться делать или что? джаглы специально созданы для того чтобы наказывать ошибку противника, если противник допустил какую-то ошибку или ударил "по воздуху" ты можешь сделать лаунчер и потом с помощью джагла снять с него много очков здоровья. все честно, и выглядит это очень зрелищно и эффектно, гораздо лучше и красочней чем третья часть. Но джаглы это еще не вся игра... я видел игроков которые очень хорошо умеют двигаться и понимать игру, и они выигрывали у своих соперников вобще даже почти джаглов, чисто за счет правильной техники и панишей


 

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Kunimitsu has been revealed as the first new fighter for Tekken 7's Season 4 Pass


 

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SEASON 4 Launch Trailer


 

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комбы из Т3 тут актуальны?


 

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deangelis писал(а):
что значит угробили? я начинал играть в Теккен как раз с третьей части, и могу сказать что Теккен 7 в плане геймплея это как небо и земля по сравнению с Теккен 3. Теккен 7 гораздо лучше и интереснее.


То и значит, что угробили. Я начинал вообще с 1-ой части и что дальше? У меня в 97-98 году с другом лютые замесы были в второй и третье части без всякого дерьма вроде джаглов строящихся исключительно на знании механики и комбо. И я могу сказать, что Теккен 7 абсолютная дизбалансная помойка по сравнению с предыдущими частями.


George80 писал(а):
и какая у тебя проблема с джаглами? ты не можешь их научиться делать или что? джаглы специально созданы для того чтобы наказывать ошибку противника, если противник допустил какую-то ошибку или ударил "по воздуху" ты можешь сделать лаунчер и потом с помощью джагла снять с него много очков здоровья. все честно, и выглядит это очень зрелищно и эффектно, гораздо лучше и красочней чем третья часть. Но джаглы это еще не вся игра... я видел игроков которые очень хорошо умеют двигаться и понимать игру, и они выигрывали у своих соперников вобще даже почти джаглов, чисто за счет правильной техники и панишей


У меня нет проблем с джаглами. Наказывание ошибки противника это паниш, а не джагл. И паниш может быть абсолютно любой серией ударов. А джаглы это упрощенная механика боя, для умственно отсталых, которую к сожалению лобирует весь современный геймдев по штамповке файтингов. Чисто для нубасов которые пришли в файтинг вчера и понятия не имеют о самой сути и фундаментальности ведения боя.На данный момент более-менее адекватным файтинг это SFV, но и со своими недостатками, вроде обоймы откровенно клоунских персонажей.


 

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europhase
Как минимум не по адресу..
п.с. а по делу,то что вы рассуждаете насчёт фундаментальности конечно хорошо,но джаглы именно фундаментальная часть файтингов начиная с бородатых времён..просто в теккен с этим явно переборщили.


 

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George80 писал(а):
Как минимум не по адресу..

Случайно.

George80 писал(а):
но джаглы именно фундаментальная часть файтингов начиная с бородатых времён

Никогда джаглы не были фундаментальной частью файтингов, никогда. Этой мусорной механике от силы лет 10 с небольшим. И что для вас бородатые времена? Интересно узнать.

Добавлено спустя 13 минут 56 секунд:
George80 писал(а):
просто в теккен с этим явно переборщили

Переборщили с джаглами не только в Теккен. В МК тоже. И это если брать только топовые проекты.


 

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europhase
Если на вскидку то Street Fighter III,это конец 90ых..и джаглы это развитие файтинг механик,как и всего жанра..во всяком случае 2D файтингов.
Без джаглов лично мне не зашёл бы сейчас файтинг 2D стандарта,да и те же профессиональные игроки тепло приняли развитие джаглов(ну кроме тех кто проигрывал)..вот в 3D тут уже в другую сторону,наоборот к минимуму свёл,даже не нравятся 2D файтеры в Теккене(прости Gouki),их могли сделать с полноценной теккеновской механикой.
п.с. Ну а в МК11 мне всё нравится(кроме фаталити),я бы сказал что это учебно показательный файтинг,медленный,яркий,с кучей механик,всё чтобы сделать игру популярной,хотя например мрачный стиль 10ки и скорость боя,мне больше по вкусу..


 

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Lidia Reveal Trailer


 

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TEKKEN 8 - Story & Gameplay Teaser Trailer


 

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Nina Reveal & Gameplay Trailer

Kazuya Gameplay Trailer

Paul Phoenix Gameplay Trailer

Marshall Law Gameplay Trailer

King Gameplay Trailer

Lars Alexandersson Gameplay Trailer

Jack-8 Gameplay Trailer

Jun Kazama Gameplay Trailer

Ling Xiaoyu Gameplay Trailer

Leroy Smith Gameplay Trailer

Asuka Kazama Gameplay Trailer

Lili Reveal & Gameplay Trailer

Hwoarang Reveal & Gameplay Trailer

Bryan Fury Reveal & Gameplay Trailer


Добавлено спустя 2 минуты 40 секунд:
Пока это все из представленных персонажей для новой части Теккен. Графика выглядит посвежевшей, плюс добавили новые механики. Да и заждались уже новой части.


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