Celica A. Mercury, Elizabeth, Tohru Adachi, Susanoo, and Hilda to close out BlazBlue Cross Tag Battle’s 2.0 roster additions

Ultimax characters have finally arrived!

Last Saturday was a huge day for fans of BlazBlue Cross Tag Battle, as Arc System Works finally unveiled the final five characters that will be joining Senran Kagura Estival Versus’s Yumi, Akatsuki Blitzkampf’s Akatsuki and Blitztank, and RWBY’s Neo Politan this November in the game’s upcoming Version 2.0 update.

The company held two streams to show off this new quintet of fighters, with one in the new North American headquarters in California, which featured special guests James Chen and UYU|TheBeautifulDude, as well as their traditional Japanese stream, that has been customary for character reveals since pre-release.

The five new challengers who can’t escape from crossing fate are BlazBlue’s Celica A. Mercury and Susanoo, Persona 4 Arena’s Elizabeth, Tohru Adachi from Persona 4 Arena Ultimax, and Hilda from Under Night In-Birth. Additionally, Ragna teased the possibility of even more characters joining the ever-growing cast that now sits at 53 at the end of the trailer by asking who was next, something Ruby Rose also questioned before the reveals of Rachel Alucard, Hazama, and Weiss Schnee.

In addition to playing several matches and demonstrating how these fighters all compare to their past incarnations, we were also given a glimpse of the new character select screen, which features fighter’s having the color of their respective franchise behind them when highlighted, as well as their portraits being placed inside diamonds when selected.

It should be noted that Adachi remains on the end of the Persona 4 Arena column, with the logo changing to Persona 4 Arena Ultimax when he’s chosen. Additionally, Yumi, Akatsuki, and Blitztank have joined Heart Aino in the newly-added 5th tab that heralded her arrival back in May, which will now change colors and logos to reflect the series of the character you’re choosing, effectively making it a “Guest Character” column.

This not only potentially opens the door for other Ultimax characters, like Rise, Sho, Marie, and Margaret, to join the game in future updates, but also characters from the Akatsuki Blitzkampf sequel En-Ens Perfektewelt, such as Kati and the titular En-Eins, who were both in the massive datamine of announcer calls that also included the nine characters joining the game in Version 2.0, and perhaps even Londrekia from the newly-announced EXE:Late[cl-r] that was announced at Evo 2019 and will be arriving in early 2020.

The Versus/Order Select screen has also seen a sleek makeover, with character portraits being in larger boxes that are now on top of each other, rather than beside one another, similar to the Versus Screen of Marvel Vs. Capcom: Clash of Super Heroes. You can see the full trailer below, as well as both of the streams, which contain large amounts of footage of the newcomers, as well as matches between James Chen and UYU|TheBeautifulDude, who were the first American players to try out the characters.

A demo of the new update will be available this weekend at CEOtaku 2019 in Orlando, Florida, as well as at ARCREVO America

The official Japanese website has also been updated with screenshots of this new set of fighters in action, which you can also see in the gallery below.


Gallery

BBTAG-Version-2.0-Susanoo-Screenshot-1
BBTAG-Version-2.0-Susanoo-Screenshot-2
BBTAG-Version-2.0-Susanoo-Screenshot-3
BBTAG-Version-2.0-Hilda-Screenshot-1
BBTAG-Version-2.0-Hilda-screenshot-2
BBTAG-Version-2.0-Hilda-screenshot-3
BBTAG-Version-2.0-Elizabeth-screenshot-1
BBTAG-Version-2.0-Elizabeth-screenshot-2
BBTAG-Version-2.0-Elizabeth-screenshot-3
BBTAG-Version-2.0-Celica-screenshot-1
BBTAG-Version-2.0-Celica-screenshot-2
BBTAG-Version-2.0-Celica-screenshot-3
BBTAG-Version-2.0-Adachi-screenshot-1
BBTAG-Version-2.0-Adachi-screenshot-2
BBTAG-Version-2.0-Celica-A.-Mercury-Character-Artwork
BBTAG-Verson-2.0-Tohru-Adachi-Character-Artwork
BBTAG-Version-2.0-Elizabeth-Character-Artwork
BBTAG-Version-2.0-Hilda-Character-Artwork
BBTAG-Version-2.0-Susanoo-Character-Artwork
BBTAG-Version-2.0-Adachi-screenshot-3
BBTAG-Version-2.0-Special-Edition-Promotional-Artwork-Mai-Natsume-Yumi

Source: arcsystemworks (YouTube); Arc System Works America (YouTube); JROKGaming (YouTube); BlazBlue Cross Tag Battle Official Japanese Website

Street Fighter V: Arcade Edition Version 04.081 brings new costume bundles, bug fixes, and a new Online Tournament Mode

Happy Halloween from Street Fighter V!

Following last week’s period of server maintenance, Street Fighter V: Arcade Edition has been updated to Version 04.081. In addition to adding this year’s new Haloween-themed content, which includes new Premium Costumes for Poison and E. Honda, as well as the Union Graveyard stage, the latest update to Capcom’s flagship fighting title also brings bug fixes for Ryu, Akuma, and Cody, while also confirming that an issue with newcomer Lucia that involves her opponents being put into a standing state during their recovery after blocking her crouching Heavy Kick, will be corrected in a future patch in October.

Balrog’s No Escape Costume is also now available in Menat’s Fighting Chance, for those looking to risk a little Fight Money or Fortune Tickets for it, and a 2018 Halloween Bundle, containing last year’s spooky attires for Guile, Abigail, Falke, and Kolin, as well as the Capcom Legends Bundle 2. This holds the six latest Crossover Costumes from Extra Battle: Alex Leo, Zeku Kenji, Shade Sagat, Devilotte Menat, and Akane Yagyu Ibuki.

You’ll also get the following Crossover BGM: “Opening Title,” “Helion Theme,” and “Super 8 Theme” from Cyberbots: Fullmetal Madness, “Into The Legendary Earth,” “Theme of Leo,” and “Theme of Kenji/Mukuro” from Red Earth/Warzard, and “The Destined Child” and “Cross Counter” from Breath of Fire II.

If you feel like saving your Fight Money, as all of those Extra Battles, save for Akane Ibuki, are currently re-running, this Bundle will set you back $14.99, while the 2018 Halloween Costumes cost $9.99. Poison and Honda’s Halloween Costumes will cost you $3.99 each, while Union Graveyard can be obtained for $1.99 or 40,000 Fight Money.

A new Online Tournament Mode has been added from within the CFN tab of the main menu, which is currently in development and will remain in closed beta, with more details to come in the future. You can see the full patch notes for the 21.678 GB patch below.

9/17 Update Info (Ver. 04.081)

Following server maintenance on September 17, 2019, Street Fighter V has been updated to Ver. 04.081.

DLC

• Additional Costumes
– Halloween: E. Honda
– Halloween: Poison

• Stages
– Union Graveyard

• Battle Bundles
– 2018 Halloween Bundle
– Capcom Legends Bundle 2

• Fighting Chance
– Get Balrog’s additional costume No Escape through “Megaton! Gigaton! Teraton Puncher!” now available in Fighting Chance.
– The seasonal “E-Can” version has been added to Dojo Fortune.

• Battle-Related Bug Fixes

– Ryu:
Fixed a phenomenon where, after a successful V-Trigger II Isshin parry, if the input for Isshin or V-Skill Mind’s Eye is performed at a specific timing, Ryu would not be able to cancel the latter half into Shoryuken or EX Jodan Sokuto Geri.

– Akuma:
Fixed a phenomenon where, if Akuma canceled into V-Trigger from Goshoryuken, projectiles on screen would move during the screen freeze.

– Cody:
Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher that cancels out a projectile at close range, the attack would not hit the opponent after the projectile cancelation regardless of whether or not they are within the attack range.

Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher, and at the same timing the opponent performed a strong forward-moving move, Cody’s position would be pushed backwards before the hitbox becomes active, and the Critical Art wouldn’t hit.

– Lucia:
Fixed a phenomenon where, if Lucia’s crouching HK was blocked by the opponent, the opponent would be put into a standing state during recovery.

> This will be fixed in October. We apologize for any inconvenience.

• Note
With the update to SFVAE today, players will notice a new mode in the CFN menu called Online Tournament.
This upcoming free mode is in development and will be in a closed beta phase until it is final. Release timing and further details will be shared in the coming months.

We hope you continue to enjoy playing Street Fighter V.

Source: CFN Website

Street Fighter V: Arcade Edition Version 04.081 brings new costume bundles, bug fixes, and a new Online Tournament Mode

Happy Halloween from Street Fighter V!

Following last week’s period of server maintenance, Street Fighter V: Arcade Edition has been updated to Version 04.081. In addition to adding this year’s new Haloween-themed content, which includes new Premium Costumes for Poison and E. Honda, as well as the Union Graveyard stage, the latest update to Capcom’s flagship fighting title also brings bug fixes for Ryu, Akuma, and Cody, while also confirming that an issue with newcomer Lucia that involves her opponents being put into a standing state during their recovery after blocking her crouching Heavy Kick, will be corrected in a future patch in October.

Balrog’s No Escape Costume is also now available in Menat’s Fighting Chance, for those looking to risk a little Fight Money or Fortune Tickets for it, and a 2018 Halloween Bundle, containing last year’s spooky attires for Guile, Abigail, Falke, and Kolin, as well as the Capcom Legends Bundle 2. This holds the six latest Crossover Costumes from Extra Battle: Alex Leo, Zeku Kenji, Shade Sagat, Devilotte Menat, and Akane Yagyu Ibuki.

You’ll also get the following Crossover BGM: “Opening Title,” “Helion Theme,” and “Super 8 Theme” from Cyberbots: Fullmetal Madness, “Into The Legendary Earth,” “Theme of Leo,” and “Theme of Kenji/Mukuro” from Red Earth/Warzard, and “The Destined Child” and “Cross Counter” from Breath of Fire II.

If you feel like saving your Fight Money, as all of those Extra Battles, save for Akane Ibuki, are currently re-running, this Bundle will set you back $14.99, while the 2018 Halloween Costumes cost $9.99. Poison and Honda’s Halloween Costumes will cost you $3.99 each, while Union Graveyard can be obtained for $1.99 or 40,000 Fight Money.

A new Online Tournament Mode has been added from within the CFN tab of the main menu, which is currently in development and will remain in closed beta, with more details to come in the future. You can see the full patch notes for the 21.678 GB patch below.

9/17 Update Info (Ver. 04.081)

Following server maintenance on September 17, 2019, Street Fighter V has been updated to Ver. 04.081.

DLC

• Additional Costumes
– Halloween: E. Honda
– Halloween: Poison

• Stages
– Union Graveyard

• Battle Bundles
– 2018 Halloween Bundle
– Capcom Legends Bundle 2

• Fighting Chance
– Get Balrog’s additional costume No Escape through “Megaton! Gigaton! Teraton Puncher!” now available in Fighting Chance.
– The seasonal “E-Can” version has been added to Dojo Fortune.

• Battle-Related Bug Fixes

– Ryu:
Fixed a phenomenon where, after a successful V-Trigger II Isshin parry, if the input for Isshin or V-Skill Mind’s Eye is performed at a specific timing, Ryu would not be able to cancel the latter half into Shoryuken or EX Jodan Sokuto Geri.

– Akuma:
Fixed a phenomenon where, if Akuma canceled into V-Trigger from Goshoryuken, projectiles on screen would move during the screen freeze.

– Cody:
Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher that cancels out a projectile at close range, the attack would not hit the opponent after the projectile cancelation regardless of whether or not they are within the attack range.

Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher, and at the same timing the opponent performed a strong forward-moving move, Cody’s position would be pushed backwards before the hitbox becomes active, and the Critical Art wouldn’t hit.

– Lucia:
Fixed a phenomenon where, if Lucia’s crouching HK was blocked by the opponent, the opponent would be put into a standing state during recovery.

> This will be fixed in October. We apologize for any inconvenience.

• Note
With the update to SFVAE today, players will notice a new mode in the CFN menu called Online Tournament.
This upcoming free mode is in development and will be in a closed beta phase until it is final. Release timing and further details will be shared in the coming months.

We hope you continue to enjoy playing Street Fighter V.

Source: CFN Website

Yumi, Neo Politan, Akatsuki and Blitztank are set for BlazBlue: Cross Tag Battle Version 2.0; discover the rest of the DLC cast tonight in Arc System Works’ live stream

Who are the remaining five New Challengers?!

Last month at Evo 2019, Arc System Works followed up their announcement of Under Night In-Brith EXE: Late[cl-r] with news that BlazBlue: Cross Tag Battle will be receiving a massive update to Version 2.0 on November 21st. In addition to balance changes for the entire cast, the playable roster will be increased to a staggering 53 characters, with 9 additional warriors joining the fray, including at least three from two new franchises, meaning seven universes now can’t escape from crossing fate!

Newcomers include Yumi from Senran Kagura: Estival Versus, who will also be bringing a new stage with her, as well as Akatsuki and the massively-armed Blitztank from SUBTLE STYLE’s Akatsuki Blitzkampf, and RWBY’s Neo Politan, marking the fifth character for the American franchise, and the first outside of Team RWBY itself.

Despite Neo Politan taking on her Volume 3 appearance, to keep in line with the other four, she will have her character song from her return in Volume 6, One Thing, and also appears to have Roman Torchwick’s signature bowler hat in one of her Distortion Skills. This might close the book on his possible inclusion, despite his name being amongst the RWBY cast who’s announcer calls were datamined from Version 1.5 awhile back.

Five more newcomers, likely from BlazBlue, Persona 4 Arena, Under Night In-Birth, and Arcana Heart 3 will also be joining the fight in November, and will be revealed tonight, on a special ArcLive Livestream between 7:00-8:00 P.M. PST on Twitch, YouTube, and NicoNico.

The update will also be bringing four new gameplay mechanics to the title to drastically shake up BBTAG’s meta, which were recently covered in detail by Japanese website GAME MEDIA, and graciously translated and compiled into a Twitter thread by SUGOI|Ebonic Plague.

First up is Cross Raid: “After the final hit of Smart Combo 1 (5AAAA), you can consume your full Cross Gauge to switch your partner in with an attack. Active Switch power-up becomes active after this. This is utilized with Es and Yosuke Hanamura in the trailer.

Next is Extra Assault, used by Yumi and Akatsuki against Gordeau in the trailer. “Spend one bar of Skill Gauge to use a more powerful (two character) Clash Assault. According to the website, you are in Active Switch powered-up state after this as well. JUST LIKE CROSS RAID!”

Then comes the mechanic I’m personally most looking forward to, Delay Entry. “After a character has died, you can delay the incoming of your next character. You apparently do this by holding down “the” button and your character comes in on button release,” allowing you control over your incoming timing, which should lessen the power of incoming mixups, which are very strong in the current build.

Finally, perhaps the most surprising and controversial mechanical addition is Rampage Time. “When the timer hits 80 seconds, there is now passive Skill Gauge gain. Seriously, you just start passively gaining bar.” As I’m sure most players are aware, the BBTAG match timer starts at 180 seconds, three full minutes. With the speed and high damage output of the game, there generally aren’t any concerns with timeouts, so it will be interesting to see how often this new mechanic will come into play when it’s added in November.

There was also a bit of gameplay information shared about the four currently-revealed newcomers. Yumi will have access to her Aerial Rave mechanic from the Senran Kagura series, “which is described as a full air combo by itself and incredibly easy to do.” She also has two styles of dance that she uses (Light and Dark) that offer her “two different styles to make the opponent dance to her rhythm.” This might imply that she’ll be a Stance-based character. Hopefully, we’ll see tonight.

As for RWBY’S Neo Politan, she “can create after images to confuse the opponent on which one is real or not, similar to Hibiki Kohaku’s Drive, Double Chase, in BBCF, which fits in line with her fighting style form the series and her Semblance, Illusions.

Akatsuki is described as “an easy to use character with easy to use specials, like his projectile “Blitz Shot” and the rush skill “Armor Pierce Kick,” meaning his infamous B Tatsu will be in BBTAG. He will also have his Reflector parry, “Aggression Defense,” to catch opponents’ attacks.

Finally, with Blitztank it is simply mentioned that “overwhelming power is possible at all ranges, likely alluding to his status as a zoner in Akatsuki Blitzkampf. It will be interesting to see if he can overcome his status as the “worst character” in his origin series in this crossover title.

Additionally, the update will bring UI changes, more team-specific interactions for pairings that don’t currently have them, like Ragna The Bloodedge and Naoto Kurogane, as the five characters in Version 1.5 currently lack any unique dialogue. Each character will receive five new Colors, increasing the total up to 20 each. New Lobby Avatars and cosmetic items for the nine newcomers will also be available in the Kaka Shop. Rounding out the 2.0 upgrade is a new additional Extra Story Mode, likely featuring the 23 characters who were absent from the first four Episodes, and explaining how Senran Kagura and Akatsuki Blitzkampf joined the fight.

The 2.0 balance changes will be applied for free on Thursday, November 21st, but the Version 2.0 Expansion Pack will cost $24.99.

It was also recently announced that BBTAG 2.0 will be playable at CEOtaku 2019 taking place September 27th-29th, at the Wyndham Orlando Resort in Orlando, Florida, as well as the ARCREVO World Tour Finals at ARCREVO America 2019, November 16th and 17th at the UC Irvine Student Center in Irvine, California, just four days before the update releases worldwide.

I’m putting my money on BlazBlue’s Yuuki Terumi and Celica A. Mercury, Persona 4 Arena’s Elizabeth, either Hilda or Erika Wagner from Under Night In-Birth, and Saki Tsuzura from Arcana Heart 3, or Cinder Fall from RWBY, if they decide to give them a second character, making up the remaining five slots, but we’d love to hear your predictions, Story Mode ideas, and hopes for balance changes, in the comments below.

BBTAG-2.0-Yumi-Aerial-Rave
BBTAG-2.0-Akatsuki-Distortion-Skill
BBTAG-2.0-Extra-Episode-1
BBTAG-2.0-Extra-Episode-2
BBTAG-2.0-Yumi-Character-Art
BBTAG-2.0-Akatsuki-Character-Art
BBTAG-2.0-Blitztank-Character-Art
BBTAG-2.0-Neopolitan-Character-Art
BBTAG-2.0-Extra-Assault
BBTAG-2.0-New-Profile-Plates
BBTAG-2.0-New-Ragna-Colors
BBTAG-2.0-Konomi-Higuchi-Yu-Ragna-Promo-Art
BBTAG-2.0-Konomi-Higuchi-Heart-Platinum-Promo-Art
BBTAG-2.0-Ruby-Noel-Konomi-Higuchi-Promo-Art
BBTAG-2.0-Es-Vatista-Konomi-Higuchi-Promo-Art
BBTAG-Yumi-Screenshot-2
BBTAG-Yumi-Screenshot-3
BBTAG-Akatsuki-Screenshot-1
BBTAG-Akatsuki-Screenshot-2
BBTAG-Blitztank-Screenshot-1
BBTAG-Blitztank-Screenshot-2
BBTAG-Blitztank-Screenshot-3
BBTAG-Neopolitan-Screenshot-1
BBTAG-Neopolitan-Screenshot-2
BBTAG-Neopolitan-Screenshot-3
BBTAG-Special-Edition-Japanese-Boxart
BBTAG-2.0-Cross-Raid-1
BBTAG-2.0-Cross-Raid-2
BBTAG-2.0-Extra-Assault-Ragna-Hyde
BBTAG-2.0-Extra-Assault-Amazing
BBTAG-2.0-Delay-Entry
BBTAG-2.0-Rampage-Time

Source: Arc System Works America (YouTube); arcsystemworks.com; arcsystemworksu (Twitter); Koefficient (YouTube); BlazBlue Cross Tag Battle Official Japanese Website; GAME MEDIA; EbonicPlagueBB (Twitter)

New costumes for Poison, E. Honda, and Balrog are now available in Street Fighter V: Arcade Edition with an Asura’s Wrath Crossover Costume for Kage arriving later this month

The spooky Union Graveyard stage is also available now!

We’re now mid-way through the month of September, which means many ghoulish boys and girls are casting their minds forward to Halloween and a fun-filled night of tricks, treats, and frights. To celebrate this occasion,  as they’ve done in 2017 and 2018, Capcom is once-again releasing a new batch of limited-time Haloween-themed content in the form of new Premium Costumes for New Challengers Poison and E. Honda, as well as the new Union Graveyard stage, a spooky variant of the existing Union Station, just as the Spooky Arena is for the Underground Arena.

Poison transforms into a gothic, punk, zombie, with a stitched-together leg, and plenty of whips, netting, and leather. Meanwhile, E. Honda takes inspiration from the Kappa river imps of Japanese folklore. These fabled yokai river monsters are normally depicted as green humanoid-like beings with a turtle-like carapace on their backs along with webbed hands and claw-covered feet. Coincidently, they also love to engage in sumo wrestling, making this attire a perfect fit for Edmond, as he tries to spread the word of his craft around the globe. He also has a dish on his head. Wonder if water will spill out once he’s K.O.ed in battle?

The two costumes can be purchased for $3.99 each, while the Union Graveyard will set you back $1.99 or 40,000 Fight Money. Balrog’s new “No Mercy” costume is also now available, which sees the disgraced boxer discard his traditional coat and trademark blue shirt to battle topless, with just his gloves, shorts, and boots. This attire is available in Menat’s Fighting Chance, replacing M. Bison’s “Psycho Miasma” outfit.

Finally, as Cody’s Vergil Crossover Costume campaign has passed the halfway point, now on its third week, Capcom has decided to unveil the next outfit in line. Kage will be the first Season 4 character to enjoy some crossover love, as he truly embraces his anger, donning the attire of Asura the Destructor from 2012’s Asura’s Wrath. As always, you will have to vanquish an increasingly difficult CPU version of Kage in the Asura costume to collect Gems once per week for a month straight.

Once you gather all four, you’ll be given the Costume. Each attempt will cost you 2,500 Fight Money, meaning you need a minimum 10,000 FM if you want to truly unleash your rage and anger. Hopefully, he’ll also have some Crossover BGM to go with it.

The campaign will begin on September 27th and run through October 25th. As an aside, Falke’s Katt, Sagat’s Shade, Menat’s Devilotte, Alex’s Leo, and Zeku’s Kenji campaigns are currently re-running if you missed a week during their first rotation.

We’ve also included Asura’s DLC battles with Ryu, Evil Ryu, Akuma, and Oni from the Lost Episodes of his original game as a bit of nostalgia.

Which of these new attires are you most looking forward to adding to your Street Fighter wardrobe? Tell us in the comments below!

Source: Street Fighter (Twitter); CapcomUSA_ (Twitter); Delriach (YouTube)

New costumes for Poison, E. Honda, and Balrog are now available in Street Fighter V: Arcade Edition with an Asura’s Wrath Crossover Costume for Kage arriving later this month

The spooky Union Graveyard stage is also available now!

We’re now mid-way through the month of September, which means many ghoulish boys and girls are casting their minds forward to Halloween and a fun-filled night of tricks, treats, and frights. To celebrate this occasion,  as they’ve done in 2017 and 2018, Capcom is once-again releasing a new batch of limited-time Haloween-themed content in the form of new Premium Costumes for New Challengers Poison and E. Honda, as well as the new Union Graveyard stage, a spooky variant of the existing Union Station, just as the Spooky Arena is for the Underground Arena.

Poison transforms into a gothic, punk, zombie, with a stitched-together leg, and plenty of whips, netting, and leather. Meanwhile, E. Honda takes inspiration from the Kappa river imps of Japanese folklore. These fabled yokai river monsters are normally depicted as green humanoid-like beings with a turtle-like carapace on their backs along with webbed hands and claw-covered feet. Coincidently, they also love to engage in sumo wrestling, making this attire a perfect fit for Edmond, as he tries to spread the word of his craft around the globe. He also has a dish on his head. Wonder if water will spill out once he’s K.O.ed in battle?

The two costumes can be purchased for $3.99 each, while the Union Graveyard will set you back $1.99 or 40,000 Fight Money. Balrog’s new “No Mercy” costume is also now available, which sees the disgraced boxer discard his traditional coat and trademark blue shirt to battle topless, with just his gloves, shorts, and boots. This attire is available in Menat’s Fighting Chance, replacing M. Bison’s “Psycho Miasma” outfit.

Finally, as Cody’s Vergil Crossover Costume campaign has passed the halfway point, now on its third week, Capcom has decided to unveil the next outfit in line. Kage will be the first Season 4 character to enjoy some crossover love, as he truly embraces his anger, donning the attire of Asura the Destructor from 2012’s Asura’s Wrath. As always, you will have to vanquish an increasingly difficult CPU version of Kage in the Asura costume to collect Gems once per week for a month straight.

Once you gather all four, you’ll be given the Costume. Each attempt will cost you 2,500 Fight Money, meaning you need a minimum 10,000 FM if you want to truly unleash your rage and anger. Hopefully, he’ll also have some Crossover BGM to go with it.

The campaign will begin on September 27th and run through October 25th. As an aside, Falke’s Katt, Sagat’s Shade, Menat’s Devilotte, Alex’s Leo, and Zeku’s Kenji campaigns are currently re-running if you missed a week during their first rotation.

We’ve also included Asura’s DLC battles with Ryu, Evil Ryu, Akuma, and Oni from the Lost Episodes of his original game as a bit of nostalgia.

Which of these new attires are you most looking forward to adding to your Street Fighter wardrobe? Tell us in the comments below!

Source: Street Fighter (Twitter); CapcomUSA_ (Twitter); Delriach (YouTube)

Catching up with Dragon Ball FighterZ: Janemba available along with Version 1.18, also new gameplay of SSGSS Gogeta, releases on September 26

Rooflemonger breaks down some of the quality-of-life changes in the latest patch!

Hot off the heels of Evo 2019, the latest Season 2 DLC character, Janmeba, is became available in Dragon Ball FighterZ, along with the Version 1.18 patch. In addition to the long-awaited arrival of the Incarnation of Evil from the Fusion Reborn film, this latest update brings some improvements to Z-Trophy Rooms, Party Match, the FighterZ Cup, and Battle History.

Replay data from previous patches has obviously gone extinct, as usual, and there is a new series of Seasonal Z-Capsules available in the Shop to celebrate the season of Summer, giving us new Lobby Avatars, Z-Stamps, Stickers, and Color 16s to spend our hard-earned Zeni on, which deck out each of the Z-Fighters and Villians in a mixture of blue and red that can make some characters like Freiza and Cooler, look like walking blueberries.

You can catch a visual breakdown of all the patch changes below courtesy of Rooflemonger.

Janemba can be purchased individually for $4.99 or as part of the FighterZ Pass 2 for $24.99, which includes the already-released Jiren, Videl, GT Goku, and the upcoming SSGSS Gogeta and Dragon Ball Super version of Broly.

Speaking of the upcoming Gogeta, we got an in-depth look at the character from this weekend’s Tokyo Game Show 2019 along with a release date for the highly anticipated fighter! Check out the gameplay from the stream below and visualize all the epic combos you can create with the fusion fighter’s toolkit. Gogeta will arrive to Dragon Ball FighterZ on September 26!

Source: Bandai Namco Entertainment America; rooflemonger; V-Jump

Catching up with SoulCalibur VI – Cassandra now available along with Version 1.50 and 1.51 balance patches

Season 2 was also announced, featuring Haohmaru from Samurai Shodown!

Last month at Evo 2019, Bandai Namco Entertainment and SoulCalibur VI Producer Motohiro Okubo, finally revealed the final DLC character for the game’s first Season Pass, the Warring Maiden, Cassandra Alexandra, who is finally joining her sister Sophitia on the Stage of History.

In addition to her arrival, the game was also updated to Version 1.50, which saw some minor balance changes and behavioral adjustments for Azwel, Mitsurugi, Seong Mi-Na, Taki, Maxi, Voldo, Sophitia, Siegfried, Ivy, Kilik, Xianghua, Yoshimitsu, Nightmare, Astaroth, Cervantes, Raphael, Talim, Tira, Zasalamel, Grøh, Geralt of Rivia, 2B, and Amy.

A new stage was also added that is exclusive to Cassandra’s Soul Chronicle, as well as improvements to Training Mode, Network functions, Character Select, and Character Creation modes.

Most notably, we now have the option to turn off the ability to see an option’s Custom characters in Ranked and Casual Matches, so no more being forced to look at inappropriate Lizardmen or other various distracting forms of Customization during online battles.

Additionally, Patch 1.51 was announced earlier today, which will see some balance adjustments made to Cassandra to address various unintentional behaviors and properties on a variety of her moves, as well as a slight reduction in tracking for Azwel’s No More Naysayer attack, as the previous improvement made to its tracking last month in Version 1.50 made it occasionally and unintentionally unavoidable by sideways-moving opponents.

Finally, it was announced to much joy and fanfare from the arena crowd that SoulCalibur VI will be seeing a Season 2 of additional content, which will include what appear to be new mechanics, balance changes, new attacks for certain fighters, and most importantly, four new characters will be added to the roster, with each also bringing Character Creation parts with them.

It seems now it’s time for the Souls of the Stage of History to….embrace death!? SNK’s Haohmaru, the protagonist of Samurai Shodown will be making the jump into the 3D plane, not unlike Street Fighter’s Akuma and King Of Fighters’s Geese Howard have successfully done with Tekken 7, as the second character in the Season 2 Character Pass, as he’ll now finally be able to cross blades with the likes of Mitsurugi, Geralt, Yoshimitsu, Siegfried, Raphael, Nightmare, and more in the 16th Century.

You can the full patch notes for both updates, as well as trailers for Cassandra and Season 2, below.

SOULCALIBUR VI Update Ver. 1.50 Patch Notes

5 August 2019

Cassandra the Warring Maiden joins her sister on the Stage of History today! Unlock her with the SOULCALIBUR VI Season Pass or get her as a standalone DLC.

 

Along with Cassandra, we’ve released patch 1.50, which includes the following content:

 

Story

Temple stage with the evening in the background is added.

Note: This stage is limited to Cassandra’s story.

 

Training

– Cursor remembers previous selection when selecting Combat Lessons.

– Soul Charge remains after reset position in Training Mode. Positioning and Soul Charge will be reset by pressing left stick (L3) + L1 + R1 at the same time.

– Action adjustments: If CPU is crouching when shifting “Action1” to “Action2”, make him stand up first and then do action 2. At the end of “Action1” after selecting “Play Command Record” as “Action2”, have been changed.

Note: When action setting system in Training Mode (including Play Command Record) is being used, action speed would be fast as possible.

– Change the default display to “Return to Previous Mode” when return from Rank match.

Note: Change selection to “Return to Previous Mode” at result screen after Rank match battle.

 

Network

– Soul charge remains after reset position.

Note: Added consecutive battle in Casual match.

– Added ON/OFF option for opponent’s creation character in Rank match and Casual match. When it’s “OFF”, opponent’s costume will be displayed as default.

 

Creation

– Names for custom-created characters can now be input in Japanese (2 byte letters)

– Color selection of extra parts “Butterfly Antennas” is added.

 

Casual match

– Able to see host player’s license when room searching in Casual match.

– Added sound effect when matching in Arcade mode or Training mode.

 

Character selection

– Cursor remembers the previous position for each players when selecting creation character.

– Cursor remembers the previous position when selecting character’s weapon.

Battle System

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

Guard Stamina

Fixed an issue in which the health gauge display would not update even after there had been a change to a player’s guard stamina.

Update for all characters

Version 1.50 sees Cassandra joining the Soulcalibur VI roster. Now that all the Season Pass 1 characters have been added, we think it’s a good time to try out a character you’ve never used before. (You might just find your next main!)
The changes we’re implementing in 1.50 do not have a direct impact on the balance of power between the characters; rather, they address issues such as the following.

1. Adjusted Tracking & Hitbox Sizes
We’ve always tried to keep a close eye on moves’ behavior, and in version 1.50 we went back and checked a lot of techniques to make sure they weren’t missing when they should be hitting, and to fix them if theywere.
One of horizontal attacks’ basic properties in the game is that their tracking will terminate immediately before they hit. However, there are certain attacks that we wanted to be more accurate against 8-way running, sowe enhanced their tracking.

2. Adjusted Post-Hit Hitbox Sizes for Certain Characters
Tira and Amy’s hurtbox sizes are proportionally larger than other characters’ hurtboxes. However, this would occasionally result in being unable to evade attacks that should have been evadable, so we shrank thethickness of some of the hurtboxes.
These changes may have an effect on certain combos against Tira and Amy, and while we took great care to ensure it has a minimal impact on the balance of battle, we still plan on carefully watching how these changes play out.

3. Fixed Unintentional Behaviors Related to Hold Inputs and Simultaneous Inputs
We made fixes to inputs that could safely be fixed, focusing on those that have the greatest effect on battle. We plan on continuing to monitor behavior and implement adjustments.

Mitsurugi

In version 1.50, we have made behavioral adjustments that improve the tracking of horizontal attacks (and kick attacks with properties similar to horizontal attacks). These adjustments are to reduce cases in which opponents can evade these attacks simply by sidestepping at the right timing.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Balance Adjustment

↑↓

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The following balance adjustments were made.
・Delayed the timing at which the move receives revenge properties by 1 frame. This changed was made because it was possible to perform a revenge attack after seeing the critical edge sequence for some characters.
・Added guard impact properties (vs. high, middle, low attacks) to the motion after a successful revenge attack.

Seong Mi-na

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readjusted the hitbox size to a degree that is still in line with the intended adjustment in 1.40.

Category

Nerf/buff

Move (EN)

Description (EN)

Notice

–

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changelog. The change was as follows:
・Decreased the length of stun inflicted by 4 frames when the attack is guarded at close range. (This is not a change that was made this time, in version 1.50.)

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑

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・Adjusted the opponent’s behavior upon hit and the distance between the characters after a hit in order to reduce cases in which the move would miss partway through.

Behavior Adjustment

↑

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・Enlarged the lower hitbox to prevent the attack from missing against enemies in low stances when used in a combo. In version 1.40, we reduced the horizontal hitbox to prevent it from hitting opponents during an 8-way run, so we have not enlarged the hitbox horizontally.

Behavior Adjustment

↓

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・Reduced the size of the move’s horizontal hitbox to reduce cases in which it would hit opponents moving behind or to the side of you.

Taki

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Together with this change, we adjusted their tracking so they are harder to dodge with a well-timed sidestep.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑↓

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Maxi

In addition to stabilizing the behaviors of certain moves, we also fixed issues with effects displaying.

list. Apart from that, we addressed an issue in which the effects signaling a successful guard impact would not display when you would deflect an opponent’s attack with Seven Stars Rebirth at a certain timing.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Holding the input now triggers a screen-darkening effect upon completion.
・Added a line to the move list stating that the 2nd attack will hit when the 1st hit is guarded.

Behavior Adjustment

–

Seven Stars Rebirth

・Fixed an issue in which effects would not display after a successful guard impact.

Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range. order to reduce instances in which the 2nd hit would miss.

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Voldo

We adjusted the hitbox sizes and behaviors of certain moves, as well as the input windows for moves with simultaneous inputs that were difficult to perform.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Lengthened the input window for the move on the left because the timing of the simultaneous input had previously been severely difficult.

performed.

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Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑↓

Critical Edge

・Adjusted the hitbox in order to reduce instances in which the attack would miss at close range.
・Fixed an issue where the timing at which the attack would be triggered after the start-up animation ended was 1 frame later than other characters, making it possible to perform a guard impact against it after watching the start-up animation.
・With this adjustment, the timing until you become invincible is also 1 frame later.

Behavior Adjustment

↑↓

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・Adjusted the move so the 2nd attack will be guarded in succession once the 1st attack is guarded.
・Adjusted the distance between the characters after the 1st attack hits in order to make it easier to hit with the 2nd attack. (This only applies to when the 2nd attack is already input before the 1st attack hits.)
・Enlarged the lower hitbox of the 1st attack to prevent it from unintentionally missing against enemies in low stances.

Sophitia

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the latter, this adjustment was made to reduce instances in which the move would miss what should have been a guaranteed opportunity to punish the opponent after they had guarded the low-stanced attack and were left wide open.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Fixed the move to display a ground-shaking shockwave effect when the special middle attack portion of the move would hit or be guarded at close range.
(This is a cosmetic change to increase recognition to the move, and does not affect the move’s properties.)

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Enlarged the vertical hitbox to prevent the attack from missing against enemies in low stances.

Siegfried

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slow motion if a certain input was made. We also adjusted the move’s hitbox in order to prevent it from missing opponents at close range when they had taken a low stance.

Category

Nerf/buff

Move (EN)

Description (EN)

Text added

–

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Behavior Adjustment

–

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・Fixed an issue in which special inputs would cause the character to become slow.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Ivy

In version 1.50, we increased the stability of hits against opponents that were in irregular positions such as above the character’s head or against the wall. Attack options of Spiral Lust moves such as after “While

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

↑

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・Enlarged the size of the overhead hitbox in order to reduce instances in which the 2nd attack would miss after the 1st attack hit the opponent in the air.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Increased the attack’s tracking upon hit until it shifts to Spiral Lust. This is to fix an issue in which attacks after shifting to Spiral Lust would miss if the opponent had been pushed against the wall at a diagonal angle.

Behavior Adjustment

↑

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combos than the soul charged version.

Kilik

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buttons.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Fixed an issue in which the move did not have increased tracking against opponents who missed an attack, which was different from

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Behavior Adjustment

↑

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・Fixed an issue in which the move would take the properties of the unheld version, even when you had fully held the buttons.

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Xianghua

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characters taking a low stance.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Yoshimitsu

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You will no longer be able to fall out of the ring in these cases during a battle.

Category

Nerf/buff

Move (EN)

Description (EN)

Text fix

–

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This has been clarified on the move list.

Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Nightmare

We focused on adjusting attacks’ tracking and fixing unintended behaviors.

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Category

Nerf/buff

Move (EN)

Description (EN)

Text fix

–

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・Fixed the text regarding this attack’s lethal hit conditions in order to more correctly explain them. No changes were made to the properties of the move.

Behavior Adjustment

–

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・Fixed an issue in which the action for shifting to Night Lower Stance would unintentionally be performed immediately after shifting to Night Side Stance.

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↓

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・Fixed an issue in which a Terror Charge would not be consumed after this attack, which enabled you to use Terror Charge techniques without having a charge.

Astaroth

We focused on adjusting attacks’ tracking, and also fixed issues in which missing a throw or a critical edge would result in unintended behavior.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

Throw Attacks Critical Edge

・Fixed an issue in which the system would fail to reset the character’s state of “having performed a throw,” which would carry over to the next attack that could then be counted toward the “missed throw” conditions for a lethal hit.

Behavior Adjustment

–

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・Fixed an issue in which the attack would sometimes not become a lethal hit even if you grabbed an opponent during a jump attack.

Behavior Adjustment

–

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・Fixed an issue in which attack would not count as a lethal hit after a guard impact had thrown the opponent off their guard, which

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Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

Cervantes

We adjusted attacks’ tracking and hitboxes in order to reduce instances in which attacks would miss partway through a combo, or attacks meant to hit the opponent after you read their movements would miss. they should have been able to dodge. To avoid this, we fixed the move’s inputs so the start-up cannot be sped up.

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Increased the tracking after the 1st attack had connected with the opponent in order to reduce instances in which the 2nd attack would miss. This adjustment was made because it was easy for the 2nd attack to miss when near the wall.

Behavior Adjustment

↓

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・Fixed an issue in which the attack’s start-up could be sped up using certain inputs.

Raphael

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high striking point.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Talim

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Fixed an issue in which the move would not be treated as having been held, even when you had fully held the buttons.

Behavior Adjustment

–

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certain situations.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑↓

Critical Edge

・Fixed an issue where the timing at which the attack would be triggered after the start-up animation ended was 1 frame later than other characters, making it possible to perform a guard impact against it after watching the start-up animation.
・With this adjustment, the timing until you become invincible is also 1 frame later.

Tira

The hurtbox size for Tira was slightly larger in proportion to her body, which resulted in vertical attacks unnaturally striking her during an 8-way run in some cases, so in version 1.50 we reduced the thickness of her hurtbox. In order to reduce this adjustment from having an effect on combos against her, we did not change the size of the hurtbox vertically. Also, in order to more clearly differentiate between her Jolly and Gloomy

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Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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Behavior Adjustment

↑

Hurtbox Size

・Tira’s hurtbox size is proportionally larger than other characters’ hurtboxes. This would occasionally result in certain attacks being difficult to evade, so we shrank the thickness of some of the hurtboxes.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Fixed the tracking after the attack hits to address an issue in which the opponent would fly up and be difficult to hit with a follow-up attack depending on the angle at which the move landed.

Balance Adjustment

↑

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・Gave the attack soul-gauge increasing properties in order to more fully establish Tira’s Jolly personality as being better able to fill your soul gauge.

Zasalamel

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character would no longer slide when performing a stun combo near the wall.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

↑

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・Adjusted the attack’s tracking to prevent it from missing during a combo.

Behavior Adjustment

↑

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・Adjusted the move’s tracking in order to reduce instances in which the attack would miss at close range.

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Behavior Adjustment

↑

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・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Grøh

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the weapon slashes upward and diagonally.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

page6image2654140128 page6image2654022736

・Fixed an issue in which ring-out behavior was exhibited after the attack, even when the battle was still ongoing.

Behavior Adjustment

↑

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・Enlarged the lower hitbox to prevent the attack from missing against enemies in low stances. ・Increased the 2nd attack’s tracking to prevent it from missing partway through.

Azwel

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would occasionally result in unintended behavior, so we fixed it with this patch.

Category

Nerf/buff

Move (EN)

Description (EN)

Text added

–

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・Added text to the move list, as the description of the command seen in the left column was lacking.

Behavior Adjustment

–

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We’ve made the following adjustments to certain command inputs.

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Behavior Adjustment

↑

(While in sword mode or Almighty mode)

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・Enlarged the lower hitbox so the attack would hit enemies in low stances.
・Fixed an issue in which hitting an opponent who is facing away would cause them to fall faster than an opponent who is facing forward, which made follow-up attacks difficult.

Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↓

page6image2654461776 page6image2654462912

・Fixed an issue in which the attack’s start-up could be sped up using certain inputs.

Geralt

We increased tracking for several attacks that could previously be dodged by moving to the side just before the attack hit. Silver sword attacks’ properties change when attacking a soul charged opponent, but sometimes those effects would not trigger against an opponent just about to exit their soul charged state. This issue has been fixed.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

Advance Input for 8-way Run Moves

・Fixed an issue in which performing advance inputs for the following commands would cause them to behave different from normal 8- way run moves.

but rather to slightly move to the side first. This has been fixed.

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Behavior Adjustment

↑

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・Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

Behavior Adjustment

↑

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・Fixed an issue in which the attack’s properties were not enhanced, despite the opponent being soul charged.

2B

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that can only hit the opponent in a limited number of situations.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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Behavior Adjustment

–

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・Adjusted the input window to make the move easier to perform.
・Fixed an issue in which the move did not have increased tracking against opponents in the air, which was different from the normal

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Behavior Adjustment

–

page7image2652863360page7image2652863568page7image2652863776

・Adjusted the move so it will no longer shift to an attack throw if the opponent’s body is detected to be outside the ring.

Behavior Adjustment

↑

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・Enlarged the hitbox in order to make it easier to hit an opponent in the air.

Balance Adjustment

↑

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・Increased analysis points gained upon hit from 3 to 4.

Amy

In addition to making adjustments to attacks’ tracking and hurtbox sizes, we also changed the character’s hurtbox.
The hurtbox size for Amy was slightly larger in proportion to her body so that an opponent’s high attacks and follow-up hits in a combo would not unintentionally miss only her. However, this resulted in vertical attacks unnaturally striking her during an 8-way run in some cases, so in version 1.50 we reduced the thickness of her hurtbox. In order to reduce this adjustment from having an effect on combos against her, we did not change the size of the hurtbox vertically.

Category

Nerf/buff

Move (EN)

Description (EN)

Behavior Adjustment

–

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・Adjusted the knockback distance when the kick portion of the attack knocks out the opponent.
We fixed an issue in which Amy’s roses would not appear to hit the enemy. (Hitting an opponent with a rose is meant to raise her Perception.)

Behavior Adjustment

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Behavior Adjustment

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・Fixed an issue in which the attack would not be a lethal hit against opponents who were thrown off their guard with a guard impact.

Behavior Adjustment

↑

Hurtbox Size

・Amy’s hurtbox size is proportionally larger than other characters’ hurtboxes. This would occasionally result in certain attacks being difficult to evade, so we shrank the thickness of some of the hurtboxes.

Behavior Adjustment

↑

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While soul charged & with White Rose Perception at

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  • Enlarged the hitbox and adjusted tracking in order to reduce instances in which the attack would miss at close range.

SOULCALIBUR VI – Update Ver. 1.51

3 September 2019
Game System Adjustments
We fixed unexpected issues that may affect battles in Update Ver. 1.50 Patch Notes, released on August 5th, 2019.
(Please note that once the patch is applied, the replay data from previous versions can no longer be replayed due to the game system adjustment)

Some attacks that give chip damage to guarding opponents
We fixed an issue where, despite the fact that chip damage cannot knock-out opponents even when their HP gauge is reduced to zero, this was not the case for Cassandra’s “Keraunos Finisher” or “Shield Big Bang”.

Force Act
Cassandra can now only restore the guard stamina by performing Force Act during battles.

Cassandra: “Admonishing Angel”
As its tracking performance when hitting an opponent in the air was much higher than expected, sometimes the opponent could not avoid the attack by aerial control. Therefore, the tracking performance in this scenario and also the height the opponent flies in the air with the second attack are now decreased.

Cassandra: “Angel Kick-off”
We fixed an issue where an opponent rolling on the ground in downed position sometimes fell off the stage when hit by this attack.

Cassandra: “Guardian’s Knee”/”Seraphim Cyclone”
We fixed an issue where these throws were sometimes successful to opponents in the air instead of crouching opponents.

Cassandra: “Shield Super Nova”/”Shield Big Bang”
We fixed an issue where an attack to Cassandra when she is starting up these attacks were not judged as counter attacks.

Azwel: “No More Naysayer”
As its tracking performance was increased in Ver.1.50 update, sometimes an opponent could not avoid the attack by moving sideway. Therefore, the tracking performance is now decreased.Let us know if your souls still burn in the Comments section, as well as the other three characters you’d like to see in Season 2 of SCVI! Cassandara can be purchased standalone for $5.99, or as part of the SoulCalibur VI Season Pass, which also includes Tira, 2B, Amy, and Character Creation Sets A and B for $29.99.

Source: Bandai Namco Entertainment; Bandai Namco Entertainment America (YouTube)

Season 3 of Tekken 7 to launch on Tuesday, September 10th; full patch notes released

Get Ready For The Next Battle and the arrival of Zafina!

At Evo 2019, Tekken 7 Producer Katsuhiro Harada and Director Michael Murray revealed that the King of Iron Fist Tournament 7 isn’t slowing down anytime soon, by announcing Season 3 for the blockbuster 3D fighter. This update will include balance changes and new moves for the entire roster, as well as four new characters, a stage and a new game feature set to be released between September 2019 and spring 2020, as part of a third Season Pass.

The Season 3 patch and Zafina will be dropping this Tuesday, September 10th, just in time for the next Challenger Event in the Americas, Kumite In Texas 2019, which will follow the final event to use Season 2, Cape Town Showdown 2019, a Challenger Event in Cape Town, South Africa.

The game will also see cosmetic changes, in the form of a new main menu, recolored life bars, which will abandon the current blue and purple for yellow and green (making them look like a pack of Gummy Life Savers candy), the Preset Costume Slots have been expanded to eight per character, and there is also a new Play Stats feature.

The Play Stats feature logs and displays personal playing stats, such as Combo Usage, Tenacity, Aggressiveness, Combo Damage, Defensive Ability, Side Stepping, Throw Countering, Punishment Proficiency, Agility, Rage Usage, each of which is assigned a letter grade, with your top three stats being displayed on the Versus screen during online matches. You can also track your PERFECT Win Rate, GREAT Win Rate, Final Round Win Rate, Premotion/Demotion Match Win Rate, Side Selection Rates, and your Round Average for PUNISH Combo Damage and Counter Combo Damage. You can even view your win percentages on each of the game’s 26 current stages.

There will also be a series of exclusive Customization items for those who decide to purchase the Season Pass 3, including a Plushie Set, the Season Pass 3 Effects Set, the Season Pass 3 Player Customization Set, a Hairstyle Set, the Iron Fist Aura Set, and the Glasses Set.

In Winter 2019, New Challenger Leroy Smith will join the fray. A master of Wing Chun from the United States, he lost his family and home in New York as a child during a large-scale gang conflict 50 years ago. After being declared missing for decades, he has returned to New York on a quest for revenge. You can see the full patch notes below, as well as both the announcement and launch trailers for Season 3. Give us your thoughts on the balance changes in the comments below, as well as who you’d like to see in the remaining two character slots.

View all of the upcoming changes for Season 3 of Tekken 7 below!

SHARED CHANGES

Damage = The amount of health taken away from the opponent when an attack hits.
1 frame = 1/60 of a second. A unit of measurement used to indicate the passage of time in the game.
Attack startup = The time at which an attack’s hitbox becomes active.
All notes in this list are written from the perspective of you, the player, hitting the opponent (or making them guard) with the move in question.

Commands Changes
– Gigas
During Rage f,3+4 Hold b,2
During Rage f,3+4 Hold b,2 Hold
f,3,2
f,3,2 Hold
b,2
b,2 Hold
f,4
f,4 Hold
While rising 2,4
While rising 2,4 Hold
– Lucky Chloe
During Rage d/f,3+4 during hit 1+2
– Paul
QCF,21,2,3,2,1,2,1,4,2,1
1,2,3,1,4,2,1,4,2,1
– Increased the distance between the character and the opponent when the move hits an airborne opponent from the side.
Wall Bounds – Changed wall bounds to trigger when hit from the side next to the wall.

AKUMA

Commands Changes
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

Commands Changes
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 1st 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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Commands
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

Commands Changes
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

Commands Changes
【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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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.
d,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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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

Commands Changes
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.

Source: Bandai Namco Entertainment America; Tekken World Tour

Get motivated to obtain more power with Cody’s Vergil Crossover Costume in Street Fighter V: Arcade Edition’s latest Extra Battle

Plus obtain new Crossover BGM from Devil May Cry 4!

The end of another week means another set of new Extra Battles to conquer in Street Fighter V: Arcade Edition. With Ibuki’s Akane Yagyu Crossover Costume finally finishing up last week, as well as the second runs of Air Man Rashid and Guts Man Balrog, it’s time for a new Crososver Costume to become avaialble as we head into September.

This time new Metro City Mayor Cody Travers is the lucky recipient of new attire, that sees him put away his steel pipe, suit, and tie, to don the signature blue coat and boots of Devil May Cry’s power-hungry Son of Sparda, Vergil, joining Dante Ken, Ed Nero, and Gloria Laura, as the 4th Crossover Costume from DMC. As always, you’ll need to defeat an A.I.-controlled Vergil Cody once a week over the course of the next month to obtain four Gems that, when fully assembled, will unlock the Crossover Costume for your own personal use. Each attempt will cost you 2,500 Fight Money, meaning you’ll need a minimum of 10,000 FM to claim the costume. The difficulty will also increase each week, going from Easy to Very Hard, as the CPU will put up a stronger fight each week as you obtain more pieces.

There are also two new pieces of Crossover BGM available, “Let’s Just See,” Vergil’s Battle Theme from Devil May Cry 4: Special Edition, and the Blackened Angel Mix of “Lock and Load,” Dante’s Battle Theme. Though it is currently unavailable to challenge for at the time of this writing, there is a space in the DLC BGM list for “The Time Has Come,” Nero’s Battle Theme, which will likely involve a battle against Nero Ed, as the other two themes require you to topple Vergil Cody and Ken Dante on Hard difficulty to obtain, at 1,000 FM per attempt.

We also have another chance to grab a Fortune Ticket for Menat’s Fighting Chance against Normal difficulty  M. Bison in his Psycho Miasma costume, which harkens back to his look from the Street Fighter Alpha days, complete with his signature cape, on the Field of Fate, for maximum nostalgia. As is customary, this will set you back 250 FM per attempt, and, as always, completing any of these four Extra Battles multiple times will provide you with 100 EXP for the character you cleared it with, so it might be worth it if you’ve got a World Warrior on the verge of leveling up, which will grant you 1,000 FM on the spot. Don’t forget that Psycho Misasma M. Bison is still available in Menat’s Fighting Chance until September 14th if you have yet to claim his outfit.

Interestingly enough, there are also currently-unused spots in the DLC BGM folder for 8-bit and Arranged versions of the Title Theme from Mega Man II. Perhaps this means we’ll be seeing a Proto Man Crossover Costume for either Ken or Sagat once Cody Vergil’s campaign concludes on September 27th? You can see the Street Fighter Twitter account’s official tweet about the event’s below.

Will you be seeking more power by going for this Cody Crossover Costume? Has this new attire inspired you to pick up Metro City’s Mayor? What other Crossover Costumes would you like to see in future SFV: AE Extra Battles? Tell us your picks in the comments section below.

Source: Street Fighter (Twitter)