If you’re looking for the latest details on Mortal Kombat X, look no further than today’s Kombat Kast. Hosted by the folks at NetherRealm Studios themselves, this latest installment of the program will share even more details about the upcoming fighter, some of which have yet to be revealed until now.
Word has it we’ll be treated to footage of three new cast members, so be sure to tune in below or head on over to Twitch to catch it all live.
The tournament season is kicking into gear this weekend with the eighteenth entry in one of the long-running Final Round series. Hosted every year in Atlanta, Georgia, Final Round represents one of the largest events of the year, attracting players from around the US and the world.
Tekken 7 Makes its North American Debut
With Atlanta representing one of the strongest Tekken scenes in the US, Final Round 18 is a fitting event for the North American debut of Tekken 7. Bandai Namco’s Katsuhiro Harada will be bringing the newly released fighter to FR18 for US players to get their hands on the game for the very first time.
Capcom Pro Tour and Battle Royal 2015
Final Round 18 is the first premier tournament of the Capcom Pro Tour. The winner of the Ultra Street Fighter IV singles tournament will qualify for Capcom Cup, while the top 16 placers will earn ranking points towards the event. FR18 is also a part of the Dead or Alive 5 Last Round Battle Royal 2015, awarding the winner a trip to the Grand Finals at NEC XVI.
Players
As a Capcom Pro Tour premier event, Final Round has caught the eye of many international players, including a host of players from Japan. MCZ|Daigo Umehara, MCZ|Tokido, MCZ|Mago, EG|Momochi, RZR|Fuudo, RZR|Itabashi Zangief, Kazunoko, Kitasenju DJ, Bonchan, BE|ABEGEN and Lingo will be representing the Land of the Rising Sun. Other international players include INFILTRATION and JDCR of South Korea, RZR|Xian and Zhi of Singapore, AVM|GamerBee of Taiwan, QANBA|Xiaohai and QANBA|Dakou of China and Imstilldadaddy of the UK. And of course, expect to see a large number of players from around the United States.
Friday will kick off the weekend with team events, including Curleh Mustache Battle Royale 5, hosted by BROKENTIER and IFC Yipes. Currently 14 teams are confirmed to participate in this Ultimate Marvel vs. Capcom 5 regional 5on5. In addition the the team tourneys, a number of smaller singles events will be starting today.
Curleh Mustache Battle Royale 5 Team List
Team Atlanta
Team Control
Team BROKENTIER
Team Florida
Team Texas
Team NorCal
Team SoCal
Team Alternate Time East Coast
Team Midwest
Team Carolina Pride
Team Florida 2
Team Louisiana
Team World
Team San Diego
This year Japan is getting a deeper involvement in the Capcom Pro Tour, starting with the Nine States Tournament 2015, a Ultra Street Fighter IV event organized by the Fukuoka Gamers Club (FGC). The event will be going down in Fukuoka prefecture of Kyushu (“Nine States”, roughly), an island in southwestern Japan. The singles tournament will function as both a ranking event in the Capcom Pro Tour, offering ranking points for top placement, singles competition, as well as a qualifier for Capcom Pro Tour Asia.
Nine States will of course feature some of the best players of Kyushu, including Pugera, Pepeday, Michael-tan and Dunhill, as well as the rest of Japan, like Itabashi Zangief, Shiro, Amiyu and Amiyu. South Korea will also be joining in the action, with INFILTRATION, POONGKO, hydeBUFFY, BIGDANMUL and DBKoopa slated to complete.
The action begins on Saturday with the 5on5 tournament then continues Sunday with the singles tournament. Tough Cookie TV will be providing a live stream of the event on Twitch.
This weekend, South by South West (SXSW) is putting on its annual Gaming Expo at the Palmer Events Center in Austin, Texas. A part of that festival is the SXSW Fighters Invitational, a three-day event that will pit sixteen of the world’s best Street Fighter players again each other for a share of the $20,000 prize pool.
MCZ|Daigo Umehara
AVM|GamerBee
DL|Hamad
EG|Justin Wong
Kazunoko
TL NuckleDu
EG|Ricky Ortiz
Ryan Hart
The competition will start with the group stage Friday and Saturday, with players broken down into two groups of eight. The final standings of the groups will set the stage for the eight-player, double-elimination bracket stage on Sunday.
If you want to catch the event live, SXSW will be streaming the event on Twitch. If you’re in the Austin area, you can even watch the event as it happens in-person, via the free guest pass.
This weekend at the Palais Des Festivals in Cannes, France is Cannes Winter Clash (CWC). This tournament is the successor to the World Game Cup as well as last year’s International Video Game Cup. In addition, Cannes Winter Clash is the first event in the Capcom Pro Tour 2015, offering ranking points for top placers in the Ultra Street Fighter IV singles tournament.
Joining the event from overseas are sako of TEAM HORI, Tonpy and Abadango from Japan, Infiltration and Poongko from Korea (funded by r/Kappa), QANBA’s Xiaohai of China and Dieminion from the US. And of course Europe will be well represented at the event, with players such as MD|Luffy, GL|Valmaster, DIG|Ryan Hart (aka Prodigal Son), BX3 Phenom and many more.
If you want to check out the event live, Games Lines will be providing two streams of the event on Twitch, with English commentary. If you’re interested in French commentary, JeuxVideo will be providing a French language stream, viewable below.
Want to take your Guilty Gear Xrd -SIGN- frame data mobile? Have an Android phone? Then you might want to check out GunFrame, an unofficial app developed by Dustloop community member AnBi2199. This free tool includes frame numbers for the entire cast and also includes a helpful punish menu for showing what moves potentially punish others.
If you’re interested in grabbing the app, it’s available now on the Google Play Store and Amazon Appstore. Unfortunately for Apple users, the App is only available for Android, with no current plans to release the app for iOS.
Today, Arc System Works revealed that their planned update for the arcade version of Guilty Gear Xrd -SIGN- will be dropping sometime in March. The patch, will which bring the title to ver.1.1, is looking to shake things up with the addition of console characters Sin Kiske, Elphelt Valentine, and Leo Whitefang, along with a reworking of the game’s balance.
The developers will be conducting further testing for the update this week at arcades in Tokyo and Osaka. Below, you’ll find a huge helping of changes that will be implemented in the second location test. This listing is more complete than the one from the first location test, so you’ll definitely want a second look even if you read through the previous adjustments.
Changes listed in red indicate new additions, while struck through items indicate removals.
General Changes
Sin Kiske, Elphelt Valentine, and Leo Whitefang are now playable.
All characters have undergone battle balance tuning. See below for more details.
Buffer reception time for button inputs, forward dash inputs, etc. has been extended.
Inputs for certain command moves such as Special Moves and Overdrive Attacks have been made easier.
When repelling a projectile with Blitz Shield, the opposing character itself is repelled if close.
When repelling a projectile with Blitz Shield, the Tension Gauge no longer increases.
Time it takes for Purple Roman Cancels to activate has been shortened.
When activating a Roman Cancel during the opponent’s Blue Psych Burst, the Roman Cancel is now red.
Behavior when activating neutral recovery at a low position changed.
Sol Badguy
Move Name
Changes
Stand P
Initial hit damage proration changed from 80 to 90.
Stand K
Initial hit damage proration 90 added.
Close Stand S
Hitbox at base expanded vertically.
Far Stand S
Inital hit damage proration 90 added.
Crouch HS
Float on counter-hit lowered, untechable time increased.
Inital hit damage proration removed.
Jump D
Untechable time on counter-hit increased.
Gun Flame
Behavior when reflected by Zato’s Drunkard Shade, etc. changed.
Yellow Roman Cancel reception window slightly shortened.
When Sol is struck before the second flame pillar releases, the hitbox now disappears.
Kudakero
Hurtbox before descent expanded.
Pushback when blocked during the descent reduced.
Initial hit damage proration 85 added.
Bukkirabou ni Nageru (Wild Throw)
Total recovery on whiff changed to 45F.
Is now a Purple Roman Cancel when activated outside of the start-up frames.
Riot Stomp
Damage increased from 10·30 to 30·50.
Initial hit damage proration 75 added.
Grand Viper
Easier to increase number of hits with additional inputs.
Fafnir
Attack Level lowered from 4 to 3, now +2F on block.
Tumble time on counter-hit reduced.
Fafnir (Dragon Install)
Tumble time increased.
Initial hit damage proration 75 added.
P.B.B.
Attack damage increased from 50·70 to 60·100.
Tyrant Rave
Attack damage increased from 80·60 to 80·70.
Removed the one-time R.I.S.C. Level 19 decrease when used in a combo, second hit’s R.I.S.C. Level decrease changed from 8 to 27.
Tyrant Rave (Dragon Install)
Hitbox at base expanded inward.
Ky Kiske
Move Name
Changes
Stand HS
Now causes stagger on counter-hit.
Crouch HS
Initial hit damage proration 90 added.
6+HS
Second hit’s active time increased from 1F to 2F, recovery reduced from 3F to 2F.
Ground Throw
R.I.S.C. Level decrease changed from 6·8 to 6.
Stun Edge
Initial hit damage proration 85 added to both ground and air versions.
Ground Stun Edge
Initial hit damage proration 90 added.
Yellow Roman Cancel reception window extended.
Air Stun Edge (Powered Version)
Attack damage increased from 33 to 43.
Air Stun Edge (S) (Powered Version)
Now causes stagger on counter-hit.
Stun Dipper
Initial hit damage proration 90 added.
Greed Sever
Pushback on block reduced.
Split Ciel
Attack level increased from 2 to 3.
Pushback on hit reduced.
Ground Ride the Lightning
Knock back distance on hit increased.
Air Ride the Lightning
Start-up reduced from 10+1F to 8+1F.
Sacred Edge
Start-up changed from 5+3F to 4+3F.
When activating a Roman Cancel immediately after start-up, the projectile now comes out.
No longer reflected by Zato’s Drunkard Shade, etc..
Air Hurtbox
Hurtbox during certain hit-stun motions expanded.
May
Move Name
Changes
Stand K
Gatling route to Crouch K added.
Close Stand S
Pushback reduced.
Stand HS
Cancel reception window extended.
Stagger time on counter-hit extended.
Crouch HS
Cancel reception window extended.
Sweep
Hitbox and hurtbox expanded forward.
Jump HS
Knock back on counter-hit slightly lowered, untechable time inceased.
6+K
Attack damage increased from 26 to 35.
Mr. Dolphin – Horizontal (S)
Forward charge speed increased.
Mr. Dolphin – Horizontal (HS)
Attack Level increased from 3 to 4.
Overhead Kiss
Command changed to “Near opponent 623+K”.
Total recovery on whiff increased from 42F to 45F.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Applause for the Victim
Input priority for each button changed.
Remains in standby state even when releasing the button immediately after command input.
After placement is complete, releasing the corresponding button launches.
Attack start-up reduced from 13F to 10F.
Can now Hop on Dolphin before attack-start-up.
Hop on Dolphin
Attack damage uniformly set at 50.
Now easier to cancel into air dash after hitting the opponent.
Hop on Dolphin (S)
Knock back strength on hit is now the same as the other button versions.
Don’t Miss It!
Now has higher input priority than charge command moves.
Ball Jump
When jumping from the ball, May and the Ball briefly pause.
Now has a hitbox when jumping off the ball immediately after it appears.
Air Hurtbox
Hurtbox during certain hit-stun motions expanded.
Millia Rage
Move Name
Changes
Far Stand S
Initial hit damage proration 90 added.
Crouch HS
Removed the One-time R..I.S.C. Level 6 decrease when used in a combo, R.I.S.C. Level decrease changed from 6 to 12.
6+P
Stagger time on counter-hit increased.
6+K
Attack Level lowered from 4 to 3.
6+HS
Now floats the opponent on counter-hit
Dead Angle Attack
Motion changed, now knocks back horizontally on hit.
Bad Moon
Landing recovery increased from 7F to 9F, changed to crouching state after the motion ends.
Tandem Top
Initial hit damage proration 90 added.
Iron Saber
Landing recovery increased from 8F to 10F.
Pushback reduced.
Initial hit damage proration reduced from 90 to 80.
Pushback on block reduced.
Digitalis
Untechable time on counter-hit increased.
Recovery increased from 23F to 26F.
Initial hit damage proration changed from 80 to 75.
Secret Garden
Additional input reception window extended.
Forced damage proration on hit 90 added.
Winger
Knock back on hit changed from wall bound to sliding down.
Forced damage proration on hit removed, initial hit damage proration 90 added, final hit’s R.I.S.C. Level decrease 15 added.
Chroming Rose
Now only invincible during the super freeze.
Air hurtbox
Hurtbox during certain hit-stun motions expanded.
Air Guard
Hurtbox expanded.
Zato-1
Move Name
Changes
Jump K
Hitbox at base slightly expanded
Initial hit damage proration 90 added.
6+K
Stagger time increased.
Recovery increased from 9F to 14F.
Shadow Puddle
Is now removed by an opponent’s attack.
Shadow Puddle Eddie Summon
When summoning Eddie from Shadow Puddle, a small amount of Eddie Gauge is consumed.
Drill Special
Initial hit damage proration 85 added.
Timing when Eddie Gauge begins to regenerate after the move is later.
Dead Man’s Hand
Command changed to 214+D.
Proration application timing changed, actual damage increased.
When a large amount of Eddie Gauge remains, attack damage slightly increased.
Untechable time increased.
Break the Law
Yellow Roman Cancel reception window shortened.
Now adds to Negative Penalty when retreating away from the opponent.
Damned Fang
Is now a Purple Roman Cancel when activated outside of start-up frames.
Great White
Knocks back less on hit.
Force damage proration on hit 80 added.
Eddie Gauge
Eddie Gauge recovery speed from a destroyed state decreased.
Eddie Gauge no longer recovers during certain cinematics such as Overdrive Attacks.
Potemkin
Move Name
Changes
Stand P
Attack Level increased from 0 to 1.
Close Stand S
Hitbox slightly expanded.
Close Stand HS
Attack damage increased from 50 to 55.
6+P
Attack damage increased from 35 to 42.
6+HS
Untechable time increased.
Tumble time on counter-hit shortened, is now untechable.
Stun damage reduced from 135 to 120.
Heat Knuckle
Tension Gauge increase reduced.
Heat Extend
Tension Gauge increase reduced.
Potemkin Buster
Attack damage increased from 140 to 150.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Trishula
When activating Yellow Roman Cancel immediately before start-up, the projectile now releases.
Opponent floats lower on hit.
Untechable time on normal hit reduced.
Untechable time on counter-hit increased.
Untechable time on hit increased.
Now knocks the opponent right above Potemkin on hit, knockback on counter-hit is now the same as on normal hit.
Giganter EX
Active time increased from 48F to 60F.
Heavenly Potemkin Buster
Changed from total invincibility before the super freeze to upper body invincible until start-up
Upper body invincibility after the super freeze added.
Leap height and descent speed increased.
Homing Dash
Homing Dash added.
Chipp Zanuff
Move Name
Changes
Crouch S
Stagger time on counter-hit increased.
Jump D
Tumble time on counter-hit shortened, is now untechable.
Now longer wall bounds in the corner on air counter-hit.
α Blade
Knockback on hit increased.
α Plus
Rear hitbox expanded.
Tsuyoshi-shiki Meisei
Visual changed.
Tsuyoshi-shiki Ten’i (S)
Appearance position slightly raised.
Tsuyoshi-shiki Ten’i (HS)
Total recovery reduced from 26F to 20F, making it the same as the S version.
Appearance position slightly raised.
Shinkirou
Now knocks backs the opponent on counter-hit.
Zansei Rouga
Opponent’s behavior as the move connects changed.
Final hit damage increased from 110 to 150.
Ryuu Yanagi
Hitbox slightly expanded.
Timing when the second set of kunai begin to accelerate is now later.
Banki Messai
Active time except on hit reduced.
Guaranteed damage of the last hit slightly decreased.
Faust
Move Name
Changes
Far Stand S
Hurtbox before and after start-up expanded forward.
Initial hit damage proration 90 added.
Start-up increased from 10F to 11F.
Jump K
Initial hit damage proration 90 added.
6+HS
Initial hit damage proration 90 added.
Attack damage reduced from 80 to 70.
Jump 2+K
Can now be done from a low height.
Initial hit damage proration 90 added.
Hack n’ Slash
From the second hit onwards, can now be guarded with ground block or air Faultless Defense.
Recovery on whiff increased from 34F to 40F.
Is now a Purple Roman Cancel when activated outside of start-up frames.
What Could This Be?
Opponent no longer enters guard motion while activated.
Items
No longer causes guard motion when items without hitboxes are present.
When activating Blitz Shield on items that hit Faust, the opponent is no longer repelled.
From the Front
Now causes sliding down on counter-hit.
From Behind
Now causes sliding down on counter-hit.
From Above
Can now air dash after Roman Cancel.
Growing Flower (Charged)
Invincibility added at the moment of start-up.
See? I’m a Flower!
Untechable time increased.
Going My Way (Follow-up)
Attack damage per hit increased from 16 to 12.
Doctor-Copter
Attack damage per hit increased from 13 to 20.
Downward hurtbox expanded.
Love
Total recovery increased from 39F to 44F.
Backward (from Spear Point Centripetal Dance)
Float of the opponent on hit changed.
Attack damage reduced from 40 to 24.
W-W-What Could This Be?
Opponent no longer enters guard motion while activated.
Grounded Hit-stun
Hurtbox during certain hit-stun motions expanded.
Axl Low
Move Name
Changes
Stand P
Hitbox expanded.
Stand K
Hitbox expanded.
Far Stand S
Gating route to Crouch S added.
Cancel reception window extended.
Crouch HS
Stagger time increased.
Now causes down on counter-hit.
Sweep
Start-up reduced from 10F to 8F.
Jump D
Untechable time increased.
Now causes wall stick in the corner.
Cancel reception window extended.
Jump 6+P
Gatling route to Jump S added.
Sickle Flash
Untechable time increased, now downs.
When activating Yellow Roman Cancel immediately before start-up, the projectile still releases.
Initial hit damage proration added.
Follow-up input reception window is now earlier.
Spinning Chain Strike
Start-up reduced from 7F to 6F.
Artemis Hunter
Input priority is now higher than Sickle Flash.
Hit-stop increased.
Recovery increased from 30F to 35F.
Spindle Spinner
Chain movement speed increased, active time reduced from 25F to 20F.
Recovery reduced from 41F to 33F.
Command changed to 41236+HS.
Heaven Can Wait
Both the high and low version can now be Yellow Roman Cancelled as the attack starts.
Sparrowhawk Stance
Less likely to receive Negative Penalty while attacking.
All follow-ups now build Tension Gauge.
Total frames and follow-up timing for all follow-ups adjusted.
Untechable time on hit and float on hit of all follow-ups adjusted.
Hitbox of all follow-ups expanded.
Sparrowhawk Stance – Mid
Before attack start-up the hurtbox extends, and remains after the attack.
Sparrowhawk Stance – Low
Hurtbox extends before attack start-up.
Initial hit damage proration added.
Sickle Storm
Hitbox expanded, easier to combo.
When activating Roman Cancel just before the sickle flies, the projectile now releases.
Shark Strike
Base start-up reduced from 7+3F to 3+2F.
Returning attack start-up reduced from 13F to 11F.
Returning attack damage increased from 27 to 42.
Venom
Move Name
Changes
Close Stand S
Hitbox of third hit expanded upward.
6+P
Active time increased from 3F to 4F.
6+HS
Trajectory of a struck ball changed.
Ball Set
When holding a different attack button as the ball is being created, the corresponding ball is now set.
P Ball Set’s P Ball position slightly lowered.
Ball Set cancel with 214 input removed.
Top Spin, Back Spin
When hitting a set ball with Stinger Aim or Carcass Raid, the ball’s level is strengthened.
Qv
Knock back on hit weakened.
Attack Level now rises when held.
Qv (P)
Hitbox is now the same as other button versions.
HS Mad Struggle
Upward kick attack damage increased from 15 to 25.
Dark Angel
6 hits added to total number of hits.
Chip damage on guard increased.
Bishop Runout
Can now be hit again earlier.
Effect time decreased.
Slayer
Move Name
Changes
Stand P
Gatling route to Crouch S added.
Stand K
Initial hit damage proration changed from 85 to 90.
Stand HS
Stagger time increased.
Crouch HS
Hitbox expanded horizontally
Untechable time increased.
Sweep
Hitbox expanded vertically
Jump HS
Initial hit damage proration removed.
6+P
Horizontal knockback on counter-hit increased, easier to bound.
Initial hit damage proration 90 added.
6+K
Landing recovery reduced from 7F to 5F.
Attack damage increased from 22 to 30.
Initial hit damage proration changed from 80 to 90.
Bloodsucking Universe
Attack damage increased from 72 to 90.
Advantage on hit increased.
Distance after hit increased.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Dandy Step (P) → Pilebunker
Rush distance increased.
Counter-hit behavior changed to wall bound.
Attack damage reduced from 80 to 70.
Takes counter-hit damage during recovery.Initial hit damage proration 90 added.
Dandy Step (K) → Pilebunker
Now causes wall stick on normal hit.
Forced damage proration on hit 70 added.
Forced damage proration on hit 70 added.
R.I.S.C. Level decrease changed from 6 to 10.
Takes counter-hit damage during recovery.
Helter Skelter
Jump height after the move lowered.
Undertow
Untechable time increased, easier to down.
Dead on Time
Hit-stop added.
Stun damage increased from 0 to 70.
Rush distance increased.
Recovery after the rush increased from 31F to 39F.
Forward Dash
When jumping canceling a forward dash, now has more horizontal speed.
Air Tech
Fixed bug that caused Slayer’s invincibility time when teching to be shorter than other characters.
Air Hurtbox
Hurtbox during certain hit-stun motions changed.
I-No
Move Name
Changes
Far Stand S
Active time increased from 5F to 7F.
Now causes stagger on counter-hit.
Crouch K
Hitbox expanded vertically.
Crouch S
Forward movement distance increased.
Hitbox expanded vertically
Sweep
Cancel window extended.
Stroke the Big Tree
Knock back on hit changed.
Now causes wall stick in the corner.
Initial hit damage proration 90 added.
Sultry Performance (HS)
Charge time for maximum charge reduced.
Sultry Performance (K)
Less likely to fly past the opponent on hit.
Counter-hit properties changed.
Maximum charge hit properties changed, charge time reduced.
Sultry Performance (S)
Less likely to fly past the opponent on hit.
Counter-hit properties changed.
Maximum charge hit properties changed, charge time reduced.
Sultry Performance (HS)
Now rebounds after full hit.
Charge time for maximum charge reduced.
Sterilization Method
Active time increased.
Invincibility above the knee added.
No longer takes counter-hit damage during recovery.
Dash Cancel
Normal move dash cancel removed.
Normal move dash cancellable timing adjusted.
Bedman
Move Name
Changes
Far Stand S
Cancel reception window extended.
Initial hit damage proration 90 added.
Stand HS
Hitbox of second hit expanded vertically.
Crouch S
Gatling route to Sweep added.
Crouch HS
Now jump cancellable.
2 and 3 directional input versions knock the opponent in front of Bedman on hit.
Initial hit damage proration 90 added to 2 and 3 directional input versions.
Jump S
Gatling route to Jump P added.
Jump D
Initial hit damage proration 90 added.
6+HS
Start-up increased from 21F to 31F.
Throw invincibility added to the latter half of the move.
Now causes stagger on counter-hit.
Air Task B
Untechable time increased.
Knock back on hit increased.
Less likely to fly past the opponent.
Damage reduced from 26 to 14.
Task C (Déjà Vu)
When it connects, added hit-stop to the déjà vu side.
When the descent part of the move hits grounded, the opponent takes grounded hit-stun.
Déjà Vu
Fixed bug that caused unusual behavior when activating a special move as the Déjà Vu icon disappears.
Today, Arc System Works revealed that their planned update for the arcade version of Guilty Gear Xrd -SIGN- will be dropping sometime in March. The patch, will which bring the title to ver.1.1, is looking to shake things up with the addition of console characters Sin Kiske, Elphelt Valentine, and Leo Whitefang, along with a reworking of the game’s balance.
The developers will be conducting further testing for the update this week at arcades in Tokyo and Osaka. Below, you’ll find a huge helping of changes that will be implemented in the second location test. This listing is more complete than the one from the first location test, so you’ll definitely want a second look even if you read through the previous adjustments.
Changes listed in red indicate new additions, while struck through items indicate removals.
General Changes
Sin Kiske, Elphelt Valentine, and Leo Whitefang are now playable.
All characters have undergone battle balance tuning. See below for more details.
Buffer reception time for button inputs, forward dash inputs, etc. has been extended.
Inputs for certain command moves such as Special Moves and Overdrive Attacks have been made easier.
When repelling a projectile with Blitz Shield, the opposing character itself is repelled if close.
When repelling a projectile with Blitz Shield, the Tension Gauge no longer increases.
Time it takes for Purple Roman Cancels to activate has been shortened.
When activating a Roman Cancel during the opponent’s Blue Psych Burst, the Roman Cancel is now red.
Behavior when activating neutral recovery at a low position changed.
Sol Badguy
Move Name
Changes
Stand P
Initial hit damage proration changed from 80 to 90.
Stand K
Initial hit damage proration 90 added.
Close Stand S
Hitbox at base expanded vertically.
Far Stand S
Inital hit damage proration 90 added.
Crouch HS
Float on counter-hit lowered, untechable time increased.
Inital hit damage proration removed.
Jump D
Untechable time on counter-hit increased.
Gun Flame
Behavior when reflected by Zato’s Drunkard Shade, etc. changed.
Yellow Roman Cancel reception window slightly shortened.
When Sol is struck before the second flame pillar releases, the hitbox now disappears.
Kudakero
Hurtbox before descent expanded.
Pushback when blocked during the descent reduced.
Initial hit damage proration 85 added.
Bukkirabou ni Nageru (Wild Throw)
Total recovery on whiff changed to 45F.
Is now a Purple Roman Cancel when activated outside of the start-up frames.
Riot Stomp
Damage increased from 10·30 to 30·50.
Initial hit damage proration 75 added.
Grand Viper
Easier to increase number of hits with additional inputs.
Fafnir
Attack Level lowered from 4 to 3, now +2F on block.
Tumble time on counter-hit reduced.
Fafnir (Dragon Install)
Tumble time increased.
Initial hit damage proration 75 added.
P.B.B.
Attack damage increased from 50·70 to 60·100.
Tyrant Rave
Attack damage increased from 80·60 to 80·70.
Removed the one-time R.I.S.C. Level 19 decrease when used in a combo, second hit’s R.I.S.C. Level decrease changed from 8 to 27.
Tyrant Rave (Dragon Install)
Hitbox at base expanded inward.
Ky Kiske
Move Name
Changes
Stand HS
Now causes stagger on counter-hit.
Crouch HS
Initial hit damage proration 90 added.
6+HS
Second hit’s active time increased from 1F to 2F, recovery reduced from 3F to 2F.
Ground Throw
R.I.S.C. Level decrease changed from 6·8 to 6.
Stun Edge
Initial hit damage proration 85 added to both ground and air versions.
Ground Stun Edge
Initial hit damage proration 90 added.
Yellow Roman Cancel reception window extended.
Air Stun Edge (Powered Version)
Attack damage increased from 33 to 43.
Air Stun Edge (S) (Powered Version)
Now causes stagger on counter-hit.
Stun Dipper
Initial hit damage proration 90 added.
Greed Sever
Pushback on block reduced.
Split Ciel
Attack level increased from 2 to 3.
Pushback on hit reduced.
Ground Ride the Lightning
Knock back distance on hit increased.
Air Ride the Lightning
Start-up reduced from 10+1F to 8+1F.
Sacred Edge
Start-up changed from 5+3F to 4+3F.
When activating a Roman Cancel immediately after start-up, the projectile now comes out.
No longer reflected by Zato’s Drunkard Shade, etc..
Air Hurtbox
Hurtbox during certain hit-stun motions expanded.
May
Move Name
Changes
Stand K
Gatling route to Crouch K added.
Close Stand S
Pushback reduced.
Stand HS
Cancel reception window extended.
Stagger time on counter-hit extended.
Crouch HS
Cancel reception window extended.
Sweep
Hitbox and hurtbox expanded forward.
Jump HS
Knock back on counter-hit slightly lowered, untechable time inceased.
6+K
Attack damage increased from 26 to 35.
Mr. Dolphin – Horizontal (S)
Forward charge speed increased.
Mr. Dolphin – Horizontal (HS)
Attack Level increased from 3 to 4.
Overhead Kiss
Command changed to “Near opponent 623+K”.
Total recovery on whiff increased from 42F to 45F.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Applause for the Victim
Input priority for each button changed.
Remains in standby state even when releasing the button immediately after command input.
After placement is complete, releasing the corresponding button launches.
Attack start-up reduced from 13F to 10F.
Can now Hop on Dolphin before attack-start-up.
Hop on Dolphin
Attack damage uniformly set at 50.
Now easier to cancel into air dash after hitting the opponent.
Hop on Dolphin (S)
Knock back strength on hit is now the same as the other button versions.
Don’t Miss It!
Now has higher input priority than charge command moves.
Ball Jump
When jumping from the ball, May and the Ball briefly pause.
Now has a hitbox when jumping off the ball immediately after it appears.
Air Hurtbox
Hurtbox during certain hit-stun motions expanded.
Millia Rage
Move Name
Changes
Far Stand S
Initial hit damage proration 90 added.
Crouch HS
Removed the One-time R..I.S.C. Level 6 decrease when used in a combo, R.I.S.C. Level decrease changed from 6 to 12.
6+P
Stagger time on counter-hit increased.
6+K
Attack Level lowered from 4 to 3.
6+HS
Now floats the opponent on counter-hit
Dead Angle Attack
Motion changed, now knocks back horizontally on hit.
Bad Moon
Landing recovery increased from 7F to 9F, changed to crouching state after the motion ends.
Tandem Top
Initial hit damage proration 90 added.
Iron Saber
Landing recovery increased from 8F to 10F.
Pushback reduced.
Initial hit damage proration reduced from 90 to 80.
Pushback on block reduced.
Digitalis
Untechable time on counter-hit increased.
Recovery increased from 23F to 26F.
Initial hit damage proration changed from 80 to 75.
Secret Garden
Additional input reception window extended.
Forced damage proration on hit 90 added.
Winger
Knock back on hit changed from wall bound to sliding down.
Forced damage proration on hit removed, initial hit damage proration 90 added, final hit’s R.I.S.C. Level decrease 15 added.
Chroming Rose
Now only invincible during the super freeze.
Air hurtbox
Hurtbox during certain hit-stun motions expanded.
Air Guard
Hurtbox expanded.
Zato-1
Move Name
Changes
Jump K
Hitbox at base slightly expanded
Initial hit damage proration 90 added.
6+K
Stagger time increased.
Recovery increased from 9F to 14F.
Shadow Puddle
Is now removed by an opponent’s attack.
Shadow Puddle Eddie Summon
When summoning Eddie from Shadow Puddle, a small amount of Eddie Gauge is consumed.
Drill Special
Initial hit damage proration 85 added.
Timing when Eddie Gauge begins to regenerate after the move is later.
Dead Man’s Hand
Command changed to 214+D.
Proration application timing changed, actual damage increased.
When a large amount of Eddie Gauge remains, attack damage slightly increased.
Untechable time increased.
Break the Law
Yellow Roman Cancel reception window shortened.
Now adds to Negative Penalty when retreating away from the opponent.
Damned Fang
Is now a Purple Roman Cancel when activated outside of start-up frames.
Great White
Knocks back less on hit.
Force damage proration on hit 80 added.
Eddie Gauge
Eddie Gauge recovery speed from a destroyed state decreased.
Eddie Gauge no longer recovers during certain cinematics such as Overdrive Attacks.
Potemkin
Move Name
Changes
Stand P
Attack Level increased from 0 to 1.
Close Stand S
Hitbox slightly expanded.
Close Stand HS
Attack damage increased from 50 to 55.
6+P
Attack damage increased from 35 to 42.
6+HS
Untechable time increased.
Tumble time on counter-hit shortened, is now untechable.
Stun damage reduced from 135 to 120.
Heat Knuckle
Tension Gauge increase reduced.
Heat Extend
Tension Gauge increase reduced.
Potemkin Buster
Attack damage increased from 140 to 150.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Trishula
When activating Yellow Roman Cancel immediately before start-up, the projectile now releases.
Opponent floats lower on hit.
Untechable time on normal hit reduced.
Untechable time on counter-hit increased.
Untechable time on hit increased.
Now knocks the opponent right above Potemkin on hit, knockback on counter-hit is now the same as on normal hit.
Giganter EX
Active time increased from 48F to 60F.
Heavenly Potemkin Buster
Changed from total invincibility before the super freeze to upper body invincible until start-up
Upper body invincibility after the super freeze added.
Leap height and descent speed increased.
Homing Dash
Homing Dash added.
Chipp Zanuff
Move Name
Changes
Crouch S
Stagger time on counter-hit increased.
Jump D
Tumble time on counter-hit shortened, is now untechable.
Now longer wall bounds in the corner on air counter-hit.
α Blade
Knockback on hit increased.
α Plus
Rear hitbox expanded.
Tsuyoshi-shiki Meisei
Visual changed.
Tsuyoshi-shiki Ten’i (S)
Appearance position slightly raised.
Tsuyoshi-shiki Ten’i (HS)
Total recovery reduced from 26F to 20F, making it the same as the S version.
Appearance position slightly raised.
Shinkirou
Now knocks backs the opponent on counter-hit.
Zansei Rouga
Opponent’s behavior as the move connects changed.
Final hit damage increased from 110 to 150.
Ryuu Yanagi
Hitbox slightly expanded.
Timing when the second set of kunai begin to accelerate is now later.
Banki Messai
Active time except on hit reduced.
Guaranteed damage of the last hit slightly decreased.
Faust
Move Name
Changes
Far Stand S
Hurtbox before and after start-up expanded forward.
Initial hit damage proration 90 added.
Start-up increased from 10F to 11F.
Jump K
Initial hit damage proration 90 added.
6+HS
Initial hit damage proration 90 added.
Attack damage reduced from 80 to 70.
Jump 2+K
Can now be done from a low height.
Initial hit damage proration 90 added.
Hack n’ Slash
From the second hit onwards, can now be guarded with ground block or air Faultless Defense.
Recovery on whiff increased from 34F to 40F.
Is now a Purple Roman Cancel when activated outside of start-up frames.
What Could This Be?
Opponent no longer enters guard motion while activated.
Items
No longer causes guard motion when items without hitboxes are present.
When activating Blitz Shield on items that hit Faust, the opponent is no longer repelled.
From the Front
Now causes sliding down on counter-hit.
From Behind
Now causes sliding down on counter-hit.
From Above
Can now air dash after Roman Cancel.
Growing Flower (Charged)
Invincibility added at the moment of start-up.
See? I’m a Flower!
Untechable time increased.
Going My Way (Follow-up)
Attack damage per hit increased from 16 to 12.
Doctor-Copter
Attack damage per hit increased from 13 to 20.
Downward hurtbox expanded.
Love
Total recovery increased from 39F to 44F.
Backward (from Spear Point Centripetal Dance)
Float of the opponent on hit changed.
Attack damage reduced from 40 to 24.
W-W-What Could This Be?
Opponent no longer enters guard motion while activated.
Grounded Hit-stun
Hurtbox during certain hit-stun motions expanded.
Axl Low
Move Name
Changes
Stand P
Hitbox expanded.
Stand K
Hitbox expanded.
Far Stand S
Gating route to Crouch S added.
Cancel reception window extended.
Crouch HS
Stagger time increased.
Now causes down on counter-hit.
Sweep
Start-up reduced from 10F to 8F.
Jump D
Untechable time increased.
Now causes wall stick in the corner.
Cancel reception window extended.
Jump 6+P
Gatling route to Jump S added.
Sickle Flash
Untechable time increased, now downs.
When activating Yellow Roman Cancel immediately before start-up, the projectile still releases.
Initial hit damage proration added.
Follow-up input reception window is now earlier.
Spinning Chain Strike
Start-up reduced from 7F to 6F.
Artemis Hunter
Input priority is now higher than Sickle Flash.
Hit-stop increased.
Recovery increased from 30F to 35F.
Spindle Spinner
Chain movement speed increased, active time reduced from 25F to 20F.
Recovery reduced from 41F to 33F.
Command changed to 41236+HS.
Heaven Can Wait
Both the high and low version can now be Yellow Roman Cancelled as the attack starts.
Sparrowhawk Stance
Less likely to receive Negative Penalty while attacking.
All follow-ups now build Tension Gauge.
Total frames and follow-up timing for all follow-ups adjusted.
Untechable time on hit and float on hit of all follow-ups adjusted.
Hitbox of all follow-ups expanded.
Sparrowhawk Stance – Mid
Before attack start-up the hurtbox extends, and remains after the attack.
Sparrowhawk Stance – Low
Hurtbox extends before attack start-up.
Initial hit damage proration added.
Sickle Storm
Hitbox expanded, easier to combo.
When activating Roman Cancel just before the sickle flies, the projectile now releases.
Shark Strike
Base start-up reduced from 7+3F to 3+2F.
Returning attack start-up reduced from 13F to 11F.
Returning attack damage increased from 27 to 42.
Venom
Move Name
Changes
Close Stand S
Hitbox of third hit expanded upward.
6+P
Active time increased from 3F to 4F.
6+HS
Trajectory of a struck ball changed.
Ball Set
When holding a different attack button as the ball is being created, the corresponding ball is now set.
P Ball Set’s P Ball position slightly lowered.
Ball Set cancel with 214 input removed.
Top Spin, Back Spin
When hitting a set ball with Stinger Aim or Carcass Raid, the ball’s level is strengthened.
Qv
Knock back on hit weakened.
Attack Level now rises when held.
Qv (P)
Hitbox is now the same as other button versions.
HS Mad Struggle
Upward kick attack damage increased from 15 to 25.
Dark Angel
6 hits added to total number of hits.
Chip damage on guard increased.
Bishop Runout
Can now be hit again earlier.
Effect time decreased.
Slayer
Move Name
Changes
Stand P
Gatling route to Crouch S added.
Stand K
Initial hit damage proration changed from 85 to 90.
Stand HS
Stagger time increased.
Crouch HS
Hitbox expanded horizontally
Untechable time increased.
Sweep
Hitbox expanded vertically
Jump HS
Initial hit damage proration removed.
6+P
Horizontal knockback on counter-hit increased, easier to bound.
Initial hit damage proration 90 added.
6+K
Landing recovery reduced from 7F to 5F.
Attack damage increased from 22 to 30.
Initial hit damage proration changed from 80 to 90.
Bloodsucking Universe
Attack damage increased from 72 to 90.
Advantage on hit increased.
Distance after hit increased.
Is now a Purple Roman Cancel when activated outside of start-up frames.
Dandy Step (P) → Pilebunker
Rush distance increased.
Counter-hit behavior changed to wall bound.
Attack damage reduced from 80 to 70.
Takes counter-hit damage during recovery.Initial hit damage proration 90 added.
Dandy Step (K) → Pilebunker
Now causes wall stick on normal hit.
Forced damage proration on hit 70 added.
Forced damage proration on hit 70 added.
R.I.S.C. Level decrease changed from 6 to 10.
Takes counter-hit damage during recovery.
Helter Skelter
Jump height after the move lowered.
Undertow
Untechable time increased, easier to down.
Dead on Time
Hit-stop added.
Stun damage increased from 0 to 70.
Rush distance increased.
Recovery after the rush increased from 31F to 39F.
Forward Dash
When jumping canceling a forward dash, now has more horizontal speed.
Air Tech
Fixed bug that caused Slayer’s invincibility time when teching to be shorter than other characters.
Air Hurtbox
Hurtbox during certain hit-stun motions changed.
I-No
Move Name
Changes
Far Stand S
Active time increased from 5F to 7F.
Now causes stagger on counter-hit.
Crouch K
Hitbox expanded vertically.
Crouch S
Forward movement distance increased.
Hitbox expanded vertically
Sweep
Cancel window extended.
Stroke the Big Tree
Knock back on hit changed.
Now causes wall stick in the corner.
Initial hit damage proration 90 added.
Sultry Performance (HS)
Charge time for maximum charge reduced.
Sultry Performance (K)
Less likely to fly past the opponent on hit.
Counter-hit properties changed.
Maximum charge hit properties changed, charge time reduced.
Sultry Performance (S)
Less likely to fly past the opponent on hit.
Counter-hit properties changed.
Maximum charge hit properties changed, charge time reduced.
Sultry Performance (HS)
Now rebounds after full hit.
Charge time for maximum charge reduced.
Sterilization Method
Active time increased.
Invincibility above the knee added.
No longer takes counter-hit damage during recovery.
Dash Cancel
Normal move dash cancel removed.
Normal move dash cancellable timing adjusted.
Bedman
Move Name
Changes
Far Stand S
Cancel reception window extended.
Initial hit damage proration 90 added.
Stand HS
Hitbox of second hit expanded vertically.
Crouch S
Gatling route to Sweep added.
Crouch HS
Now jump cancellable.
2 and 3 directional input versions knock the opponent in front of Bedman on hit.
Initial hit damage proration 90 added to 2 and 3 directional input versions.
Jump S
Gatling route to Jump P added.
Jump D
Initial hit damage proration 90 added.
6+HS
Start-up increased from 21F to 31F.
Throw invincibility added to the latter half of the move.
Now causes stagger on counter-hit.
Air Task B
Untechable time increased.
Knock back on hit increased.
Less likely to fly past the opponent.
Damage reduced from 26 to 14.
Task C (Déjà Vu)
When it connects, added hit-stop to the déjà vu side.
When the descent part of the move hits grounded, the opponent takes grounded hit-stun.
Déjà Vu
Fixed bug that caused unusual behavior when activating a special move as the Déjà Vu icon disappears.
Indie fighter Yatagarasu will be making its way to arcades for the first time next week. Starting February 12, Yatagarasu Attack on Cataclysm will be available for play in game centers across Japan via TAITO’s NESiCAxLive digital distribution service.
Created by three former King of Fighters developers, Attack on Cataclysm is an update to the original Yatagarasu that adds three new characters: Azure, Kotaro, and Aja. This new version comes to fruition thanks to the backing of an Indiegogo crowdfunding campaign, raising $118,243 of its original $68,000 goal.
With this release, Yatagarasu will join the likes of Melty Blood and Akatsuki Blitzkampf, other doujin fighting games that have made the transition to arcade. It will also eventually make its way to PC, with both Japanese and English language releases.
With the console version of Arc System Works’ Guilty Gear Xrd -SIGN- now available across the world, it’s time for the arcade version to see some updates.
The next patch, which bumps the title up to ver.1.1, brings console characters Sin Kiske, Elphelt Valentine, and Leo Whitefang to game centers along with balance changes for the entire cast and some slight system tweaks. This new version will be in location testing at select locations in Japan starting this Thursday and running through the weekend.
Below is excerpt of changes that will be applied for the upcoming location test. Take note the listing is not a full log of changes and that, as part of an early showing, the changes are tentative. Take a look and let us know what you think in the comments below.
General Changes
Sin Kiske, Elphelt Valentine, and Leo Whitefang are now playable.
All characters have undergone battle balance tuning. See below for more details.
Buffer reception time for button inputs, forward dash inputs, etc. has been extended.
Inputs for certain command moves such as Special Moves and Overdrive Attacks have been made easier.
When repelling a projectile with Blitz Shield, the opposing character itself is pushed back if close.
Time it takes for Purple Roman Cancels to activate has been shortened.
When activating a Roman Cancel during the opponent’s Blue Psych Burst, the Roman Cancel is now red.
Behavior when activating neutral recovery at a low position changed.
Sol Badguy
Move Name
Changes
Jump D
Untechable time on counter-hit increased.
Gun Flame
Yellow Roman Cancel reception window slightly shortened.
Kudakero
Hurtbox before descent expanded
More difficult to be pushed back when blocked during the descent.
Initial hit damage proration 85 added.
Riot Stomp
Damage increased from 10·30 to 30·50.
Initial hit damage proration 75 added.
Grand Viper
Easier to increase number of hits with additional inputs.
Fafnir
Attack Level lowered from 4 to 3, now +2F on block.
Slide time on counter-hit reduced.
Ky Kiske
Move Name
Changes
Ground Stun Edge
Initial hit damage proration 90 added
Yellow Roman Cancel reception window extended.
Stun Dipper
Initial hit damage proration 90 added.
Split Ciel
Attack level increased from 2 to 4.
Sacred Edge
Start-up changed from 5+3F to 4+3F.
When activating a Roman Cancel immediately after start-up, the projectile now comes out
No longer reflected by moves like Zato’s Drunkard Shade.
May
Move Name
Changes
Mr. Dolphin – Vertical (HS)
Attack Level increased from 3 to 4.
Overhead Kiss
Command changed to “Near opponent 623+K”.
Applause for the Victim
Input priority for each button changed.
Remains in standby state even when releasing the button immediately after command input.
After placement is complete, releasing the corresponding button launches.
Attack start-up reduced from 13F to 10F.
Can now Hop on Dolphin before attack-start-up.
Hop on Dolphin
Attack damage uniformly set at 50.
Now easier to cancel into air dash after hitting the opponent.
Millia Rage
Move Name
Changes
6+K
Attack Level lowered from 4 to 2.
Dead Angle Attack
Motion changed, now knocks back horizontally on hit.
Digitalis
Untechable time on counter-hit increased.
Recovery increased from 23F to 26F.
Initial hit damage proration changed from 80 to 75.
Winger
Knock back on hit changed from wall bound to sliding down.
Forced damage proration on hit removed, initial hit damage proration 90 added, final hit’s R.I.S.C. Level decrease 15 added.
Zato-1
Move Name
Changes
Shadow Puddle
Is now removed by an opponent’s attack.
Shadow Puddle Eddie Summon
When summoning Eddie from Shadow Puggle, a small amount of Eddie Gauge is consumed.
Dead Man’s Hand
Command changed to 214+D.
Proration application timing changed, actual damage increased.
When a large amount of Eddie Gauge remains, attack damage slightly increased.
Untechable time increased.
Break the Law
Yellow Roman Cancel reception window shortened.
Great White
Knocks back less on hit.
Force damage proration on hit 80 added.
Eddie Gauge
Eddie Gauge recovery speed from a destroyed state decreased.
Eddie Gauge no longer recoveries during the certain cinematics such as Overdrive Attacks.
Potemkin
Move Name
Changes
Stand P
Attack Level increased from 0 to 1.
Hammer Fall
Hitbox expanded forward.
Trishula
When activating Yellow Roman Cancel immediately before start-up, the projectile now releases.
Opponent floats lower on hit.
Untechable time on normal hit reduced.
Untechable time on counter-hit increased.
Homing Dash
Homing Dash added.
Chipp Zanuff
Move Name
Changes
Crouch S
Now causes stagger on counter-hit.
Tsuyoshi-shiki Meisei
Visual changed.
Tsuyoshi-shiki Ten’i (HS)
Total recovery reduced from 26F to 20F, making it the same as the S version.
Appearance position slightly raised.
Shinkirou
Now knocks backs the opponent on counter-hit.
Zansei Rouga
Opponent’s behavior as the move connects changed.
Final hit damage increased from 110 to 150.
Faust
Move Name
Changes
Far Stand S
Hurtbox before and after start-up expanded forward.
Attack damage reduced from 38 to 34.
Jump 2+K
Can now be done from a low height.
Hack n’ Slash
From the second hit onwards, can now be guarded with ground block or air Faultless Defense.
Backward (from Spear Point Centripetal Dance)
Untechable time increased.
Float of the opponent on hit changed.
Attack damage reduced from 40 to 24.
Grounded Hit-stun
Hurtbox during certain hit-stun motions expanded.
Axl Low
Move Name
Changes
Stand P
Hitbox expanded.
Sickle Flash
Untechable time increased, now downs.
When activating Yellow Roman Cancel immediately before start-up, the projectile still releases.
Initial hit damage proration added.
Follow-up input reception window is now earlier.
Artemis Hunter
Input priority is now higher than Sickle Flash.
Hit-stop increased.
Heaven Can Wait
Both the high and low version can now be Yellow Roman Cancelled as the attack starts.
Sparrowhawk Stance – High
Hitbox expanded.
Sparrowhawk Stance – Mid
Hitbox expanded downward.
Before attack start-up the hurtbox extends, and remains after the attack.
Sparrowhawk Stance – Low
Hitbox and hurtbox lowered, hurtbox extends before attack start-up.
Initial hit damage proration added.
Venom
Move Name
Changes
Ball Set
When holding a different attack button as the ball is being created, the corresponding ball is now set.
P Ball Set’s P Ball position slightly lowered.
Top Spin, Back Spin
When hitting a set ball with Stinger Aim or Carcass Raid, the ball’s level is strengthened.
Qv
Knock back on hit weakened.
Attack Level now rises when held.
Dark Angel
6 hits added to total number of hits.
Bishop Runout
Can now be hit again earlier.
Effect time decreased.
Slayer
Move Name
Changes
6+P
Horizontal knock back on counter-hit increased, easier to bound.
Now wall bounds even at middle of the stage.
Bloodsucking Universe
Attack damage increased from 72 to 90.
Advantage on hit decreased.
Distance after hit increased.
Dandy Step (P) → Pilebunker
Rush distance increased.
Counter-hit behavior changed to wall bound.
Attack damage reduced from 80 to 70.
Takes counter-hit damage during recovery.
Dandy Step (K) → Pilebunker
Now causes wall stick on normal hit.
Forced damage proration on hit 70 added.
R.I.S.C. Level decreased changed from 6 to 10.
Takes counter-hit damage during recovery.
Dead on Time
Hit-stop added.
Stun damage increased from 0 to 70.
Rush distance increased.
Recovery after the rush increased from 31F to 39F.
Air Tech
Fixed bug that caused Slayer’s invincibility time when teching to be shorter than other characters.
I-No
Move Name
Changes
Far Stand S
Active time increased from 5F to 7F.
Now causes stagger on counter-hit.
Stroke the Big Tree
Knock back on hit changed.
Now causes wall stick in the corner.
Initial hit damage proration 90 added.
Sultry Performance (HS)
Now rebounds after full hit.
Charge time of maximum charge reduced.
Sterilization Method
Active time increased.
Invincibility above the knee added.
Takes counter-hit damage during recovery.
Bedman
Move Name
Changes
Crouch HS
Now jump cancellable.
Knocks the opponent in front of Bedman on hit.
Initial hit damage proration 90 added to 2 and 3 directional input versions
6+HS
Start-up increased from 21F to 33F
Throw invincibility added to the latter half of the move.