Category: Entertainment & Lifestyle

  • Ranking the seven craziest girls in fighting games, and Juri only barely makes the list











    The fighting game atmosphere is a special place in which we have the potential to explore some of the more taboo parts of personality, and while we could probably spend all day detailing out exactly why the following is true, it’s an interesting fact that the archetype of the crazy girl is especially prominent here.






    As such, FGC content creator Rooflemonger has based his latest video around ranking the seven most psycho ladies across our preferred genre of gaming. Some may come more immediately to mind than others, but you’re likely in for a surprise if you haven’t thoroughly explored certain franchises.









    Pound for pound, the most prominent fighting game character with an obvious psychotic bent is Street Fighter’s Juri. The sadistic spider, as one of her nicknames categorizes her, thrives off the pain and suffering of others thanks to a tragic backstory that develops her as a kind of corrupted version of Chun-Li.


    This is all well and good, but as Rooflemonger explains in the video, Juri is one of the tamer characters when it comes to the crazy. In fact, even her recently-created Street Fighter counterpart, A.K.I., has a personality and backstory that makes it easy to argue she’s got more issues than Juri.


    As bad as some of the things A.K.I. and Juri have done, they do exist in the Street Fighter universe, which is relatively tamer than that of other fighting game franchises. Cannibalism, for example, has yet to be directly implied in Street Fighter (you might make a case for Necalli, but his story is so underbaked it may only exist as metaphor at this point, but it matter of fact exists in the worlds of both Mortal Kombat and King of Fighters.


    The character who takes the crown as queen crazy for Rooflemonger is more obscure than most of the others on the list, but surely earns her title. Instead of giving us an established character with a troubled backstory, developers of this fighter decided to show us her descent into madness over time, and even through players’ own decisions.


    We’ll let Rooflemonger do the rest of the talking from here, but let us know if you think any characters should have appeared in this video that did not, and whether or not you agree with the ordered picks in the comments below.









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  • The ‘core’ of what Virtua Fighter has always been is also what held it back from returning for so long, says the new game’s producer











    Virtua Fighter is finally coming back with a brand new entry in the long-running fighting game franchise after a staggering 18 years since the last mainline title in the series dropped.






    Sega executive Masayoshi Yokoyama and new Virtua Fighter project producer Riichirou Yamada recently sat down with Famitsu to discuss the upcoming project, and thanks to the efforts of our very own Nicholas “MajinTenshinhan” Taylor, we are able to learn more about what was said via an English translation. One of the most interesting pieces of information revealed during this interview is that, apparently, the core of what makes Virtua Fighter, well, Virtua Fighter, is also what held the game back from returning all these years.









    At one point in the interview, Yamada and Yokoyama provide some insight into how the project came to be. When thinking about a potential new Virtua Fighter project and how to go about making it, Yokoyama noted that the first person that came to mind when thinking of who could be the planner for it was Yamada.


    Yamada was no longer with Sega at the time, but was brought back on to specifically work on this new Virtua Fighter title. Reviving the franchise for the modern day was certainly not going to be an easy feat, so in order to prepare Yamada started digging deep into interviews and articles featuring the father of Virtua Fighter, Yu Suzuki, in hopes of finding the “core” of what Virtua Fighter is.


    Yamada found that core he was looking for, and when asked what that core was, he had this to say.


    “I’m someone who saw the movement of the Virtua Fighter series when it first released first-hand, so by looking at my own feelings from back then coupled with my research into past titles, the result I arrived at was that what the series had always protected as its core was ‘stay innovative’. And because we had stayed tied by these words, we’d been struggling to release a new numbered title in the series for so long,” Yamada explained.



    Virtua Fighter was built on innovation, but in a modern landscape where the internet connects the world together more than it’s ever been connected in our life time, technology has advanced by leaps and bounds, and there are major fighting game franchises that continue to implement all of the latest trends and patterns into their games, it wasn’t so easy for Virtua Fighter to simply come back and break the mold.


    “It’s easy to say ‘stay innovative’, but actually innovating is difficult,” Yamada continued. “It was probably simpler back when you could say ‘this is a brand new cabinet and you can only play it here!’ in the arcades.


    “Having a new circuit board itself was already ‘a part of the future’, and back then we even had the famous movie director Stephen Spielberg see Virtua Fighter 3 and say ‘these graphics and this cross-simulation is incredible!’ as praise for it. So ever since the difference in specs between arcade machines and home consoles disappeared, it’s become more difficult,” Yamada said.


    Yamada continues on to explain that on top of innovation being at Virtua Fighter’s core, one of the other things that made the franchise what it is is the focus on “reality.”



    “If it was just difficult that’d be one thing, but I think for the new Virtua Fighter to be innovative is a very important point of value. Also, as Yokoyama mentioned earlier, I think the keyword of ‘reality’ is also very important.


    “There are various ways of interpreting ‘reality’, but back when the first Virtua Fighter came out into the world it was a continuation of the era of Kung-Fu movies being popular. Because Kung-Fu and realistic movement became the core of Virtua Fighter, it was a game that didn’t feature projectiles and things like that,” Yamada explained.


    “[…]The characters’ appearances as well were aimed at being realistic and stylish via the limited techniques we had available at the time. So for the new Virtua Fighter, we wanted the basis of the game to be ‘stay innovative’ and ‘stay realistic’, these two are the core of the game.


    “Of course for the gameplay itself, the tension of judging your distance and properly spacing when to go in close or the battle of minds when reading your opponent is different than other titles too, but just at a base concept level we wanted to deeply think about this as the core,” Yamada concluded.


    Make sure to check out our previous installment of this interview translation where Yamada and Yokoyama discuss how the new Virtua Fighter aims to compete with the likes of Street Fighter and Tekken.








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  • TCNick3 and Poppt1 face off in a crew battle featuring some of the wildest modded characters for Super Smash Bros. Ultimate











    Even though Super Smash Bros. Ultimate has a whopping 86 challengers, there are still countless characters that fans would want to see represented in the Super Smash Bros. series. As such, it’s become a somewhat common practice for particularly talented individuals to actually mod the characters that they want to see into Super Smash Bros. Ultimate through hacking.






    Over the years, we’ve seen a number of crazy creations emerge from the modding community, but it’s not entirely clear which custom fighter is the strongest. To discover the answer to this, TCNick3 and Poppt1 recently decided to have a crew battle that features 16 of these custom monstrosities.









    TCNick3’s team consists of Knuckles, Shadow, Kamek, Waluigi, Masked Man, Vegito, Zeraora, and “George.” Poppt1 gets assigned Krystal, Decidueye, Sans, Sandbag, Funky Kong, Alucard, Blazikien, and Gengar.


    For the most part, these players don’t really have much experience with these modded characters. To remedy this, they’re both provided with 15 minutes to go over everything their characters can do in the training room before the crew battle begins.


    Some characters were able to showcase some fun surprises. For example, Poppt1 was initially very disappointed to randomly get Decidueye, but would later declare Decidueye to be his “favorite Pokémon” after getting some nice wins with the fighter.


    This ends up being one of the craziest battles that we’ve seen for Super Smash Bros. Ultimate, mostly because neither player is truly aware of what these custom creations are actually capable of before the fight begins. Needless to say, it ends up being a series that comes down to the wire.


    Check it all out below:









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  • This is still one of the craziest Street Fighter 5 clips ever recorded











    If you had a sudden resurgence of interest in Street Fighter 5 on your 2024 bingo card, then you likely just won. At the time of writing this, players are reminiscing about Street Fighter 6’s predecessor and sharing their favorite clips from back in those days.






    As a result, one of the craziest Street Fighter 5 clips that has ever been recorded has resurfaced, and we’re highlighting it here again while the game enjoys another brief moment in the spotlight. If you don’t know about Broski’s Oro in Street Fighter 5, you’re about to learn.









    So what is even going on right now and why is Street Fighter 5 being talked about again? Well, this all seemed to stem from a Christmas tournament ran by Tachikawa that generated a surprising amount of interest both in entrants and in viewers.


    Couple that with the frustrations some players are feeling with Street Fighter 6 currently and you have the makings of this new burst of Street Fighter 5 attention.


    A clip from popular content creator/pro player Broski was shared by the great HiFight on Twitter and even here in 2024 it still remains one of the most insane plays to ever happen in Street Fighter 5.


    The footage originally came from one of Broski’s live streams from back in the day where he was engaged in an online match playing his trademark Oro in Street Fighter 5. Broski became popular in part due to his incredible execution and abilities with Oro, stringing together some amazing combos using his Tengu Stone V-Trigger.


    During the match with a Ken player, Broski ends up cornering the opponent and baits a wake up throw with neutral jump, which results in him landing a big jump in. From here, he springs right into a hard-hitting Tengu Stone combo, and what follows is an incredibly calculated, intricate, and very difficult sequence to pull off.


    Not only does Broski use several high level combo techniques for Oro here, including corner fireball loops, but he implements a microwalk and also perfectly calculates when the stun will happen.


    After the stun, Broski’s Oro ends up on the other side of Ken and he uses his V-Skill orb to keep the crazy combo going with perfectly spaced attacks that allow the orb to stagger its hits and keep things rolling.


    He closes the whole thing out with a few juggles into his Critical Art, and despite landing what several people called a “Desk” combo in an actual online match with total ease, Broski remains unfazed.


    All he says at the end of it, without any expression or excitement on his face or in his voice is, “cool combo…”













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  • Patch notes for Virtua Fighter 5 R.E.V.O. update











    Virtua Fighter 5 R.E.V.O. (called “Ultimate Showdown” on PlayStation 4 and in arcades) is an upcoming evolution of Virtua Fighter 5 for PC players as Sega brings the franchise’s latest and greatest to Steam.






    In addition to rollback netcode and graphical improvements, all characters are getting more than a few balance changes. We’ve got all the juicy patch notes waiting for you below.









    Normal P changed to move forward

    Inputting forward and pressing P produced a jab that moved forward, or “advancing jab.” Now, this forward P will come out even without a forward input.

    Improvements to Weight

    A character’s weight has an influence on how high they float in air combos, which has a strong impact on balance. We revisited the mechanic as a whole in order to narrow the gap between characters.

    Aoi, Eileen, and Blaze have had their weight increased, making them slightly more difficult to combo in the air. Wolf and Jeffry have had their weight class slightly decreased from before, making them easier to combo. Akira, Jacky, and Jean have had their weight slightly decreased, consolidating them under the midweight class.

    • There are 5 weight classes in total: Super heavyweight, heavyweight, midweight, lightweight, and super lightweight.

    – Super heavyweight: Taka-Arashi

    – Heavyweight: Wolf, Jeffry

    – Midweight: Akira, Lau, Jacky, Kage, Lei-Fei, Brad, Goh, Jean

    – Lightweight: Sarah, Shun, Pai, Lion, Vanessa

    – Super lightweight: Aoi, Eileen, Blaze

    • The following characters were changed:

    – Became lighter: Wolf, Jeffry, Akira, Jacky, Jean

    – Became heavier: Aoi, Eileen, Blaze

    Some recovery windows changed to counter recovery windows

    During certain actions, getting attacked would result in a normal hit, which made these into very low-risk options. In order to add more risk, the following actions will be changed so that getting attacked during the recovery will result in a counter hit.

    • All sabaki moves

    – Akira’s Tsūtenhō, (4P+K+G), Jean’s Harai’uke (4P+K+G), etc.

    • All transitions from strike attacks to stances

    – Jacky’s Beat Spin Kick into Slide Shuffle (P+KK4), Lei-Fei’s Chūtenhō into Kyo Shiki (3PP+K+G), etc.

    • All cancels

    – All characters’ K-cancels, such as Aoi’s Sundome, etc.

    Change to Back Dash Counter Hit

    The opponent can no longer recover from a Back Dash Counter Hit from a Side Kick during their back dash.

    Change to Taka-Arashi’s hit state

    As a super heavyweight, Taka-Arashi’s knockdown state was unique. The following changes were introduced to reduce the advantage against him in this state.

    • The quick recovery window was adjusted such that late ukemi is no longer possible. This should make it easier for the opponent to perform ukemizeme compared to before.

    • Extended the time until hitting the ground after a stomach crumple, and changed to allow moves that bound to hit.

    • Expanded hurtbox while knocked down.

    Fix to hurtbox based on hit count during a bound combo

    When hitting the opponent with a combo starter while they are quick recovering, fixed an issue where attacks would no longer land beyond 6 hits.

    Fix to Special High Attack hitboxes

    During guard recovery while guarding certain low attacks, such as Lau’s 2K+G, fixed an issue where Special High Attacks would not hit.





    Akira

    Anshou Chouchu (6P4PP) – Changed the effect on hit, making it easier to follow up.

    Rimon Chouchu (66P) – Unified the recovery on hit against crouching opponents and on counter hit to +8 frames.

    Yakuho Chouchu (666P) – Expanded the hitbox, making it more difficult to avoid with back dash. Added 2 frames to the total recovery frames when the attack misses.

    Shichiseiho (43P3or9) – Changed the command to 3or9. The same applies to the command from Goko Shutsudou (3K+GP) and Chutenshou(2K+GP).

    Suisou (43P3or9P+K) – Changed so that Byakko Soushouda can be performed after breaking the opponent’s guard with Shichiseiho~Suiso.

    Ekishou (3P) – Changed the recovery on hit from -2 to +0 frames, changed the recovery on counter hit from +5 to +7 frames.

    Tenshi Souhousou (66P+K, then P+G during hit) – Change the recovery after the hit throw from +9 to +3 frames.

    Maho Shoukou (2_3P+K) – Changed the effect on hit, making it easier to use in combos. Changed the damage from 27 to 25.

    Teishitsu Danta (K+G (release G after 1 frame)) – Changed the damage from 25 to 30.

    Kaiko (6P+K+G) – Changed the recovery when breaking the opponent’s guard from +15 to +13 frames. Changed so that Byakko Soushouda can be performed after the guard break.

    Byakko Soushouda ((after guard break) 246P) – Restored Byakko Soushouda after a guard break. Perform after landing a guard break move (Kaiko, Gekiho Honko, Shinpo Riko, Shichiseiho~Suiso) with 246P.

    Kyoho (43P1or7) – Restored Kyoho, and changed the command to 1or7. The same applies to the command from Goko Shutsudou (3K+GP) and Chutensho (2K+GP).

    Goko Shutsudou (3K+GP) – Changed the attack from an elbow to a punch.

    Tetsuzankou (Hontei Goko Hazankou) (3K+GPP+K) – Narrowed the distance on guard. Hits repeatedly on recovery counter hit.

    Fukko (3K+GP+K) – Changed so that it will hit repeatedly from the side only on recovery counter hit.

    Haisetsukou (Hantei Goko Tensetsukou) (3K+GP466P+K) – Widened the distance on guard. Hits repeatedly on recovery counter hit.

    Ha’ou Choumon (Fujin Chuten Hekirekichu) (2K+GP, then P during hit) – Eased the input window for the third hit.

    Mouko Kouhazan (From Teirou Kanpo P) – Changed so that the damage is increased on a counter hit. Added a special camera effect on hit.

    Hyousatai (From Teirou Kanpo K) – Changed the recovery on guard from -12 to -9 frames.

    Tankyaku ((while rising) K) – Changed the recovery on guard from -7 to -13 frames.

    Tetsuzankou ((opponent behind) P+K) – Changed the effect on hit. Now causes a wall slump when hitting a wall.

    Kaikyusei (6P+G) – Changed damage reduction on quick recovery from 10 to 5.

    Shishi Hougetsu (64P+G) – Restored Shishi Hougetsu. Changed the command from 3P+G to 64P+G

    Shinporiko (44P+G) – Changed the command to 44P+G. Changed so that Byakko Soushouda can be performed after the guard break.

    Tenhou Senkintsui (46P+G) – Changed the damage from 60 to 55.

    Youshi Senrin (214P+G) – Changed the command from 64P+G to 214P+G. Removed Junho Honko.

    Shin’iha (16P+G) – Changed Shin’iha to its old motion. Can no longer perform Teirou Kanpo after.

    Shishi Hougetsu ((wall behind) 64P+G) – Restored Shishi Hougetsu. Changed the command from 3P+G to 64P+G


    Sarah

    Combo Scarecrow (PPP8K) – Changed the recovery on guard from -6 to +0, changed the recovery on hit from +0 to +2.

    Rising Elbow (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying with counter hit frames.

    Double Joint Butt (6PK) – Shortened the total recovery frames on hit by 1 frame. When Taka-Arashi is counter hit, he will enter a special hit state.

    Serpent Frenzy (4PK, then K during double kick hit or guard) – Changed the effect on hit, now causes a stagger on hit against Taka-Arashi.

    Serpent Claw (4PK4K) – Changed the recovery on guard from -14 to -13 frames.

    Setup Combination (3PK) – Adjusted the angle on hit.

    Double Thrust Kick (KK) – Changed the recovery on guard from -15 to -13 frames.

    Rising Knee ((while rising from a crouch) K) – Changed the damage from 23 to 25. Changed the recovery on guard from -16 to -15 frames. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos. When Taka-Arashi is hit, he will enter a special hit state.

    Rising Knee Double ((while rising from a crouch) KK) – Changed the damage from 20 to 23. Now causes a wall slump when hitting a wall. Changed the frame recovery on guard from -13 to -15 frames. Changed the effect on hit mid-air, increasing the blowback distance.

    Rising Knee Combo ((while rising from a crouch) K・K) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos. Changed the recovery on guard from -17 to -13 frames.

    Stiletto (66K) – Changed the damage from 23 to 25. Causes a crumple knockdown on hit from the side.

    Switch Kick (4K) – Causes a stagger on hit during an opponent’s back dash.

    Dragon Smash Cannon (1K) – Changed the effect on hit, allowing it to more easily be implemented in mid-air combos.

    Somersault Kick (7K) – Changed the damage from 38 to 45. This move now has 80% damage scaling when hit mid-air.

    Hide Side Kick (Deflect) (P+K) – Sabaki hitbox activation timing is now 10 frames earlier, moved from frame 13 to frame 3.

    Serpent Toe Kick (2P+K) – Changed the opponent’s hit state, making it less likely for the second hit to miss.

    Serpent Smash Cannon (2P+KK) – Expanded the hitbox.

    Leg Slicer (2K+G) – Changed the recovery on hit from -6 to -3 frames.

    Valkyrie Low (1K+G) – Changed the recovery on guard from -14 to -15 frames.

    Back Knuckle Low Kick (From Flamingo P2K) – Changed the damage from 10 to 5, changed the recovery on guard from -13 to -15 frames.

    Edge Kick Combo Double (From Flamingo P2K, then K during hit) – Eased the input window. Changed the damage from 10 to 5.

    Edge Kick Combo Triple (From Flamingo P2KK, then K during hit) – Eased the input window. Changed the damage from 10 to 20. Now causes a knockdown on hit against Taka-Arashi.

    Switch Low and High Combination (From Flamingo KK2KK) – Changed the hitbox from a high attack to a special high attack. Changed the recovery on counter hit from +10 to +11.

    Switch Low and High (From Flamingo 1KK) – Changed the hitbox from a high attack to a special high attack. Changed the recovery on counter hit from +10 to +11.

    Heel Sword (From Flamingo 3K+G) – Changed the damage from 15 to 10.

    Neck Hold Crush (From Flamingo 3K+G, then P+G during guard or hit) – Eased the input window. Changed the damage from 40 to 45.

    Step~Low Kick (From Step K) – Changed the damage from 10 to 5.

    Leg Hook Throw (From Step P+G) – Changed the damage on wall hit. Now causes a wall slump.

    Gatling Roundup Somersault Beat (From Step 41236P+G) – Changed the damage on wall hit. Now causes a wall slump.

    Neck Hold Crush (From Forward Slide 2KK, then P+G during guard or hit) – Changed the damage from 40 to 45.

    Wildcat (From Forward Slide K+G) – Added a special camera effect on hit.

    Snap Back Knuckle (From Backward Slide P) – Changed the damage from 16 to 10. Changed the effect on hit, changing the recovery on both hit and guard to +15 frames.

    Step-in Low (From Backward Slide 2K) – Changed the effect on hit. Can now cause a knockdown on hit.

    Leap Short Upper ((while descending) P) – Changed the recovery on guard from -7 to -10 frames.

    Valkyrie Rage (P+G) – Changed the damage from 30 to 40. Changed so that damage can no longer be reduced with quick recovery.

    Requiem (6P+G) – Changed the damage from 48 to 50.

    Neckbreaker Drop (66P+G) – Changed the damage from 50 to 55.

    Dancing Shadow (41236P+G) – Increased the damage from 60 to 65.

    Lightning Knee Smash ((wall behind opponent) 64P+G) – Can no longer follow up with down attacks. Increased the damage from 55 to 70 to compensate.

    Falling Angel Throw (16P+G) – Restored Falling Angel Throw. Changed the command input to 16P+G.

    Lau

    Haisen Renshou (P4P) – Changed the damage from 15 to 18.

    Chugeki (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Hi’en Tenshinshou (44P) – Changed the hitbox activation from frame 23 to frame 22. Change the hitbox from a special mid attack to a mid attack. Adjusted the effect on hit mid-air.

    Hi’en Renshou (44PP) – Made it easier to Interrupt on guard from the side.

    Hi’en Senpukyaku (44PK+G) – Changed the damage from 28 to 30.

    Fukko Sougeki (2_46P) – Changed the sound effect on hit.

    Renshou Senputai (3PPK) – Changed the disadvantage on hit from -4 to -2 frames.

    Junho Chushou (33P) – Now transitions to stance 4 frames earlier. Changed the recovery on guard from -2 to +1 frames, changed the recovery on hit from +0 to +3 frames.

    Junho Renshou (33PP) – Changed the recovery on guard from +1 to +2 frames. Changed the recovery on hit from +4 to +5 frames.

    Gako Choushitsu (6K) – Changed the effect on hit. Now allows follow ups of up to 18 frames with low or mid attacks on counter hit.

    Kasoutai (2K) – Is now considered a half circular move.

    Senchutai (3K) – Changed so that it is less likely to create distance from the opponent on counter hit.

    Tenshin Engekishou (P+K) – Now transitions earlier from canceling charge into stance. Changed the effect on hit with max charge, reducing the total recovery frames on hit or guard.

    Rouko Tekiga (6P+KP+K) – Changed the recovery on guard from -8 to -6 frames, changed the recovery on hit from -1 to +1 frames.

    Souko Sensou (66P+K) – Changed to put the opponent in a side turned position on hit.

    Sako Soushou (4P+K) – Expanded the hitbox.

    Senpuga~Kokei (K+G) – Changed the hitbox from a high attack to a special high attack.

    Koryu Tenshinkyaku (6K+G) – Changed the recovery on guard from -17 to -15 frames.

    Enjin Senpukyaku (4K+G) – Changed the recovery on guard from -3 to +1 frames.

    Honten Rakutoutai (46K+G) – Added 1 more active frame to the hitbox.

    Renkan Soushou (2_3P6P) – Restored Renkan Soushou. The same applies to the command from Sako Soushou (4P+K).

    Senshin Shajoushou (From Kokei PP) – Changed the recovery on guard from -5 to -3 frames, changed the recovery on hit from -2 to +2 frames.

    Rakuchi Chutenshou ((while descending) P) – Changed the recovery on guard from -7 to -10 frames.

    Kokyaku Haiten ((opponent behind) 7K) – Changed the effect on hit, causing a large bound state on hit mid-air.

    Kensha Touraku (P+G) – Changed the damage from 25 to 27, bringing the total damage with the down attack to 40. Changed the damage against Taka-Arashi from 38 to 40.

    Daichi Toushu (66P+G) – Changed the damage from 55 to 65.

    Ryushu Katou (214P+G) – Changed the recovery after the throw to +13 frames, and puts the opponent in a side turned position. Changed the damage from 5 to 10.

    Raishin Nyurin ((wall behind) 6P+G) – Can no longer follow up after the throw. Increased the damage from 65 to 75 to compensate.

    Ryusha Senten ((wall behind) 4P+G) – Can no longer follow up after the throw. Increased the damage from 65 to 75 to compensate.

    Koen Renbu (16P+G) – Restored Koen Renbu. Changed the command to 16P+G.


    Wolf

    Dragonfish Blow (6PP) – Changed to hit repeatedly on normal hit.

    Elbow Butt (4P) – Extended total recovery frames by 2 frames. Changed the recovery on guard from -4 to -6 frames.

    Quick Shoulder (66P+K) – Changed the command from 46P to 66P+K. Removed Push.

    Reverse Sledgehammer (2_36P) – Now sobers by 1 drink point.

    Comet Hook (1P) – Expanded the hitbox.

    Tomahawk Chop(9P) – Can now dodge low attacks. Changed the recovery on guard from -4 to -8 frames.

    European Elbow (9P, then P+G during hit) – Changed so that the hit throw can be performed even on a normal hit.

    Double High Kick (KK) – Changed the recovery on guard from -3 to -6 frames.

    Gasp Kneel Palm Bomb (6P+K) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Kenka Kick (1K+G) – Changed the hitbox from a high attack to a special high attack.

    Heavy Toe Kick (4K+G) – Expanded the upper body hurtbox. Changed to the old Heavy Toe Kick motion.

    Toe Kick Stunner (4K+G, then P+G during hit) – Changed to the old Toe Kick Stunner motion.

    Shoulder Attack (46P (Chargeable)) – Restored Shoulder Attack.

    Sky High Shoulder Through (From Deadly Move P+G) – Added 6 frames to the total recovery frames.

    Jumping Elbow ((while descending) P) – Changed the recovery on guard from -6 to -10 frames.

    Double Claw ((opponent lying face up) 2P+G) – Changed the damage on wall hit from 20 to 21. Now causes a wall slump.

    Exploider (4P+G) – Changed the 4P+G catch motion to be the same as 6P+G (9 frame activation).

    Giant Swing (41236P+G) – Changed the damage from 65 to 75 (Changed the damage on fastest input from 80 to 85). Changed the damage that can be reduced by quick recovering from 10 to 5.

    Avalanche DDT ((half wall behind opponent) 64P+G) – Changed the damage from 70 to 80.

    Wrist Clutch Exploider ((on opponent’s right) 46or64P+G) – Changed the damage from 60 to 65.

    Wrist Clutch Exploider ((on opponent’s left) 46or64P+G) – Changed the damage from 60 to 65.

    Swing Through (44P+G) – Restored Swing Through. Removed Low Sway Tackle.

    Double Arm Face Buster ((opponent crouching) 11P+G) – Restored low throw and changed the move name.

    Low Punch Cut (2P+K (vs. low punch)) – Added 1 frame to the input window for Shining Wizard.

    Shining Wizard (2P+K (vs. low punch) success, then P+G) – Changed the damage from 55 to 60.


    Jeffry

    Knuckle Kick (PK) – PK can now be canceled.

    Elbow Butt (6P) – Expanded the hitbox.

    Elbow Hammer (6PP) – Increased the total recovery frames on hit, delaying the time until being able to act.

    Dash Elbow Upper (66PP) – Changed the effect on hit. Now a hit on a staggered opponent will cause a spinning knockdown.

    Heavy Back Knuckle (4P) – Now sobers by 1 drink point. Expanded the hitbox, making the attack less likely to miss.

    Kenka Hook (46P) – Expanded the hitbox.

    Rising Hammer (43PP) – Now sobers by 1 drink point.

    Knee Push (4K) – Expanded the hitbox.

    Toe Kick (2K) – Changed the recovery on guard from -7 to -10 frames. Extended the total recovery frames, increasing the risk when the attack misses. Expanded the hurtbox during the move.

    Toe Kick Hammer (2KP) – Changed the recovery on guard from -15 to -16 frames.

    Middle Hell Stab (6P+K) – Widened the distance on guard.

    Head Attack (46P+K) – Expanded the hitbox.

    Megaton Knuckle (43P+K) – Changed to sober from 1 drink point to 2 drink points.

    Hell Dunk Hammer (214P+K) – Changed to sober from 1 drink point to 2 drink points. Added 1 more active frame to the hitbox.

    Shiver Upper (1P+K, then P during guard) – Changed the effect on hit, allowing for easier follow ups.

    Reef Low Kick (1P+K, then K during guard) – Changed the recovery on guard from -16 to -8 frames.

    Drop Anchor (1K+G) – Changed the command from 2K+G to 1K+G.

    Scoop Kick (4K+G) – Changed the command from 1K+G to 4K+G.

    Ducking Low (2K+G) – Restored Ducking Low.

    Power Hammer (63214P) – Restored Power Hammer.

    Gather Blow (From Threat Stance P) – Changed so that a counter hit will also cause a stagger.

    Jumping Knee Kick ((while descending) K) – Changed the recovery on guard from -7 to -10 frames.

    Devil Reverse Claw ((opponent lying face up) 2P+G) – Changed the damage on wall hit from 20 to 21. Now causes a wall stagger.

    Body Lift (4P+G (change throw direction with 2or8) – Changed the damage from 35 to 40. Will now deal damage even when the opponent quick recovers.

    Machine Gun Tackle ((wall behind opponent) 6P+G) – Changed the damage from 35 to 45.

    Splash Mountain Dunk ((high wall behind opponent) 2_6P+G) – Changed the command from (high wall behind opponent) 66P+G to (high wall behind opponent) 2_6P+G.

    Splash Mountain Hammer ((half wall behind opponent) 2_6P+G) – Changed the command from (half wall behind opponent) 66P+G to (half wall behind opponent) 2_6P+G.

    Only One Buster ((on opponent’s right) 46or64P+G) – Changed the damage from 60 to 65.

    Only One Buster ((on opponent’s left) 46or64P+G) – Changed the damage from 60 to 65.

    Splash Mountain (2_6P+G) – Restored Splash Mountain. Changed the command to 2_6P+G.


    Pai

    Knuckle Kick (PK) – PK can now be canceled.

    Elbow Butt (6P) – Expanded the hitbox.

    Elbow Hammer (6PP) – Increased the total recovery frames on hit, delaying the time until being able to act.

    Dash Elbow Upper (66PP) – Changed the effect on hit. Now a hit on a staggered opponent will cause a spinning knockdown.

    Heavy Back Knuckle (4P) – Now sobers by 1 drink point. Expanded the hitbox, making the attack less likely to miss.

    Kenka Hook (46P) – Expanded the hitbox.

    Rising Hammer (43PP) – Now sobers by 1 drink point.

    Knee Push (4K) – Expanded the hitbox.

    Toe Kick (2K) – Changed the recovery on guard from -7 to -10 frames. Extended the total recovery frames, increasing the risk when the attack misses. Expanded the hurtbox during the move.

    Toe Kick Hammer (2KP) – Changed the recovery on guard from -15 to -16 frames.

    Middle Hell Stab (6P+K) – Widened the distance on guard.

    Head Attack (46P+K) – Expanded the hitbox.

    Megaton Knuckle (43P+K) – Changed to sober from 1 drink point to 2 drink points.

    Hell Dunk Hammer (214P+K) – Changed to sober from 1 drink point to 2 drink points. Added 1 more active frame to the hitbox.

    Shiver Upper (1P+K, then P during guard) – Changed the effect on hit, allowing for easier follow ups.

    Reef Low Kick (1P+K, then K during guard) – Changed the recovery on guard from -16 to -8 frames.

    Drop Anchor (1K+G) – Changed the command from 2K+G to 1K+G.

    Scoop Kick (4K+G) – Changed the command from 1K+G to 4K+G.

    Ducking Low (2K+G) – Restored Ducking Low.

    Power Hammer (63214P) – Restored Power Hammer.

    Gather Blow (From Threat Stance P) – Changed so that a counter hit will also cause a stagger.

    Jumping Knee Kick ((while descending) K) – Changed the recovery on guard from -7 to -10 frames.

    Devil Reverse Claw ((opponent lying face up) 2P+G) – Changed the damage on wall hit from 20 to 21. Now causes a wall stagger.

    Body Lift (4P+G (change throw direction with 2or8) – Changed the damage from 35 to 40. Will now deal damage even when the opponent quick recovers.

    Machine Gun Tackle ((wall behind opponent) 6P+G) – Changed the damage from 35 to 45.

    Splash Mountain Dunk ((high wall behind opponent) 2_6P+G) – Changed the command from (high wall behind opponent) 66P+G to (high wall behind opponent) 2_6P+G.

    Splash Mountain Hammer ((half wall behind opponent) 2_6P+G) – Changed the command from (half wall behind opponent) 66P+G to (half wall behind opponent) 2_6P+G.

    Only One Buster ((on opponent’s right) 46or64P+G) – Changed the damage from 60 to 65.

    Only One Buster ((on opponent’s left) 46or64P+G) – Changed the damage from 60 to 65.

    Splash Mountain (2_6P+G) – Restored Splash Mountain. Changed the command to 2_6P+G.


    Jacky

    Double Punch Middle Smash (PP6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Combo Smash Back Knuckle (PP6PP) – Changed the recovery on counter hit from +4 to +6 frames.

    Combo Smash Sword (PP6PK) – When Taka-Arashi is counter hit, he will enter a special hit state.

    Middle Smash (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Middle Smash Back Knuckle (6PP) – Changed the recovery on counter hit from +4 to +6 frames.

    Middle Smash Sword(6PK) – When Taka-Arashi is counter hit, he will enter a special hit state.

    Spinning Back Knuckle (4P) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Spinning Slant Back Knuckle (4P1P) – Changed the damage from 15 to 14, changed the recovery on hit from +1 to +2 frames.

    Smash Upper (2_3P) – Changed the damage from 20 to 16, changed the recovery on guard from -6 to -8 frames.

    Slant Back Knuckle (1P) – Changed the recovery on normal hit from -1 to -2 frames.

    Forward Kick (6_K) – The float on counter hit is now higher.

    Dash Hammer Kick(66K) – Changed the damage from 25 to 28.

    Fake Elbow (2KP) – Changed the recovery on hit from +3 to +5 frames, on guard from -2 to +2 frames.

    Double Dragon (9K) – Changed the effect of the first hit in order for the second hit to connect more frequently.

    Somersault Kick (7K) – Changed to allow the opponent that guarded the move to act earlier. Changed the damage scaling on hit mid-air from 90% to 75%.

    Beat Knuckle (P+K) – Added 2 frames to the total recovery frames on hit.

    Bil Jee (6P+K) – Changed the recovery on hit from +12 to +13 frames, on counter hit from +17 to +16 frames.

    Chopping Blow (2P+K) – Changed the recovery on hit from +3 to +9 frames, on guard from +1 to +4 frames.

    Rage of Dragons (3P+K, then P+G during hit) – Eased the distance requirement.

    Dragon Combination 1 (1P+K) – Added 2 frames to the total recovery frames when not performing an offshoot move.

    Dragon Combination 2(1P+KP) – Added 5 frames to the total recovery frames when not performing an offshoot move. Changed the recovery on guard from -5 to -8 frames.

    Dragon Combination 3(1P+KPP) – Narrowed the distance on guard.

    Dragon Combination: Another and Finish(1P+KPK) – Narrowed the distance on guard.

    Groin Kick (6K+G) – Changed the recovery on hit from +1 to +3 frames, on guard from -8 to -6 frames.

    Low Spin Kick (1K+G) – Expanded the hurtbox while performing the move, making it harder to dodge the opponent’s attacks.

    Jumping Savate (8K+G) – Changed the recovery on guard from +0 to +3 frames.

    Switch Chopping Blow (P+K+GP) – Changed the recovery on guard from -3 to +4 frames.

    Switch Spin Kick (P+K+GK) – Changed from a high attack to a special high attack, changed the effect on hit.

    Step-in Back Kick (From Slide Shuffle 6K) – Changed the command from (Slide Shuffle) K to (Slide Shuffle) 6K.

    Step-in Combination (From Slide Shuffle P+KP) – Changed the recovery on guard from -13 to -15 frames.

    Ducking~Heavy Body (From Slide Shuffle 33P) – Changed the damage from 16 to 20, now able to knock down Taka-Arashi.

    Step-in Sword (From Slide Shuffle K) – Restored Step-in Sword.

    Jin Chuie ((while descending) P) – Changed the recovery on guard from -7 to -10 frames.

    Leap Low Spin Kick ((while descending) K) – Added 5 frames to the total recovery frames, is now more easily countered when missing the attack.

    Turn Slant Back Knuckle ((opponent behind) 2P) – Changed the effect on hit, now easier to get a wall hit.

    Blind Back Knuckle ((opponent behind) P+K) – Changed the effect on hit, now easier to get follow ups.

    Dragon Fist Blast (66P+G) – Can now be quick recovered. Changed the damage from 50 to 60. Damage is 55 when an exact recovery is performed.

    Sadistic Hanging Knee (46P+G) – Changed the damage from 60 to 55. Changed the damage that can be reduced by quick recovering from 10 to 5.

    Wall Face Crush ((wall behind opponent) 66P+G) – Changed the damage from 70 to 75.


    Kage

    Resshou Youjingaeri (PP1P) – Changed the command from PP4P to PP1P.

    Sandan Youjin Urageri (PP1PK) – Changed the command from PP4PK to PP1PK.

    Hagasane (PK) – Now transitions to Shippujin earlier.

    Hiji’uchi (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Rasen (4P) – Changed the recovery when transitioning to Jumonji-kamae on guard from +1 to +2 frames, on normal hit from +3 to +5 frames.

    Hagakure-ryu In Yougeki (2_3P) – Added 2 frames to the total recovery frames.

    Sokudangasane (1PK) – Now transitions to Shippujin earlier.

    Kaiten Kageyaiba ((From Zenten or Kouten) 623P+K) – Changed the damage from 30 to 35.

    Kodachinuki (4K) – Extended the total recovery frames, changed the recovery on guard from -5 to -7 frames.

    Ura Tsumujigeri (44K) – Changed the effect on hit, now allows follow ups on counter hit.

    Nakageri (3K) – Less likely to create distance on counter hit in order for the second hit to connect more frequently.

    Souhajin (P+K) – Changed the damage from 20 to 21.

    Kage Yaiba (623P+K) – Changed the damage from 30 to 35.

    Hishou Nichirinzan (623P+K, then P during guard or hit) – Expanded the hitbox.

    Hagakure-ryu In Suzaku Hishoukyaku (623P+KPK, then K during hit) – Changed the damage from 25 to 30. Eased the input window.

    Hagakure-ryu In Raijingeki (46P+K) – Now transitions to stance earlier.

    Jakenshou (214P+K) – Changed the command from 44P+K to 214P+K. This is to prevent unintended back dash counters.

    Senpujin (2P+K) – Changed the effect on hit. Now transitions to stance earlier.

    Fujin Urasuisha(2P+KK) – Changed the effect on hit.

    Soumenwari (1P+K) – Changed the recovery on hit from +12 to +13 frames.

    Fusen Renkyaku(6K+G) – Changed the execution frame from 21 to 20, changed the effect on hit.

    Hagakure-ryu In Seiryu Koujinkyaku (46K+GK, then K during hit) – Eased the input window.

    Urasuisha (3K+G) – Changed the effect on hit.

    Sokuten (44P+K+G) – Now transitions to stance earlier.

    Resshou Rasengeki (PP4P) – Restored Resshou Rasengeki. Holding P leads to Hagakure-ryu Yo Jumonji, P+K+G leads to Hagakure-ryu In Shippujin.

    Sandan Rasen Urageri (PP4PK) – Restored Sandan Rasen Urageri.

    Hagakure-ryu You Kusabi’uchi (From Hagakure-ryu You Jumonji Kamae 6P) – Changed the damage from 15 to 17. Changed the effect on hit, now allows follow ups of up to 16 frames on counter hit. Changed the recovery on guard from -4 to -6 frames

    Hagakure-ryu In Shippujin (From Hagakure-ryu You Jumonji Kamae 4P+K+G) – Now transitions to stance earlier.

    Ura Tachigeri ((opponent behind) From Hagakure-ryu You Jumonji Kamae K) – Changed the effect on hit.

    Hagakure-ryu In Shippujin (4P+K+G) – Now transitions to stance earlier.

    Hagakure-ryu In Shippukyaku (From Hagakure-ryu In Shippujin K) – Changed the attack from a mid attack to a special high attack. Changed the effect on hit, allowing follow ups on hit. Changed the recovery on guard from -3 to +3 frames.

    In Senpugeri ((opponent behind) From Hagakure-ryu In Shippujin 7K) – Now causes a large bound while hitting mid-air.

    Shin’youshu ((opponent behind) From Hagakure-ryu In Shippujin P+KK) – Changed the effect on hit, allowing it to more easily be implemented in mid-air combos.

    Uraha ((opponent behind) P) – Changed the effect on hit, allowing it to more easily be implemented in mid-air combos.

    Ura Shutou ((opponent behind) 2P) – Changed the effect on hit, now easier to get a wall hit. Changed the recovery on normal hit from +1 to +2 frames.

    In Senpugeri ((opponent behind) 7K) – Now causes a large bound while hitting mid-air.

    Shin’youshu ((opponent behind) P+KK) – Changed the effect on hit, allowing it to more easily be implemented in mid-air combos.

    Ogami Kabenobori ((high wall behind opponent) 66P+G) – Changed the damage from 70 to 75.

    Ogami Watari ((half wall behind opponent) 66P+G) – Changed the damage from 70 to 75.

    Hagakure-ryu In Shiranui ((wall behind) 64P+G) – Changed the damage from 70 to 75.


    Lion

    Rensui Hachihon (PP4P) – Fixed an issue where under certain circumstances, the opponent would have unintended recovery.

    Rensuitai Shumen (PKP) – Changed to allow crouching while guarding from the side, instead of being put in a guard string.

    Banchu(6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Senshippo(66P) – Extended the active frames of the hitbox from 3 to 7 frames.

    Ryusei Koushugeki (Deflect) (214P) – Changed to cause a crumple on recovery normal hit. Changed the recovery on guard from -8 to -10 frames.

    Rakugekishou (3PP) – Changed to hit repeatedly on a side hit. Changed the recovery on guard from -10 to -13 frames.

    Senputai(8K) – Added 1 frame to the total recovery frames on normal hit.

    Katoutai(8KK) – Changed the recovery on guard from -4 to -8 frames.

    Souji Senpu(P+K) – Changed the recovery on guard from -6 to -8 frames.

    In’you Ousoutsui(41236P+K) – Changed the command from 6P+K to 41236P+K to allow it to also be performed from crouching.

    Tourou Youzan(66P+KP) – Widened the distance on guard. Changed the recovery on guard from -6 to -5 frames, on hit from +3 to +4 frames.

    Ryusei Mabanshu (46P+KP2or8P) – Changed the recovery on guard from -1 to +4 frames.

    Kouho Hachihonsui(44P+K) – Fixed an issue where under certain circumstances, the opponent would have unintended recovery.

    Fujin Sougan (1K+GP) – Changed so that when the first hit is guarded from the side, the high attack that previously missed when performed at its fastest can now be guarded. Changed the recovery on guard from -8 to -6 frames, on hit from +2 to +4 frames.

    Nenchu (3or9P+K+GP) – Changed the recovery on counter hit from +6 to +8 frames.

    Tenshin Bokutai Souchoushu (3or9P+K+GK) – Changed the damage from 16 to 23.

    Mabanshu (3or9P+K+GP+K) – Changed the recovery on guard from -4 to +2 frames.

    Sentai (4K) – Restored Sentai. Removed Ryusei Kenkyaku.

    Sentai Shumen (4KP) – Was labeled in the movelist as a “special high attack,” but is supposed to be a “high attack.”

    Senpuu Rakukyaku (9K+G) – Restored Senpuu Rakukyaku. Changed the command from 46K+G to 9K+G.

    Senpuu Haisoushu (9K+GP) – Restored Senpuu Haisoushu. Changed the command from 46K+G2P to 9K+GP.

    Senpuu Shoukyaku (9K+GK) – Restored Senpuu Shoukyaku. Changed the command from 46K+G2K to 9K+GK.

    Taitou Bougetsu (From Tourou Soufu P) – Changed the damage from 20 to 16, added 2 frames to the total recovery frames. Changed the recovery on guard from -4 to -6 frames, on hit from +1 to -3 frames.

    Ousen Soufu (From Tourou Soufu 6P) – Changed the effect on hit, puts the opponent in side turned position on hit. Changed the total damage from 18 to 24, changed the recovery on hit from +4 to +7 frames (+9 frames on side hit).

    Kankei Hoshinshou (From Tourou Soufu P+K) – Added 3 frames to the total recovery frames.

    Kajiken (From Tourou Teihozen P) – Changed the recovery on guard from -2 to +1 frames, on hit from +3 to +5 frames.

    Kaji Renken (From Tourou Teihozen PP) – Changed the attack from a high attack to a special high attack. Changed the recovery on guard from -6 to -3 frames, on hit from -2 to +1 frames.

    Haika Senten (6P+G) – Changed the recovery after the throw from +10 to +11 frames.

    Saishu Houkou (66P+G) – Restored Saishu Houkou.

    Bokuho (61P+G) – Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Hiten Zachi ((high wall behind opponent) 41236P+G) – Changed the command from (high wall behind opponent) 66P+G to (high wall behind opponent) 41236P+G. Changed the damage from 70 to 75.

    Juji Ransetsu Chouhitai ((half wall behind opponent) 41236P+G) – Changed the command from (half wall behind opponent) 66P+G to (half wall behind opponent) 41236P+G. Changed the damage from 70 to 75.


    Shun

    Rengeki (PP) – Changed the recovery on guard from -4 to -2 frames, on hit from -1 to +0 frames.

    Saishu Renkangeki (PPP) – Changed the recovery on guard from -9 to -4 frames, on hit from -6 to -1 frames.

    Renkan Tenshin Haishu (PP4P) – Changed to repeatedly hit on side hit.

    Renkan Gyou’inshu ((4 or more drinks) PP4PP) – Changed to no longer repeatedly hit on normal hit.

    Rengeki Katai ((6 or more drinks) PPK) – Changed the damage from 10 to 8, changed the recovery on guard when not performing an offshoot move from -24 to -16 frames, changed the recovery on hit from -20 to -12 frames.

    Rengeki Koukashutai ((6 or more drinks) PPKK) – Changed the damage from 17 to 19.

    Chougeki Rigoutai (PK) – Changed the recovery on normal hit from -1 to +3 frames.

    Suisen Gyou’in ((4 or more drinks) 4PP) – Changed to no longer repeatedly hit on normal hit.

    Getsuga Gyou’in (46PP+K) – Reduced the drink points required for Getsuga Gyou’in from 2 to 0. Getting a knockdown against Taka-Arashi will now cause a special hit state.

    Rensai Gyou’in ((4 or more drinks) 46PPP+K) – Getting a knockdown against Taka-Arashi will now cause a special hit state.

    Rengeki Gyou’in ((6 or more drinks) 46PPPP+K) – Getting a knockdown against Taka-Arashi will now cause a special hit state.

    Fuken Zan’un ((8 or more drinks) 214P) – Recued the drink points required for Fuken Zan’un from 10 to 8.

    Gyou’in Haishu (3P) – Getting a knockdown against Taka-Arashi will now cause a special hit state.

    Gyou’in Senshu ((4 or more drinks) 3PP) – Reduced the drink points required for Gyou’in Senshu from 8 to 4.

    Gyou’in Renkan Tankyaku ((4 or more drinks) 3PPK) – Reduced the drink points required for Gyou’in Renkan Tankyaku from 8 to 4.

    Koushutai(K) – Being hit by an attack while transitioning to Chokaro will now result in a recovery counter hit.

    Renhi Chougeki (KK) – Changed the effect on hit mid-air, now causes a spinning hit state.

    Renshu Haika Ryukyaku ((10 or more drinks) KK2PK) – Reduced the drink points required for Renshu Haika Ryukyaku from 16 to 10.

    Gyoushin Suitai (4K) – Reduced the total recovery frames, changed the recovery on guard from -29 to -19 frames.

    Hantoutai ((8 or more drinks) 214K) – Reduced the drink points required for Hantoutai from 10 to 8.

    Tenshi Kouryoutai ((8 or more drinks) 214KK) – Reduced the drink points required for Tenshi Kouryoutai from 10 to 8. Reduced the drink points reduction from 3 to 2.

    Gyoushintai(3K) – Expanded the hitbox. Changed the attack from a mid kick to a side kick when hit by a reversal.

    Koushu Katai (1K) – Changed the damage from 10 to 8, changed the recovery on guard when not performing an offshoot move from -21 to -18 frames, changed the recovery on hit from -17 to -14 frames.

    Koushu Rentai (1KK) – Changed the damage from 17 to 19.

    Hanshi Saigeki ((6 or more drinks) 43P+KP) – Hanshi Saigeki can now also be performed with a P+K input, reduced the drink points required from 8 to 6.

    Suiryu Togetsu ((8 or more drinks) 214P+K) – Reduced the drink points required for Suiryu Togetsu from 10 to 8. Reduced the drink points reduction from 3 to 2.

    Shoushi Outeki (1P+K) – Expanded the hitbox.

    Tanhi Chougeki (K+G) – Changed the recovery on normal hit from +2 to +3 frames.

    Zensen Soutai (2K+G) – Reduced the drink points required for Zensen Soutai from 1 to 0.

    Renzensen Soutai ((4 or more drinks) 2K+GK) – Reduced the drink points required for Renzensen Soutai from 6 to 4.

    Renkan Zensen Soutai ((6 or more drinks) 2K+GKK) – Reduced the drink points required for Renkan Zensen Soutai from 7 to 6.

    Tenshin Kashitai (1K+G) – Now considered a half circular attack. Changed the recovery on guard from -15 to -18 frames.

    Ryubikyaku (8K+G) – Added low dodge frames to frames 9 ~ 16.

    Tenshin Getsuga Chougeki ((10 or more drinks) 236P+K) – Restored Tenshin Getsuga Chougeki. The move is now performed with 236P+K.

    Choutentou (From Zabantetsu P) – Changed the effect on hit, changed recovery on guard to +13 frames.

    Chubu Rakusenkyaku (From Zabantetsu K) – Changed the recovery on guard from -8 to +3 frames.

    Za’inshu (From Zabantetsu P+K+G) – Increased the drink points from 2 to 3.

    Konshin Saigeki ((6 or more drinks) From Oushin 6P+K+GPP) – Konshin Saigeki can now also be performed with a P+K input, reduced the drink points required from 8 to 6.

    Ousou Sengeki (From Choukarou P) – Changed the effect on hit, now allows follow ups of up to 17 frames from the front on counter hit.

    Ousou Gyou’in ((4 or more drinks) From Choukarou PP) – Being hit by an attack while transitioning to Sokokukyu will now result in a recovery counter hit.

    Konshin Saigeki ((6 or more drinks) From Choukarou 6P+K+GPP) – Konshin Saigeki can now also be performed with a P+K input, reduced the drink points required from 8 to 6.

    Kokukyu Toutetsu (From Soukokukyu K+G) – Extended the low dodge frames up until the hitbox appears.

    Kasen Gyou’in (6P+K+G) – Drink points are increased earlier.

    Kasen Gyou’in Hontentai (From Kasen Gyou’in K) – Changed the effect on hit, now causes a small bound when hitting mid-air.

    Suiki Toshu ((6 or more drinks) From Kasen Gyou’in P+K) – Suiki Toshu now requires 6 drink points to be performed. Changed the recovery on hit from +10 to +15 frames. Increased the drink points reduction from 1 to 2.

    Touku Soudoutai ((while rising) K) – Changed the attack from a high attack to a mid attack.

    Haitou Richu ((opponent behind) P+G) – Reduced the drink points required for Haitou Richu from 5 to 0.

    Koushu Gakusai Shugeki ((opponent behind) P+K+GPP (on hit) – The required number of drink points to shift from Koushu Gakusai Shugeki to a hit throw was reduced from 10 to 0.

    Suiho Tenshinchu (P+G) – Increased the drink points from 2 to 3.

    Tenshin Gyou’in Sousuimon (66P+G) – Changed the damage from 40 to 45.

    Rengeki Tenshin Ousoushu (46P+G) – Changed the damage from 50 to 55.

    Toushu Richu ((wall behind opponent) 4P+G) – Changed the requirement from (high wall behind opponent) to (wall behind opponent). This move can now be performed on fences.

    Suibou Honshin ((half wall behind opponent) 46P+G) – Changed the command to (half wall behind opponent) 46P+G, since it would overlap with Toushu Richu.


    Aoi

    Nirentotsu Ouda (PP6P) – Changed the recovery on guard from -6 to -5 frames, on normal hit from -5 to -3 frames, and on counter hit from +3 to +7 frames.

    Rentotsu Ryusen (PP2or8P) – Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.

    Rentotsu Ryusen~Ryubu (PP2or8P4) – Can now perform Ryuka moves.

    Rentotsu Ryusen Soushou (PP2or8PP) – Changed to hit repeatedly on normal hit, changed the recovery on hit from -1 to +3 frames.

    Chudan Hiji’ate (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Tsumujisakura (6PP) – Changed the recovery on normal hit from -1 to +1 frames.

    Ougimai~Tachikaze (4PK) – Changed to repeatedly hit on normal hit, changed the recovery on normal hit from -1 to +2 frames.

    Kasane’ate (46P) – Expanded the hitbox, added 1 more frame to the active frames.

    Tenkai (46P, then P+G during second hit) – Changed the damage from 30 to 35.

    Ryoushi (43P) – Changed the effect on hit, no longer causes a stagger on counter hit and now gives a +9 frame advantage.

    Hou’oushu (3P) – Changed the recovery on counter hit from +8 to +10 frames.

    Tsukiashibarai (1P) – Shortened the total recovery frames by 3 frames. Changed the recovery on normal hit from -2 to +1 frames, on guard from -9 to -6 frames.

    Joudan Keri’ate (K) – Expanded the hitbox, changed to cause a knockdown on counter hit.

    Joudan Keri’ate~Datotsu~Tachikaze (KPK) – Changed the effect on hit, will now repeatedly hit from the first hit. Changed the recovery on guard from -9 to -13 frames.

    Raijinha (6K) – Changed the recovery on hit from -2 to -1 frames.

    Ouda (6P+K) – Changed the damage from 12 to 17, now causes stagger on counter hit.

    Oushu Hiji’ate (6P+KP) – Changed the damage from 18 to 20.

    Ouka (66P+KP) – Now causes a knockback state when hit mid-air.

    Jousei Ryusenshou (214P+K) – Changed the command from 44P+K to 214P+K. This is to prevent unintended back dash counters.

    Tengu Otoshi (2_3P+K) – Changed to cause stagger on recovery counter hit.

    Tengu Otoshi~Kaname’uchi (2_3P+KP) – Changed to repeatedly hit on normal hit, changed the recovery on hit from -1 to +2 frames. Changed the damage from 10 to 15.

    Shinchuzuki (Deflect) (236P+K) – Changed the recovery on hit from -2 to +1 frames, now causes a crumple on counter hit.

    Ryusen (3or9P+K) – Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames. Added the dodge property until 10 frames.

    Ryusen~Ryubu (3or9P+K4) – Can now perform Ryuka moves.

    Ryusen Soushou (3or9P+KP) – Changed to repeatedly hit from a normal hit, changed the recovery on hit from -1 to +3 frames.

    Sodeshinken (33P+K) – Changed the effect on hit mid-air, allowing it to be more easily implemented into combos.

    Shigure (K+G) – Changed the recovery on hit from +6 to +9 frames, on counter hit from +9 to +12 frames.

    Shizuriyuki (6K+G) – Changed the recovery on guard from -8 to +3 frames.

    Ryu’en (From Ryuka P) – Changed the recovery on guard break from +15 to +16 frames.

    Ukifune (From Sundome (hold G) K) – Now causes a crumple on counter hit. Added 2 frames to the total recovery frames, changed the recovery on guard from -4 to -8 frames.

    Tobi Hou’ou ((while descending) P) – Changed the recovery on guard from -5 to -10 frames.

    Mawari Shutou ((opponent behind) 2P) – Changed to be in crouching state after performing the move.

    Hikichigai (6P+G(change throw direction with 4or2or8)) – Changed the damage on wall hit, now causes a wall stagger.

    Taiboku Kudaki ((during Taiboku Taoshi) 41236K+G) – Changed the total damage from 65 to 70.

    Konohadome ((wall behind opponent) 46P+G) – Changed the damage from 70 to 75.


    Lei-Fei

    Sayu Shouken (PP) – Changed the recovery on guard from -6 to -3 frames, on hit from -4 to +3 frames.

    Renkan Mahosui (PPP) – Changed the recovery on guard from -8 to -4 frames, on hit from -3 to +2 frames.

    Rousou Senka (43P) – Changed the recovery on hit from +4 to +6 frames, on counter hit from +7 to +10 frames.

    Shatenshou (33P) – Changed the recovery on recovery counter hit from -4 to +0 frames. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Shaten Renshou (33PP) – Changed so the first hit will repeatedly hit on recovery counter hit.

    Gaiken (6P+K) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Hekizan Jujikou (4P+KP) – Changed the damage from 20 to 23.

    Soushou (2P+K) – Changed the damage from 17 to 20.

    Haishin Chugeki (2P+KP) – Changed the damage from 20 to 21.

    Kochouheki (Deflect) (236P+K) – Changed to cause a crumple even on normal hit.

    Kaisei Tento (1P+K) – Changed so that when used from crouching, no longer needs the directional inputs to be returned to neutral first.

    Shishi Daichoukou (K+GP) – Changed to cause a knockdown on normal hit.

    Senpukyaku (66K+G) – Now causes a large bound on hit mid-air.

    Shouhikyaku (4K+G) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Chisen Choukyaku 2 (3K+GK) – Now causes a large bound on hit mid-air.

    Fukushin Soukyaku (33K+G) – Changed the effect on hit, no longer causes a knockdown on counter hit.

    Toushintai (33K+GK) – Changed the effect on hit, now causes stagger on hit.

    Toushin Sen’enkyaku (33K+GKK+G) – Added a hit sound.

    Senpukyaku (From Hai Shiki K+G) – Changed the effect on hit, now allowing mid-air combos on hit.

    Uryu Banda (From Dokuritsu Shiki KP) – Changed the recovery on hit from +3 to +4 frames.

    Nehan Shiki~Kyo Shiki (From Nehan Shiki 6or4P+K+G) – Now transitions to stance 5 frames earlier.

    Koushutai (Deflect) (From Koko Shiki K) – Changed the effect on hit mid-air.

    Rakan Dako (From Suirakan Shiki P) – Changed the effect on hit, now allows follow ups.

    Fukuchi Settai (From Suirakan Shiki K) – Changed the effect on hit, now allows follow ups on recovery counter hit. Changed the recovery on guard from -14 to -15 frames.

    Kyo Shiki (4P+K+G) – Now transitions to stance 15 frames earlier.

    Touten Souchuhou (From Kyo Shiki P+K) – Changed the advantage on hit and guard from +12 to +13 frames. Changed the damage from 20 to 14.

    Chouho Tansa (From Kyo Shiki 6K) – Restored the striking move.

    Kyusen Shouheki (66P+G) – Changed the damage on hit, now causes a wall slump on wall hit.

    Haikyaku Soutou (64P+G) – Changed the damage from 50 to 55.

    Mu’eikyaku ((wall behind opponent) 46P+G) – Changed the command from (opponent back to wall) 66P+G to (opponent back to wall) 46P+G. Changed the damage from 70 to 75.

    Kouryuu Haibi (46P+G) – Restored Kinryu Haibi. Removed Kinryu Gakko.


    Vanessa

    Combo High Kick (From Defensive Style: PPK) – Shortened the total recovery frames by 6 frames, changed the recovery on guard from -16 to -8 frames.

    Stopping Low (From Defensive Style: 2K) – Is now considered a half circular move.

    Leopard Strike (Deflect) (From Defensive Style: 46P+K) – Changed the effect on hit, allowing for follow ups even from a normal hit.

    Grand Spike (From Defensive Style: 2P+K) – Shortened the total recovery frames by 6 frames, changed the recovery on guard from -4 to +2 frames.

    Stinger Low Blow (From Defensive Style: 1P+K) – Changed to cause a knockdown on recovery counter hit.

    Spinning Savate (From Defensive Style: 66K+G) – (D) 66K+G now has the same motion as its (O) counterpart.

    Low Spin Slicer (From Defensive Style: 2K+G) – Changed the recovery on hit from -5 to -3 frames.

    Sliding Low Kick (From Defensive Style: 1K+G) – Changed the recovery on hit from +4 to +7 frames.

    Wheel Kick (From Defensive Style: 9K+G) – Changed from a high attack to a mid attack.

    Intrude Hook (From Defensive Style: (hold G) 2P) – Extended the dodge property to 10 frames.

    Intercept Body Blow (From Defensive Style: (hold G) 8P) – Extended the dodge property to 10 frames.

    Switch Shoulder (From Defensive Style: 6P+K+G) – Changed the frames after the attack from -2 to +1 frames.

    Back Knuckle High~Switch Back Blow (From Defensive Style: 6PKP+K+G) – Restored Back Knuckle High ~ Switch Back Blow.

    Stopping Low~Switch Back Blow (From Defensive Style: 2KP+K+G) – Restored Stopping Blow ~ Switch Back Blow.

    Heavy Hook~Switch Knee Lift (From Defensive Style: P+KP+K+G) – Restored Heavy Hook ~ Switch Knee Lift.

    Combo Body Blow (From Offensive Style: PP6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Fake Lancer (From Offensive Style: PKP+G) – Changed the command from (O) PK6P+G to (O) PKP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Body Blow (From Offensive Style: 6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Bunker Buster (From Offensive Style: 9P) – Added 1 frame to the total recovery frames, changed the recovery on guard from +2 to +1 frames.

    Crimson Lancer (From Offensive Style: KP4PP+G) – Changed the command from (O) KP4P6P+G to (O) KP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 6KKP4PP+G) – Changed the command from (O) 6KKP4P6P+G to (O) 6KKP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Landing Knee Kick (From Offensive Style: 66K) – No longer staggers on hit against crouching opponents. Changed to only cause a stagger on counter hit.

    Landing Knee Combo (From Offensive Style: 66KP) – Changed the recovery on guard from -13 to -15 frames.

    Fake Lancer (From Offensive Style: 66KP+G) – Changed the command from (O) 66K6P+G to (O) 66KP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 46K, then P+G during counter hit) – Changed the command from (O) 46K6P+G to (O) 46KP+G. Eased the distance requirement. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 2KP4PP+G) – Changed the command from (O) 2KP4P6P+G to (O) 2KP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Stopping Toe~Second Impact (From Offensive Style: 3KK) – Changed the recovery on hit from -5 to -1 frames.

    HAWK Strike (From Offensive Style: 9K) – No longer considered an air move.

    Backswing Body Hook (From Offensive Style: P+KP) – Changed so that when the first hit is guarded, the second hit does not force a guard string.

    Clobbering Straight (From Offensive Style: 4P+K) – Changed the recovery on guard from +2 to +5 frames.

    Leg Slicer (From Offensive Style: 2K+G) – Changed the damage from 21 to 15.

    Leg Slicer~Takedown (From Offensive Style: 2K+G, then P+G during counter hit) – Changed the damage from 17 to 10, shortened the distance needed for the hit throw.

    Leg Crush Hold (From Offensive Style: 3K+G, then P+G during hit) – Eased the input window.

    Switch Shoulder (From Offensive Style: 6P+K+G) – Changed the recovery on guard from -2 to +1 frames.

    One Two~Switch Back Blow (オFrom Offensive Style: PPP+K+G) – Restored One Two ~ Switch Back Blow.

    Combo Body Blow~Switch Back Blow (From Offensive Style: PP6PP+K+G) – Restored Combo Body Blow ~ Switch Back Blow.

    Body Blow~Switch Back Blow (From Offensive Style: 6PP+K+G) – Restored Body Blow ~ Switch Back Blow.

    High Kick Combo~Switch Knee Lift (From Offensive Style: KPP+K+G) – Restored High Kick Combo ~ Switch Knee Lift.

    Knee Kick Combo~Switch Knee Lift (From Offensive Style: 6KKPP+K+G) – Restored Knee Kick Combo ~ Switch Knee Lift.

    Stopping Low Combo~Switch Knee Lift (From Offensive Style: 2KPP+K+G) – Restored Stopping Low Combo ~ Switch Knee Lift.

    Stopping Toe~Switch Back Blow (From Offensive Style: 3KP+K+G) – Restored Stopping Toe ~ Switch Back Blow.

    Leap Short Upper (From Defensive Style: (while descending) P) – Changed the recovery on guard from -7 to -10 frames.

    Spear Tackle (From Intruder Step: P+G) – Changed the damage from 15 to 10.

    Brush Off (Deflect) (From Intercept Position: P+K) – Expanded the hurtbox on the opponent on successful sabaki.

    Army Combination (From Defensive Style: 41236P+G) – Changed the damage from 60 to 65.

    Judgment: Guilty (From Wall Kiss: 6P+G) – Changed the damage from 40 to 45.

    Stomach Crusher (From Wall Kiss: 4P+G) – Changed the damage from 40 to 45.

    Styx Hole (From Offensive Style: 63214P+G) – Changed the damage from 25 to 30.

    Triangle Lancer (From Offensive Style: 46P+G) – Changed the damage from 52 to 55.

    Lightning Lancer Tackle (From Offensive Style: 66P+G) – Changed the damage from 15 to 10.

    Rampage Drive (From Offensive Style: (wall behind opponent) 41236P+G) – Changed the damage from 70 to 75.

    V1 Armlock (From Takedown: P+G) – Changed the damage from 35 to 32.

    Space-out Nightmare (From Takedown: 6P+G) – Changed the damage from 50 to 47.

    Inconstant Nightmare (From Takedown: 4P+G) – Changed the damage from 45 to 42.


    Brad

    Elbow Hook (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Ten Kao~Sawk Kun (6KP) – Changed the recovery on hit from +1 to +4 frames.

    Rapid Short Upper (P+KP) – Changed the damage from 17 to 12.

    Rapid Combination (P+KPP) – Changed the effect on hit, now allows follow ups.

    Phasing Hook (P+KP2or8P) – Added 3 frames to the total recovery frames.

    Cross Counter Hook (P+KP4P) – Expanded the hitbox.

    Last Shot (2P+K6P) – Changed the recovery on guard from -9 to -10 frames, now can be countered by throws. Changed to cause a knockdown when hitting a staggered opponent. Also applies to Taka-Arashi.

    Sting Upper (From Ducking P+KP) – Changed the recovery on guard from -13 to -16 frames.

    Phasing Hook (From Ducking P+K2or8P) – Added 3 frames to the total recovery frames.

    Neck Clinch (From Ducking P+G) – Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Jump & Dtee Sawk Bon ((while descending) P) – Changed the recovery on guard from -6 to -10 frames.

    Hold Elbow (6P+G) – Changed to not guarantee a down attack after the throw. Changed the damage from 35 to 50.

    Neck Slash (4P+G) – Changed the damage from 50 to 55.

    Body Knee Crush (46P+G) – Changed the damage from 45 to 50. Changed the damage that can be reduced by quick recovering from 10 to 5.

    Wild Shootdown ((wall behind opponent) 46P+G) – Changed the damage from 55 to 60.

    Change (44P+G) – Restored Change.

    Long Ducking (6P+K+G6) – Restored Long Ducking.

    Quick Hook (From Long Ducking P) – Restored Quick Hook.

    Dtee Sawk Lang Combo (From Long Ducking PP) – Restored Dtee Sawk Lang Combo.

    Double Dtee Sawk Lang Combination (From Long Ducking PPP) – Restored Double Dtee Sawk Lang Combination.

    Quick Knee Kick (From Long Ducking K) – Restored Quick Knee Kick.

    Double Knee Combo (From Long Ducking KK) – Restored Double Knee Combo.

    Corkscrew Straight (From Long Ducking P+K) – Restored Corkscrew Straight.

    Crash Knee Kick (From Long Ducking K+G) – Restored Crush Knee Kick.


    Goh

    Tsurane Shouda (PP) – Changed the recovery on hit from -1 to +1 frames, on counter hit from +3 to +5 frames.

    Hiji’ate (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Denkou (3PP) – No longer forces a guard string when guarding the first hit from the side.

    Tsukikage (6K) – To prevent a knockdown from a back hit, now causes a chin crumple on counter hit.

    Garyu (66K) – Changed the effect on hit, now causes a crumple on normal hit.

    Maegeri (3K) – Changed the damage from 21 to 15.

    Batousatsu (3KP) – Changed the recovery on guard from -10 to -13 frames.

    Agitosogi (P+K) – Shortened the total recovery frames, reducing the chances of being countered when missing the attack.

    Ropputsubushi (6P+K) – Changed the damage from 24 to 25.

    Jibishou (3P+K) – Changed the damage from 20 to 23, changed the recovery on guard from -13 to -10 frames.

    Shouzuka Okuri (1P+K) – Changed so that when used from crouching, no longer needs the directional inputs to be returned to neutral first. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Zukotsuwari (9P+K) – Added 1 more active frame to the hitbox.

    Muchi’uchigeri (4K+G) – Shortened the total recovery frames, reducing the chances of being countered when missing the attack. Causes a stagger on guard.

    Ni’ousatsu (3K+G, then P+G during counter hit) – Changed the damage from 25 to 30.

    Sokkotsu Kudaki (1K+G) – Changed to now cause a crumple on counter hit, changed the recovery on guard from -15 to -8 frames.

    Tengusatsu (9K+G) – Changed the recovery on guard from +4 to +6 frames.

    Kumite Harai~Tsukami (4P+K+GP+G) – The throws from tsukami have been narrowed to the following three: Tsukitobashi (tsukami)(P+G), Zenpo Kuzushi ~ Osotogari ~ Tenmagyo (tsukami)(6P+G), Koho Kuzushi ~ Tomoenage ~ Ayagami (tsukami)(4P+G). The throw break comands are now P+G, 6P+G, and 4P+G respectively. Removed Uho Kuzushi (or Saho Kuzushi) ~ Deashibarai ~Shukongoshu (2 or 8 P+G).

    Minamo Barai (2or8P+K) – Restored Suimenbarai.

    Gohou Yuriori (Deflect) (236P+K) – Restored Gohou Yuriori, changed the command to 236P+K. Removed Gorinto Kudaki.

    Tobi Hiji’uchi ((while descending) P) – Changed the recovery on guard from -5 to -10 frames.

    Tettsui ((opponent behind) 2P) – Changed the effect on hit, now causing a small bound when hitting mid-air.

    Kiku’ichirin (4P+G) – Changed the damage from 47 to 50.

    Karajishi Ipponze’oi ((wall behind opponent) 64P+G) – Changed the damage from 70 to 75.

    Oniyanma ((wall behind opponent) 46P+G) – Changed the damage from 70 to 75.

    Onigumo ((half wall behind opponent) 2_6P+G) – Changed the damage from 70 to 75.

    Tsukitobashi (From Tsukami P+G) – Changed the throw break from G to P+G.

    Zenpou Kuzushi (From Tsukami 6) – Changed the throw break from 6 to 6P+G.

    Kouhou Kuzushi (From Tsukami 4) – Changed the throw break from 4 to 4P+G.


    Eileen

    Rensou Hekizan (PPP) – Cancel and Interrupt move activation timing is now 1 frame earlier.

    Renkan Chouten (P3P) – Cancel and Interrupt move activation timing is now 1 frame earlier. Expanded the hitbox.

    Douchu (6P) – Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Geimen Senpu (6PPK) – Changed the damage from 20 to 25.

    Enkou Nyurin (66P) – Changed the effect on hit, allowing for follow ups even from a normal hit.

    Enkou Yurin (4PPK) – Changed the damage from 21 to 25.

    Tenshin Rinheki (1P) – Cancel and Interrupt move activation timing is now 6 frames earlier. Is now considered a half circular move.

    Hikou Senshi (66K) – Is now considered a half circular move.

    Hairenkyaku (4K) – Changed from a high attack to a special high attack.

    Jinraishou (6P+K) – Can now transition to Cancel and Interrupt moves. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Sayu Gekishou (6P+KP) – Follow up timing is now 1 frame earlier. Extended the input window.

    Jinrai Santen (6P+KPP) – Follow up timing is now 1 frame earlier. Extended the input window.

    Enkou Tekitou (1P+K) – Cancel and Interrupt move activation timing is now 2 frames earlier.

    Enkou Soutekitou (1P+KP) – Changed to stagger even from a normal hit.

    Rigou Tenshintai (K+G) – Changed the effect on hit, now puts the opponent in side turned position on hit. Changed the recovery on guard from -4 to -5 frames, on hit from +3 to +6 frames.

    Honshin Senputai (6K+G) – Changed to a full circular move.

    Touku Geimentai (4K+G) – Changed the damage from 21 to 18. Adjusted the effect on hit mid-air.

    Renkan Sententai (4K+GK) – Changed the effect on hit, changed the damage from 16 to 20. Changed the recovery from -1 to +3 frames.

    Goku Senshin (Deflect) (4P+K+G) – Now able to activate into Enkou Nyurin (66P) with P on successful sabaki.

    Enkou Nyurin (4P+K+G, then P during successful sabaki) – Changed the effect on hit, allowing for follow ups even from a normal hit.

    Shicchi Bansoutai (From Goku Shicchi K+G) – Changed the damage from 10 to 17.

    Tenpu Choubikyaku (From Goku Shicchi K+GK, then K during second hit) – Changed the damage from 20 to 25. Eased the input window.

    Kouten Sensou (8P+K+GP) – Changed to stagger even from a normal hit.

    Touten Kensou (8P+K+GPP) – Changed to a high attack, can now knock down on hit when opponent is staggered. Can now transition into a cancel move earlier. Changed the damage from 10 to 12.

    Honshin Matsumensou (9P+K+GP) – Can now transition to Cancel and Interrupt moves.

    Goku Hekitai (9P+K+GK) – Changed the recovery on guard from -9 to -6 frames.

    Honsokuteki (214PK) – Changed the recovery on hit from -1 to +2 frames.

    Taisei Kouten (236KK, then K during hit) – Eased the input window.

    Zenkuhon Rakutai ((From Zenkuhon) K) – Can now transition to Cancel and Interrupt moves.

    Tenpu Choubikyaku ((From Zenkuhon) 2KK, then K during second hit) – Changed the damage from 20 to 25. Eased the input window.

    Taisei Soumen ((From Zenkuhon) P+G) – Changed the total damage from 51 to 55, now causes a wall slump on wall hit.

    Shukushin Sokutan ((From Enkou Nyudou) K) – Changed the effect on hit, changed the recovery on guard from -6 to -4 frames, on hit from +0 to +6 frames.

    Juji Honsentai (214K+G) – Changed the total damage from 24 to 30.

    Tenshin Sougekishou ((opponent behind) 2KPP) – Changed the recovery on guard from -15 to -13 frames.

    Touho Shikei ((opponent behind) P+K) – Changed to cause a stagger when hitting a crouched opponent.

    Kou’ou Touten (6P+G) – Changed the damage, now causes a wall slump on wall hit.

    Kou’ou Gezan (6P+G6) – Changed the recovery after throw in back turned position from +11 to +10 frames.

    Kou’ou Hyou’un (6P+G2or8) – Changed the recovery after throw in side turned position from +7 to +12 frames, now allows follow ups.

    Kou’ou Tekikyu (6P+G2or8K) – Changed the damage ratio, now causes a wall slump on wall hit.

    Kou’ou Taiten (66P+G) – Changed the damage from 55 to 60.

    Kou’ou Batsuzan (63214P+G) – Changed the damage from 60 to 65.

    Kou’ou Gisen ((high wall behind opponent) 64P+G) – Changed the damage from 65 to 70.

    Kou’ou Jouju ((half wall behind opponent) 64P+G) – No longer able to do follow ups after the throw. Changed the throw damage from 57 to 75.

    Kou’ou Haibi ((on opponent’s right) P+G) – Changed the recovery after throw from +8 to +12, changed the damage from 30 to 20.


    El Blaze

    Shadow Strike (6P) – Changed recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Rising Back Spin Kick (46PPK) – Changed so the first hit will repeatedly hit on recovery counter hit.

    Back Knuckle (4P) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Short Upper (3P) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Combination Blow (3PP) – Changed to allow transitioning to Tiger Step with 3 or 9. Changed the recovery on hit from -2 to -1 frames.

    Toe Kick (4K) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Shadow Slash (4KP) – Changed to allow transitioning to Tiger Step with 3 or 9. Changed the recovery on hit from -1 to +3 frames.

    Hook (2KP) – Changed to allow transitioning to Tiger Step with 3 or 9. Changed to be able to repeatedly hit with a side hit. Changed the recovery on hit from -2 to -1 frames.

    Quick Savate (2KPK) – No longer a full circular move.

    Death Scythe Slash (8K) – Reduced the total recovery frames.

    Volcano Upper (4P+K) – Added 2 frames to the total recovery frames.

    Jumping Hammer Knuckle (8P+K) – Changed recovery on guard from -9 to -10 frames.

    Low Drop Kick (1K+G) – Changed recovery on guard from -22 to -18 frames.

    Poison Mist (P+K+GP+K) – Changed recovery on hit or guard from +10 to +14 frames.

    Shooting Star Press (3or9P+K+GP, then P+G during hit) – Changed the damage from 40 to 45.

    Quick Back Spin Kick (3or9P+K+GK) – Changed the effect on hit, creating more distance when guarded.

    Just Face Lock (3or9P+K+GP+GP+G) – Changed the damage from 22 to 27.

    Jumping Elbow (8(or9)P) – Restored Jumping Elbow.

    Sunrise Knee (From Rocket Discharge K) – Changed the damage from 18 to 21.

    Screw Leg Lariat (From Rocket Discharge 9K+GK) – Changed the damage from 35 to 25. Changed the effect on hit, no longer causes a knockdown on hit.

    Déjà Vu (From Rocket Discharge P+G) – Changed the damage from 55 to 60, now causes a wall slump on wall hit.

    Super Rana (From Rocket Discharge 2P+G) – Changed the damage from 60 to 65.

    Jumping Body Press ((while rising) P) – Shortened the total recovery frames.

    Shouda Upper ((while descending) P) – Changed the recovery on guard from -7 to -10 frames.

    Guillotina con Giro ((opponent behind) K, then P+G during hit) – Changed the damage from 32 to 42.

    Meteor Impact ((opponent behind) 8K) – Changed the recovery on guard from -3 to +1 frames.

    Poison Mist ((opponent behind) P+K) – Changed the recovery on hit or guard from +10 to +14 frames.

    Head Scissors (63214P+G) – Changed the damage from 60 to 65.

    High-Speed Huracanrana (9P+G) – Changed the damage from 45 to 50.

    Swing DDT ((wall behind opponent) 64P+G) – Changed the damage from 65 to 70.

    Tope Invertida ((wall behind opponent) 66P+G) – Changed the damage from 65 to 70.

    Flying Head Scissors ((half wall behind opponent) 6P+G) – Changed the damage from 60 to 70.

    Stinging Leap ((on opponent’s right) 46or64P+G) – Changed the damage from 55 to 65.

    Strike Back ((on opponent’s right) 46or64P+G) – Changed the damage from 55 to 65.


    Jean

    Gishin Kashugeki (PPP, then K while charging) – Changed the recovery on hit from +2 to +6 frames, puts opponent in side turned position.

    Maeken~Joudan Mawashigeri (PK) – Changed the effect on hit, causing the mid-air state on counter hit to be lower.

    Yoko’enpi (6P) – Changed recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Gishin Kouretsu Eishu (33PK, then P while charging) – Changed the recovery on hit from +5 to +6 frames, puts opponent in side turned position.

    Maegeri (K) – Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Gishin Ura’eishu (K, then P while charging) – Changed the recovery on hit from +5 to +6 frames, puts opponent in side turned position.

    Gishin Kougetsu Kashu (KPP, then K while charging) – Changed the recovery on hit from +2 to +6 frames, puts opponent in side turned position.

    Chudan Ushiro Mawashigeri~Gishin Ura’eishu (66K, then P while charging) – Changed the recovery on hit from +5 to +6 frames, puts opponent in side turned position.

    Gishin Kougetsu Kashu (4KP, then K while charging) – Changed the recovery on hit from +2 to +6 frames, puts opponent in side turned position.

    Ryoutezuki (66P+K) – Changed the effect on hit, causing a crumple on side hit. Changed the recovery on guard from -10 to -15 frames.

    Oiseikenzuki (Deflect) (236P+K) – Changed the recovery on guard from -13 to -8 frames.

    Gishin Kouretsu Eishu (6K+G, then P while charging) – Changed the recovery on hit from +5 to +6 frames, puts opponent in side turned position.

    Hou’ou Enshizuki (4K+GPP) – Changed the effect on hit, allowing follow ups after hit.

    Sune’ori (1K+G) – Changed to cause a knockdown on counter hit.

    Nichirin Kyoushitsu (46P+K, then KPPKP during guard, then K during hit) – Eased the input window for the final K for Shicho Tenrengeki.

    Hekireki Kou’en (66P+G) – Changed the damage from 60 to 65.

    Hikiguruma Nidan’uchi (4P+G) – Changed the damage from 50 to 55.

    Kishin Hadanshu ((wall behind opponent) 46P+G) – Changed the damage from 70 to 75.

    Taka-Arashi

    Hiji’ate (6P) – Changed recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Yoko Harite (4P) – Added 2 frames to the total recovery frames.

    Honda Harite (4PP) – Changed recovery on hit from +3 to +0 frames.

    Honda Zutsuki (4PP+K) – Changed the effect on hit, allowing it to cause a small bound when hitting mid-air. This move now has 70% damage scaling when hit mid-air.

    Mageryu (46P) – Changed the maximum damage from 60 to 70. Expanded the range which the move can get maximum damage.

    Dohyouwari (43P) – Added 3 frames to the total recovery frames.

    Sokubi Otoshi (41236P) – Changed to cause a knockdown even on normal hit.

    Onigoroshi (3P) – Shortened the total recovery frames by 4 frames, changed the recovery on guard from -13 to -6 frames, changed the recovery on hit from -4 to +0.

    Nodowa (3P, then P+G during hit) – Eased the distance requirements for Nodowa.

    Gozou Kehataki (4KP) – Added 6 frames to the delay window.

    Aka’oni Midaremage (P+K) – Added 3 frames to the total recovery frames, changed the recovery on guard from -5 to -10 frames.

    Kumoyaburi (4P+K) – Added 2 frames to the total recovery frames and changed to a special mid attack. Changed recovery on guard from -8 to -10 frames, changed recovery on hit from -6 to -8 frames.

    Ten’yaburi (4P+KP) – Added 2 frames to the total recovery frames.

    Ao’oni Midaremage (214P+K) – The command has been changed from 44P+K to 214P+K. This change is to prevent unintentional backdash counters. Added 3 frames to the total recovery frames, changed the recovery frames on guard from -10 to -13 frames.

    Kirikabu Kudaki (1P+K) – The startup frames of the hitbox did not line up with the motion, and this caused more hits during its active frames. The startup frames of the hitbox has now been delayed by 1 frame to compensate.

    Kaminaridaiko (K+G) – Changed the damage from 20 to 15.

    Kaminaridaiko Hasami’uchi (K+GP) – Changed the effect on hit, allowing for easier follow ups.

    Shiko (4K+G) – Changed to track the opponent better.

    Ganseki Buchikamashi ((while running) 6_P+K) – Changed the maximum damage from 60 to 70. Expanded the range which the move can get maximum damage.

    Tachi’ai (P+K+G) – Changed to transition from Tachi’ai (P+K+G) to Hassōtobi (2 or 8) or Shikirinaoshi (4) with just directional inputs.

    Ketaguri ((opponent behind) 2K) – Changed to cause a knockdown even on normal hit.

    Shiko (opponent down) (4K+G) – Changed to track the opponent better.

    Nodowazuri (63214P+G) – Changed the damage from 15 to 10.

    Gasshou Hineri (41236P+G) – Changed the damage from 80 to 75.

    Virtua Fighter 5: R.E.V.O. is scheduled to release on PC via Steam on Jan 27, 2025



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  • The biggest issue with each of Tekken 8’s controversial DLC characters











    Tekken 8 has had its wins here in its first year, but Bandai Namco have also spent the last 11 months putting out seemingly constant fires. All that Heat has come from various places, but the game’s first season of DLC has proven to be a fount of controversy (when are they not?).






    Now that we know all four characters in Tekken 8’s premier season, YouTuber Boogard is taking a look back at Eddy, Lidia, Heihachi, and Clive to highlight why fans had issues with each. Are they all mistakes? Surely not, but developers could definitely be more strategic in their approach to season 2.









    Given its recency, the biggest controversy in Tekken 8 right now is the release of DLC character number 4: Final Fantasy XVI protagonist Clive Rosfield.


    While Clive does represent the latest from Final Fantasy and has emerged as Tekken’s flashiest character to date, as Boogard puts it, he also has haters thanks to his wielding both a sword and magic, as well as being a decent bit down the list of fan favorite Final Fantasy characters.


    While Clive may have the most controversy surrounding him (for reasons mentioned and others) things have been turbulent in this department since even before Tekken 8’s launch. Eddy Gordo, the game’s first DLC character, was announced before the base game had even dropped, instantly hitting fans the wrong way.


    As a mainstay since Tekken 3, Eddy is an example of a character fans might expect to be on a base roster and therefore not come with an additional price tag. On top of this, the fact that he was being developed alongside the base game only adds to fuel to this particular flame.


    Tekken 8 has experienced issues beyond just DLC characters, which definitely darkened the skies and made for less than happy audiences when these DLC characters were revealed and released. Tune into Boogard’s full video below to hear why all he feels each character carried controversy (Heihachi is admittedly least controversial of the bunch) and let us know what you think in the comments afterwards.









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  • The insane journey of completing Super Smash Bros. Ultimate with 100%











    Super Smash Bros. Ultimate is an absolutely massive game. In total, there are 86 characters, 1,528 spirits, 615 spaces in World of Light, and so much more to do in the game.






    TCNick3 recently decided to finally 100% complete Super Smash Bros. Ultimate (aside from notifications, which nobody cares about anyhow). This means getting every character into Elite Smash, unlocking all the spirits, beating every stage in World of Light, achieving a 9.9 difficulty with every character in Classic Mode, beating All-Star mode with every fighter, and getting all 124 achievements.









    Rather than starting all over, TCNick3 opted to just collect everything starting from where he was on his game file. Fortunately for him, he already has every character unlocked and in Elite Smash.


    Still, this doesn’t necessarily mean he’s in for an easy time. It turns out that achieving the 9.9 difficulty with every character proved to be quite the arduous experience.


    Ultimately, some characters ended up having easier times than others thanks to how the levels are set up. Generally speaking, the 1v1 fights were pretty easy but there were times where the player is expected to beat three or more opponents either alone or with a weak CPU ally.


    Funnily enough, TCNick3 ended up creating a tier list that showcases how easy or difficult it was to get the 9.9 rating for each challenger. Those at the top are said to have an extremely easy time while those near the bottom seemingly drove TCNick3 insane.


    Overall, TCNick3 has spent over 3,000 hours playing Super Smash Bros. Ultimate after he went about completing everything. Check it all out below:









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  • Street Fighter 3 Third Strike’s shocked character sprites are still so beautifully expressive even today











    Street Fighter 3: Third Strike was originally released on May 12, 1999, and here in 2024 it remains one of the most beloved and highly renowned fighting games to ever exist. Part of what makes Third Strike so special and gives it some of its staying power are the visuals, which feature carefully crafted 2D sprites that, when you really pay attention to them, exude tons of expression and personality.






    Goh_Billy is an avid curator of sprites from past fighting games, often highlighting the subtle things we seldom see or really pay attention to, and recently we saw Billy share an image featuring a set of sprites from Street Fighter 3: Third Strike that still just look fantastic today. Let’s take a look at Third Strike’s character sprites when a fighter gets shocked by an electricity-based attack.









    Now, if you’re familiar with the Street Fighter franchise, then you’ve probably seen the special sprites that appear when a character gets hit with flames or electricity. These unique models stretch as far back as the Street Fighter 2 series, and you’ve seen them most when Dhalsim lands one of his fireballs or Blanka hits electric thunder.


    The same idea rolled over to Third Strike, and every character has their own sprite that comes into play whenever they’re shocked.


    When it comes to Street Fighter shock sprites, they usually work as follows. A fighter will get hit with an electrical attack causing their body to flash, and during these alternating flashes we see a silhouetted outline of their body and their skeleton prominently on display.


    Looking at all of Third Strike’s together in one image, we get to look more closely at some of the little traits that were used to really differentiate between characters and better identify them.


    Hugo’s is pretty obvious as he’s the largest character in the game and we see his long hair sticking up and out in all directions, while Akuma still stands in a ready pose despite taking the surge head on.


    Even more interesting is that mysterious characters like Q and Twelve can be seen not having visible skeletons, which is clearly meant to keep some of their secrets closer to the vest.


    When it comes to a beautiful game like Street Fighter 3: Third Strike, sometimes it’s nice to just slow things down and really appreciate some of the tremendous work that went into the 2D sprites and animation. You can do a little of that by checking out the shock sprites from Goh_Billy below.





    Shocked character sprites in Street Fighter 3: Third Strike image #1

    Click images for larger versions







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  • Justin Wong gets visit from ghost of Moment 37 while playing Third Strike on Christmas











    The thing about being a world class Street Fighter player with insane moments recorded on grand stages? Your biggest losses can haunt you like spirits for the rest of your days, something that Justin Wong was reminded of this Christmas.






    While streaming some holiday Third Strike, the legendary player found himself in an oh-too familiar position as Chun-Li, with a super stocked and his opponent’s health low enough to chip out. Despite conditions being perfect for another rendition of Evo Moment 37, the most famous competitive sequence in all of fighting games, Justin decided to rifle off Chun’s super, and instantly regretted doing so.









    Moment 37 is so famous in the fighting game community that it was included as one of the trials when Street Fighter 3: Third Strike Online Edition was released back in 2011. For those who aren’t familiar or need a quick refresher, Evo Moment 37 took place back at Evo 2004 during the semi-finals of Third Strike.


    With only a pixel of health left, BST|Daigo Umehara successfully parried Justin Wong’s instant super (meaning Umehara had to guess the moment Wong would start his attack) which required 15 consecutive parries, all of which had to be done with pristine timing.


    Daigo showed further mastery and preemptive practice for this particular situation by showcasing a perfect punish sequence that required him to jump and parry the super’s final hit in midair. Daigo pulled this all off while in the midst of an in person, end stage tournament setting, thus solidifying his legacy as “The Beast” thereafter.


    People have pulled off the Moment 37 many times over the last 20 years, and it seems that Justin is a fan of giving people chances to do it against him whenever the situation naturally presents itself. Back in 2020, we actually covered an instance where a player named Kokujinsbrother almost performed it against Wong and gave him a near heart attack.


    Here in 2024, Wong faced off against Kokujinsbrother in yet another Third Strike set. The situation did indeed present itself, and Wong did indeed go for it. A panicking Justin repeatedly shouts “it’s Christmas, IT’S CHRISTMAS” as more and more of Chun-Li’s 15 kicks are parried.


    See how it all played out in the full clip below:











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  • Marvel vs. Capcom Infinite & Beyond mod has reached 50,000 downloads in its first week of release











    A massive fan-made mod for Marvel vs. Capcom: Infinite was recently released, and from the sounds of things, it’s doing quite well for itself.






    Marvel vs. Capcom Infinite & Beyond is a new mod spearheaded by Maximilian Dood that overhauls the original game’s graphics, adds balance changes, new modes, and more, and it just saw its official 1.0 release just last week. The team behind the PC mod have since provided an update to fans to let them know that the support has been very strong so far.









    According to both Max and the official MvCIB Twitter account, Beyond has already reached 50,000 downloads in just its first week of release. Maximilian shared a message to fans thanking everyone for the support.


    “Huge thanks to anyone who checked out @MVCI_Beyond,” Max began. “As Director, all I really wanted was for people to find fun in MVCI, the same way me and select others did before.


    “Couldn’t be happier & extremely proud of the team that made this all possible,” Max concluded.





    Marvel vs. Capcom Infinite & Beyond is a completely free mod that players can download right now. It is only available for the Steam version of Marvel vs. Capcom: Infinite, and directions on how to get it and install it yourself can be found on the official MvCIB website.


    This impressive mod has been doing the rounds within the fighting game community, and so far, it seems like it’s been very well received.


    On top of the vibrant new comic book-style visuals, Beyond also made changes to various characters and even the game’s final boss, Ultron Omega.


    In fact, the mod’s version of this boss has been called one of the hardest fighting game bosses in history by its development team, and it has even birthed a challenge where players are being prompted to take on the fused villain on the hardest difficulty using one of Beyond’s new modes that sees the player controlling both of their characters on screen at the same time.


    If you’ve checked out Marvel vs. Capcom Infinite & Beyond, be sure to sound off in the comments below with what you think about it so far. If you haven’t, be sure to head over to the website for more details.










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