System Changes
[PS5/Xbox/NSW2/Steam]
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Removed “Beta Version” from Rollback Settings and Frame Delay Settings in Options.
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Removed the 1-frame delay setting from Input Response Settings.
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Removed balance-focused options from Rollback Settings.
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Adjusted progression so that outside regular tournaments, Gouraishin (Lv. 42) and above gain experience points only when fighting opponents of the same rank.
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Added Room Matches setting that allows Gouraishin (Lv. 42) and above to change ranks.
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Updated Ranked Matches and Room Matches/Tournaments without spectators so the losing player can also skip the final‑round replay.
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Changed the ukemi input from P+K+G to any button.
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Updated the system specifications so replays upload regardless of match result.
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Changed the specification to upload replays regardless of win/loss.
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Added a wired/wireless connection display feature.
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Enabled Dural for use in Arcade and World Stage modes.
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Fixed an issue where settings made in Free Training while waiting for matchmaking were not saved after a match.
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Fixed an issue preventing short final‑round replays from being skipped in Tournament Mode after the second round.
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Corrected text in multiple languages.
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Fixed an issue where stance changes failed to reverse commands in “14. Throw Escapes - 1.”
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Fixed an issue where the opponent’s throw command was reversed in “14. Throw Escapes - 2.”
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Fixed an issue causing ping values to rise continuously under specific conditions.
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Fixed an issue where an unused mouse cursor would appear when transitioning to the character select screen in Offline Versus.
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Fixed an issue in the “Tutorial” where the mouse cursor would not appear and mouse operations would be unavailable in the “Tutorial Menu” after clearing practice.
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Fixed an issue where, in Rankings, if your rank was 51st or lower, executing “My Position” from pages showing ranks 50th or higher would not transition to your own rank.
[Battle Balance Adjustments]
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Extended the cancel window for defensive moves with various dashes from 10 to 13 frames.
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Adjusted the timing and level of damage scaling for mid-air combo effects.
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Adjusted the timing for mid-air combo scaling to reset sooner after a knockdown without ukemi.
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Removed the stagger effect from certain moves, and the mechanics of those moves have been revised.
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Extended the recovery window for staggers triggered by low attacks, making it easier to recover.
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Changed the input for ukemi so that it can now be performed using any button (P, K, or G), in addition to the standard P+K+G combination.
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It is now possible to transition from Vanessa’s intercept position (knocked into the air face up, feet toward opponent) to ←P, or ←K, or ←G upon landing.
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Extended the input window for various slam attacks during mid-air hits (when the opponent does not bounce), making it easier to perform ukemi.
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Expanded the hitbox for the target after a successful guard break.
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Expanded the hitbox for knockdowns caused by moves such as Brad’s →_K and Jean’s →K+G.
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Expanded the hitbox for Lau’s ↓KP and other follow-up attacks so that they now hit certain characters when the first hit connects.
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Expanded the hitbox for some of Taka-Arashi’s take downs.
Character Changes
Akira
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Removed the stagger effect.
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Changed the hit effect on crouching hit.
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Changed the recovery on crouching hit to +6 frames.
Chouzan Housui 46P+K (Chargeable; max charge available)
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Removed the stagger effect.
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Updated the guard effect when fully charged.
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Advantage on guard break has been changed to +14.
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Increased total frames by 3F.
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Removed the stagger effect.
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Changed the hit effect.
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Set the recovery on hit to +6 frames, and counter-hit to +9 frames.
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Changed the damage from 25 to 24.
Zensoutai (while descending) K
Pai
Souka Senpukyaku 3PK (at maximum charge)
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Removed the stagger effect.
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Updated the guard effect when fully charged.
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Advantage on guard break has been changed to +12.
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Increased total recovery by 5 frames.
Hi'en Tenshinshou (while rising from a crouch) P+K
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Removed the stagger effect.
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Changed the damage from 20 to 18.
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Changed the recovery on counter hit to +8 frames.
Renkan Tenshin Jujishou 2P+KKP
Ensei Touku Haikyaku 66K+G
Koushutai (opponent behind) K
Zaban Soushou (opponent behind) P+K
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Removed the stagger effect.
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Adjusted the hit effect on crouching hit.
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Changed the recovery on crouching hit to +6 frames.
Ensei Shoutai (opponent crouching) 33P+G
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Removed the stagger effect.
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Set the recovery to +26 frames.
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Changed the damage from 15 to 5.
Lau
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The post hit progression is now 3 frames faster.
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Changed the recovery on normal hit from –2 to +1 frames.
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Changed the recovery when breaking crouching guard to +1 frames.
Tenshin Engekishou P+K (Fully Charged)
-
Removed the stagger effect.
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Updated the guard effect when fully charged.
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Set the advantage on guard break to +14.
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Removed the stagger effect.
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Changed the counter hit effect, allowing for follow‑up attacks.
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Set the recovery on hit to +8 frames.
Kokyaku Haiten From Kokei: K
-
Extended total recovery by 2 frames.
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Changed the recovery on guard from -14 to -16 frames.
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Normal hit now causes knockdown.
Wolf
Level Back Crush P+K (Fully Charged)
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Advantage on guard break has been set to +15.
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Now causes knockdown on hit.
-
Removed the stagger effect.
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Changed the hit effect.
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Changed the recovery on hit to +5 frames, and the recovery on counter hit to +8 frames.
Toe Kick Stunner 4K+G, then P+G (during hit)
Running Shoulder Attack 46P (chargeable)
-
Removed the stagger effect.
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Changed the guard effect when fully charged.
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Increased total recovery by 5 frames.
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Set advantage on guard break to +8.
Guillotine Drop (opponent down)8K
Piercing Elbow (opponent down)3P+K
To Change (From Catch) 6P+G
Swing Through (From Catch) 4P+G
Calf Branding (From Change) 6P+G
Dangerous Backdrop (From Change) 4P+G
Jeffry
Straight Knuckle~Body Blow P6P
Straight Knuckle~Body Blow P6PP+K+G
Heavy Back Knuckle 4PP+K+G
Tornado Punch 41236P (medium charge)
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Changed the command to 44P (medium charge).
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Changed the guard effect when on medium charge.
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Removed the stagger effect.
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Set the advantage on guard break to +14.
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Now triggers a large bound on mid-air hit.
Tornado Punch 41236P (full charge)
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Changed the command to 44P (full charge).
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Changed the guard effect when fully charged.
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Now triggers a large bound on mid-air hit.
Vertical Upper Slash 2_3PP
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Shortened the total recovery by 4 frames.
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Changed the recovery on guard from -8 to -6 frames.
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Changed the recovery on hit from -4 to +1 frames.
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Extended the hitbox active time by 1 frame.
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Expanded the hitbox, improving usability in mid-air combos.
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Removed the stagger effect.
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Set the advantage on breaking an opponent’s guard to +13.
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Changed the recovery on counter hit from +15 to +17 frames.
Chokeslam 4K+G, then P+G (during hit)
Spear Straight From Threat Stance P+K
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Removed the stagger effect.
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Increased total recovery by 5 frames.
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Set the recovery after breaking an opponent’s guard to +14 frames.
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Changed the recovery on normal hit and counter hit to +14 frames.
Machine Gun Knee Lift (opponent crouching) 1P+G
Kage
Sandan Youjin Urageri PP1PK
Hagakure-ryu In Suzaku Hishoukyaku 623P+KPK then K (during hit)
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Increased total recovery by 4 frames.
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Changed the recovery on guard from -2 to -6 frames.
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Changed the recovery on hit from +13 to +12 frames.
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Increased total recovery by 4 frames.
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Changed the recovery on guard to +15 frames.
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Extended the number of cancelable frames to 14 frames.
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Made the transition back to the neutral stance faster when performing a charge cancel.
Hagakure-ryu You Kusabi'uchi From Hagakure-ryu You Jumonji Kamae 6P
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Removed the stagger effect.
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Changed the guard effect.
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Changed the recovery on guard to +15 frames.
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Changed the hit effect.
Gyakugeri (opponent behind) From Hagakure-ryu In Shippujin K
Hagakure-ryu You Raimeizan (opponent behind) From Hagakure-ryu In Shippujin P+GP
Hagakure-ryu You Kama'itachi (while descending) K
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Removed the stagger effect.
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Changed the recovery on guard from -5 to -10 frames.
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Changed the hit effect, allowing for follow‑up attacks.
Gyakugeri (opponent behind) K
Hagakure-ryu You Raimeizan (opponent behind) P+GP
Sara
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Removed the stagger effect.
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Adjusted the hit effect on crouching hit.
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Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.
Quick Knee and Toe Kick 6KK
Serpent Smash Cannon 2P+KKK
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Removed the stagger effect.
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Changed the hit effect on crouching hit.
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Changed the recovery on crouching hit to +7 frames.
Back Knuckle Side Kick From Flamingo PK
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Removed the stagger effect.
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Changed the hit effect on crouching hit.
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Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.
Backer Shift Combination From Flamingo KKKK
Crush Low From Flamingo 2K
Backer Shift Combination From Flamingo K+GK
Step~Charm Knuckle Chop From Step PP
Serpent Smash Cannon (opponent behind) P+KK
Jacky
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Removed the stagger effect.
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Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.
Smash Back Knuckle 3PPP+K (Fully Charged)
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Set the advantage on guard break to +12.
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Changed the attack startup from 14 to 15 frames.
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Extended total recovery by 5 frames.
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Changed the recovery on guard from -2 to -6 frames.
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Changed the damage from 16 to 15.
Dragon Combination 1 1P+K
Dragon Combination 2 1P+KP
Lion
Ryusei Koushugeki (deflect) 214P
Taizan Soukoushu 4P+K (Fully Charged)
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Set the advantage on guard break to +13.
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Extended total recovery by 7 frames.
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Changed the recovery on guard from -2 to -6 frames.
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Changed the damage from 16 to 12.
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Changed the recovery on hit from +12 to +13 frames.
Taitou Bougetsu From Tourou Soufu P
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Changed the recovery on hit from -3 to +1 frames.
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Removed the stagger effect.
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Changed the recovery on crouching hit to +13 frames.
Ousen Soufu From Tourou Soufu 6P
Hozen Soubuntai From Tourou Teihozen K
Juchou Hekiatsu From Tourou Teihozen 9P+K
Hiten Rakutai (opponent down) 8P
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Removed the stagger effect.
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Changed the post‑move gameplay so you can now make a follow-up attack with moves up to 15 frames.
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Changed the damage from 25 to 20.
Shun
Rengeki Katai (6 or more drinks) PPK
Rengeki Koukashutai (6 or more drinks) PPKK
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Changed the damage from 19 to 18.
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Slowed the time before transitioning to knockdown on G by 2 frames.
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Shortened the delay window from 10 to 5 frames.
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Removed the stagger effect.
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Changed the guard hit-reaction.
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Changed the recovery on guard to +6 frames.
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Changed the damage from 19 to 18.
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Slowed the time before transitioning to knockdown on G by 2 frames.
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Shortened the delay window from 10 to 5 frames.
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Removed the stagger effect.
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Changed the hit reaction on hit.
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Set the recovery on hit to +2 frames.
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Set the recovery on counter‑hit to +7 frames.
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Changed the hit reaction on hit to a critical collapse.
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Set the advantage on guard break to +12.
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Changed the attack startup from 50 to 52 frames.
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Adjusted the consecutive attack from 6 to 4 frames.
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Extended the total recovery by 6 frames.
Saikeikyaku From Zabantetsu 2K
Za'inshu From Zabantetsu P+K+G
Tourigyo Hanshi From Oushin P
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Removed the stagger effect on crouching hit.
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Changed the recovery on normal hit from +7 to +8 frames.
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Changed the recovery on counter hit from +9 to +10 frames.
Nehan Rengeki Katai (10 or more drinks) From Oushin KP2KK
Zenkon Suikou From Oushin 6P+K+GP
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Removed the stagger effect.
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Changed the hit reaction.
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Set the recovery on hit to +2 frames.
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Set the recovery on counter hit to +7 frames.
Rigyo Hanshi (opponent behind) From Oushin P
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Removed the stagger effect on crouching hit.
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Changed the recovery on normal hit from +7 to +8 frames.
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Changed the recovery on counter hit from +9 to +10 frames.
Tentou Saitai (opponent behind) From Oushin 2K
Konten Doushou (opponent behind) From Oushin 6P+K+GP
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Removed the stagger effect.
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Changed attack startup has been adjusted from 31 to 32 frames.
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Changed the recovery on guard to +6 frames.
Sokutan Senshu From Choukarou K
Zenten~Shinho Suikoushu From Choukarou 6P+K+GP
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Removed the stagger effect.
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Changed the hit reaction.
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Set the recovery on hit to +2 frames.
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Set the recovery on counter hit to +7 frames.
Kokukyu Danteki From Soukokukyu K
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Removed the stagger effect.
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The post guard situation is now 3 frames slower.
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Changed the hit effect.
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Changed the recovery on counter hit to +7 frames.
Suibou Honshin From Soukokukyu P+K
Rasen Suichu (opponent down) 3P
Aoi
Joudan Keri'ate~Datotsu~Tachikaze KPK
-
Removed the stagger effect.
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Changed to a high attack.
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Changed the hit effect.
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Increased total recovery by 2 frames.
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Changed the recovery on guard from -4 to -6 frames.
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Changed the damage from 17 to 13.
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Changed the recovery on normal hit to +13 frames.
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Changed the recovery on counter hit to +16 frames.
Tengu Otoshi~Kaname'uchi 2_3P+KP
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Changed the damage from 15 to 10.
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Delayed the transition frames to the Sundome by 2 frames.
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Changed the hit effect on mid-air hit.
Shinchuzuki (deflect) 236P+K
Ukifune From Sundome (hold G) K
Ryuyouha (opponent behind) 2or8P+K+GP
Ryuyouha (opponent behind) 2or8P+K+GP
Lei-Fei
-
Adjusted the launch trajectory.
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Changed the recovery on normal hit from -2 to +5 frames.
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Changed the recovery on counter hit from +4 to +10 frames.
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Matched the recovery on guard counter with that of a normal hit.
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Removed the stagger effect.
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Changed damage from 30 to 25.
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Changed the hit effect, allowing follow-up attacks up to 15 frames.
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Shortened the total recovery by 4 frames if no stance is entered.
Senshippo From Hai Shiki P+K (Fully Charged)
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Removed the stagger effect.
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Changed the guard effect when fully charged.
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Set the advantage on guard break to +6.
Fukushin Koushitai From Bokutai K
Fukushintai From Dokuritsu Shiki 2K
-
Adjusted so that damage will be dealt even when hitting a standing guard.
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Changed the damage from 15 to 10.
-
Changed recovery from -8 to -15 frames.
Zenten~Hou'ou Ten'yoku From Dokuritsu Shiki 6P+K+GP+G
Honshin Kouryoukyaku From Nehan Shiki K
-
Removed the stagger effect.
-
Changed the recovery on guard to -3 frames, and the recovery on hit and counter hit to +4 frames and +9 frames.
Chouho Tansa From Kyo Shiki 6K
Vanessa
Jab~Body From Defensive Style: PP
-
Removed the stagger effect.
-
Changed the hit effect on crouching hit.
-
Changed the recovery on crouching hit to +2 frames.
Combo High Kick From Defensive Style: PPK
Crush Jaw From Defensive Style: (while rising from a crouch) P
Back Knuckle From Defensive Style: 6P
Switch Left Slicer From Defensive Style: KK
Parrying High Kick (deflect) From Defensive Style: 46K
Stopping Low Combo From Defensive Style: 2KP
Bone Crush Middle From Defensive Style: 3K (Fully Charged)
-
Removed the stagger effect.
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Changed the guard effect when fully charged.
-
Changed the recovery on guard to +8 frames.
Stinger Low Blow From Defensive Style: 1P+K
Back Charge Kick From Defensive Style: 44K+G (Fully Charged)
-
Removed the stagger effect.
-
Changed the guard effect when fully charged.
-
Changed the recovery on guard break to +12 frames.
Intrude Hook From Defensive Style: (hold G) 2P
Intercept Body Blow From Defensive Style: (hold G) 8P
Switch Shoulder From Defensive Style: 6P+K+G
-
Removed the stagger effect.
-
Changed the hit effect.
-
Changed the recovery on hit to +5 frames.
-
Changed the recovery on counter hit to +8 frames.
Back Knuckle High~Switch Back Blow From Defensive Style: 6PKP+K+G
Stopping Low~Switch Back Blow From Defensive Style: 2KP+K+G
Long Barrel Blow From Offensive Style: 66P
Stinger Strike From Offensive Style: 41236P (Fully Charged)
-
Removed the stagger effect.
-
Changed the guard effect when fully charged.
-
Changed the recovery on guard break to +15 frames.
Tank Buster From Offensive Style: 41236P, then 2 (while charging)
Back Charge Kick From Offensive Style: 44K+G (Fully Charged)
Switch Shoulder From Offensive Style: 6P+K+G
-
Removed the stagger effect.
-
Changed the hit effect.
-
Changed the recovery on hit to +5 frames.
-
Changed the recovery on counter hit to +8 frames.
Stopping Low~Switch Back Blow From Defensive Style: PPP+K+G
Combo Body Blow~Switch Back Blow From Defensive Style: PP6PP+K+G
Body Blow~Switch Back Blow From Offensive Style: 6PP+K+G
Stopping Toe~Switch Back Blow From Offensive Style: 3KP+K+G
Leap Rolling Toe Kick From Offensive Style: (while descending) K
-
Removed the stagger effect.
-
Changed the recovery on guard from -5 to -10 frames.
-
Changed the hit effect, allowing for follow‑up attacks.
Rolling Toe Kick From Intruder Step: K
-
Removed the stagger effect.
-
Changed the hit effect.
-
Changed the recovery on guard from -5 to -3 frames.
-
Changed the recovery on hit to +4 frames.
-
Changed the recovery on counter hit to +7 frames.
Spear Tackle From Intruder Step: P+G
Intercept Position (knocked into the air face up, feet toward opponent) 4P+K+G when touching ground
Face Crush Elbow From Defensive Style: (opponent behind) P+K
Face Crush Elbow From Offensive Style: (opponent behind) P+K
Goh
Haritsuke 6K, then P+G during hit if opponent is knocked into the air face up, feet toward Goh
Kotetsu 4P+K (Fully Charged)
-
Removed the stagger effect.
-
Changed the guard effect when fully charged.
-
Delayed the post‑guard and post‑hit progression.
-
Set the advantage on guard break to +14.
-
Increased total recovery by 4 frames.
Kokuryusatsu Todome 46P+KPP
-
Removed the stagger on hit.
-
Changed the hit effect.
-
Extended the total recovery by 5 frames.
-
Changed recovery on hit to +12 frames.
Brad
-
Extended the total recovery by 2 frames.
-
Changed the hit effect on crouching hit.
-
Changed the recovery on counter hit and crouching hit to +4 frames.
-
Increased total recovery by 3 frames.
-
Slowed the guard and hit progression by 3 frames.
-
Changed the delay window from 8 frames to 4 frames.
Shovel Hook Triple 2P+KPP
Ducking Combo Upper From Ducking PPP
Ducking Rush From Ducking PPPP
Crush Knee Kick From Ducking K+G
Neck Clinch From Ducking P+G
Gohk Kor Dtae Kao~Dtee Sawk From Neck Clinch P+G
Gohk Kor Dtae Kao~Teep From Neck Clinch 6P+G
Gohk Kor Dtae Kao~Change From Neck Clinch 4P+G
Dtee Sawk Lang From Slipping P+K
Hunting Middle Kick From Slipping K+G
Gambit (opponent down) 3K
Quick Knee Kick From Long Ducking K
EL Blaze
-
Removed the stagger effect.
-
Extended total recovery by 4 frames.
-
Changed the recovery on guard from -13 to -15 frames.
-
Set the recovery on hit to +3 frames.
-
Changed the hit effect, allowing for follow-up attacks up to 16 frames on counter hit.
Swing Chin Crusher 3P+K, then P+G during hit
Swing Chin Crusher 3P+K, then P+G during hit
Darkness Flame P+K+GK, then P+G during hit
Déjà Vu From Rocket Discharge P+G
Eileen
-
Extended total recovery by 4 frames.
-
Changed the recovery on guard from -2 to -6 frames.
-
Changed the damage from 16 to 12.
-
Changed the recovery on hit from +12 to +13 frames.
Taisei Kouten 236KK, then K during hit
-
Because the hitbox timing did not match the animation and caused frequent consecutive hits, the hitbox startup was delayed by 1 frame.
-
Changed from 3 to 2 frames.
Zenkuhon Rakutai (From Zenkuhon) K
Rakuchi Senshintai (From Zenkuhon) 3K
-
Removed the stagger effect.
-
Increased total recovery by 3 frames.
-
Changed the hit effect.
-
Changed the recovery on hit to +16 frames.
Taisei Soumen (From Zenkuhon) P+G
Haishin Gekichou (opponent behind) P
Touho Shikei (opponent behind) P+K
-
Removed the stagger effect.
-
Changed the damage from 16 to 10.
-
Changed the recovery on crouching hit to +7 frames.
-
Removed the stagger effect.
-
Changed the recovery after throw to +15 frames.
-
Changed the damage from 25 to 10.
Jean
Kaginakazuki PPP (Fully Charged)
Gishin Kourishu PKP, then K while charging
Chinshin Seichuken 4PP (Fully Charged)
-
Extended total recovery by 3 frames.
-
Increased the number of cancelable frames to 8F.
-
Shortened total recovery on cancel by 5 frames."
Gishin Kouretsu Eishu 33PK, then P while charging
Maegeri K (when fully charged)
Gishin Ura'eishu K, then P while charging
Maegeri~Inazumazuki KPP (Fully Charged)
Chudan Ushiro Mawashigeri~Gishin Ura'eishu 66K, then P while charging
Kousenzuki 4KP (Fully Charged)
Kou'in Gen'ou Otoshi 9KP (Fully Charged)
Guren Engokugeri 6K+G (Fully Charged)
Gishin Kouretsu Eishu 6K+G, then P while charging
Hou'ou Kouyoku'uchi 4K+GP
-
Removed the stagger effect.
-
Changed the recovery on counter and crouching hits to +3 frames.
-
Changed the damage from 16 to 12.
Doumawashi Kaitengeri 46K+G
-
Removed the stagger effect.
-
Changed the damage from 30 to 25.
-
Changed the recovery on blocks from -4 to -5 frames.
-
Changed the recovery on hit to +4 frames.
-
Changed the counter hit effect, allowing for follow‑up attacks.
-
Increased total frames by 5F.
Tobi Sokutougeri (while running)6_K
Taka-Arashi
-
Extended total recovery by 2 frames.
-
Changed the recovery on guard from -8 to -13 frames.
-
Changed the recovery on hit from -2 to +1 frames.
Senju Harite Shime 63214PP+K
Nodowa 3P, then P+G during hit
Enmamidashi 41236P+K (Fully Charged)
-
Set the advantage on guard break to +15.
-
Changed the guard effect when fully charged.
-
A hit now causes a knockdown.
-
Increased total recovery by 3 frames.
-
Changed the recovery on guard from -15 to -16 frames.
-
Delayed the post‑hit progression down by 2 frames.
Tachi'ai Buchikamashi From Tachi'ai P+K
Shikirinaoshi Damashi Kata'ate From Tachi’ai 4P
-
Removed the stagger effect.
-
Changed the hit effect.
-
Changed damage from 30 to 25.
-
Changed the recovery on guard and hit to +15 frames.
Shiko (opponent down) 4K+G
Yaguranage (From Morozashi) P+G
Nimaigeri (From Morozashi) 6P+G
Sotomusou (From Morozashi) 4P+G
Dural
Tousentai~Rocket Discharge 2KK+G then 6 (when guarded or hit)
-
Extended total recovery by 4 frames.
-
Changed the recovery on guard from -2 to -6 frames.
-
Changed the damage from 16 to 12.
-
Changed the recovery on hit from +12 to +13 frames.
Dragon Combination 1 1P+K
Dragon Combination 2 1P+KP
Hagakure-ryu You Kama'itachi (while descending) K
-
Removed the stagger effect.
-
Changed the recovery on guard from -5 to -10 frames.
-
Changed the hit effect, allowing for follow‑up attacks.
Machine Gun Knee Lift (opponent crouching) 1P+G