Virtua Fighter 5 REVO World Stage Is Back With a Giant Patch

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Gundroog
49 min

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Virtua Fighter 5 REVO World Stage Is Back With a Giant Patch
If you didn't like stagger, you're gonna love this one.

Seems like it's the big patch season, because even Virtua Fighter 5, a game that originally came out in 2006, is getting massive changes.

The patch itself will release in a few days, on March 26, and adjust balance across the whole cast. Outside of some of the more targeted changes, it seems like the major goal here is removing stagger property on many of the moves, with some moves even losing their knockdown status, at least on normal hit.

You can find the full list of changes below.

System Changes

[PS5/Xbox/NSW2/Steam]
  • Removed “Beta Version” from Rollback Settings and Frame Delay Settings in Options.
  • Removed the 1-frame delay setting from Input Response Settings.
  • Removed balance-focused options from Rollback Settings.
  • Adjusted progression so that outside regular tournaments, Gouraishin (Lv. 42) and above gain experience points only when fighting opponents of the same rank.
  • Added Room Matches setting that allows Gouraishin (Lv. 42) and above to change ranks.
  • Updated Ranked Matches and Room Matches/Tournaments without spectators so the losing player can also skip the final‑round replay.
  • Changed the ukemi input from P+K+G to any button.
  • Updated the system specifications so replays upload regardless of match result.
  • Changed the specification to upload replays regardless of win/loss.
  • Added a wired/wireless connection display feature.
  • Enabled Dural for use in Arcade and World Stage modes.
  • Fixed an issue where settings made in Free Training while waiting for matchmaking were not saved after a match.
  • Fixed an issue preventing short final‑round replays from being skipped in Tournament Mode after the second round.
  • Corrected text in multiple languages.
  • Fixed an issue where stance changes failed to reverse commands in “14. Throw Escapes - 1.” 
  • Fixed an issue where the opponent’s throw command was reversed in “14. Throw Escapes - 2.”
  • Fixed an issue causing ping values to rise continuously under specific conditions.
[Steam]
  • Fixed an issue where an unused mouse cursor would appear when transitioning to the character select screen in Offline Versus.
  • 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.
[Xbox]
  • 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]
  • Extended the cancel window for defensive moves with various dashes from 10 to 13 frames.
  • Adjusted the timing and level of damage scaling for mid-air combo effects.
  • Adjusted the timing for mid-air combo scaling to reset sooner after a knockdown without ukemi.
  • Removed the stagger effect from certain moves, and the mechanics of those moves have been revised.
  • Extended the recovery window for staggers triggered by low attacks, making it easier to recover.
  • 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.
  • 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.
  • Extended the input window for various slam attacks during mid-air hits (when the opponent does not bounce), making it easier to perform ukemi.
  • Expanded the hitbox for the target after a successful guard break.
  • Expanded the hitbox for knockdowns caused by moves such as Brad’s →_K and Jean’s →K+G.
  • Expanded the hitbox for Lau’s ↓KP and other follow-up attacks so that they now hit certain characters when the first hit connects.
  • Expanded the hitbox for some of Taka-Arashi’s take downs.

Character Changes

Akira

Jouho Touken 6P
  • Removed the stagger effect.
  • Changed the hit effect on crouching hit.
  • Changed the recovery on crouching hit to +6 frames.
Jashin Hisei 6P4K
  • Added half‑circular property.
Chouzan Housui 46P+K (Chargeable; max charge available)
  • Removed the stagger effect.
  • Updated the guard effect when fully charged.
  • Advantage on guard break has been changed to +14.
  • Increased total frames by 3F.
Maho Shoukou 2_3P+K
  • Removed the stagger effect.
  • Changed the hit effect.
  • Set the recovery on hit to +6 frames, and counter-hit to +9 frames.
  • Changed the damage from 25 to 24.
Tetsuzankou 3K+GPP+K
  • Adjusted so that the repeated hits connect reliably when the initial hit lands from behind.
Haisetsukou 3K+GP466P+K
  • Adjusted so that the repeated hits connect reliably when the initial hit lands from behind.
Kaimon Soushu 3P+K+G
  • Removed the stagger effect.
  • Changed the recovery on guard to -3 frames.
Zensoutai (while descending) K
  • Added half‑circular property.
Shin'iha 16P+G
  • Shortened the post-throw recovery by 10 frames.

Pai

Renkentai PK
  • Adjusted hit advantage from +2 to +1
Senchuken 6P
  • Removed the stagger on side hits.
Souka Senpukyaku 3PK (at maximum charge)
  • Removed the stagger effect.
  • Updated the guard effect when fully charged.
  • Advantage on guard break has been changed to +12.
  • Increased total recovery by 5 frames.
Ensei Toukikyaku 46KK
  • Changed the recovery on guard from -7 to -13 frames.
  • Increased total frames by 5F.
Hi'en Tenshinshou (while rising from a crouch) P+K
  • Removed the stagger effect.
  • Changed the damage from 20 to 18.
  • Changed the recovery on counter hit to +8 frames.
Renkan Tenshin Jujishou 2P+KKP
  • Adjusted so that less distance is created on guard.
  • Delayed the attack startup by 1 frame because it was prone to causing lingering consecutive hits.
Enbu Renkyaku 6K+G
  • Changed the damage from 15 to 10.
Enbu Renkyaku 6K+G
  • Changed the recovery on hit from +4 to +14 frames against Taka-Arashi.
Ensei Touku Haikyaku 66K+G
  • Delayed the progression on hit by 5 frames.
Hien Dantai 66PK
  • Increased hit stun by 2 frames.
  • Reduced launch height on hit.
Koushutai (opponent behind) K
  • Changed the recovery on guard from -10 to -15 frames.
Zaban Soushou (opponent behind) P+K
  • Removed the stagger effect.
  • Adjusted the hit effect on crouching hit.
  • Changed the recovery on crouching hit to +6 frames.
Toushin Housoukyaku P+G
  • Increased post-throw recovery by 6 frames.
  • Shortened the victim’s recovery by 9 frames.
Ensei Shoutai (opponent crouching) 33P+G
  • Removed the stagger effect.
  • Set the recovery to +26 frames.
  • Changed the damage from 15 to 5.

Lau

Haisen Renshou P4P
  • The post hit progression is now 3 frames faster.
  • Changed the recovery on normal hit from –2 to +1 frames.
  • Changed the recovery when breaking crouching guard to +1 frames.
Tenshin Soukoshou P4PP
  • The follow‑up timing has been made 1 frame faster.
Hou'ou Soushou 6PP
  • Changed the recovery on normal hit from -1 to +1 frames.
Kensou Danteki 4PK
  • Extended the input window by 6 frames.
Rouko Hazan 4PKP
  • Extended the input window by 6 frames.
Kosoushou 46P
  • Extended the total recovery by 1 frame.
  • Changed the recovery from -5 to -6 frames.
Tenshin Engekishou P+K
  • Adjusted move to induce a side crumple on side hits.
Tenshin Engekishou P+K (Fully Charged)
  • Removed the stagger effect.
  • Updated the guard effect when fully charged.
  • Set the advantage on guard break to +14.
Touku Shashou 8or9or7P+K
  • Changed the damage from 16 to 20.
Ko'en Senshi 66K+G
  • Changed hit recovery from +4 to +14 frames against Taka‑Arashi.
Rakuchi Kobikyaku 8K+GK
  • Removed the stagger effect.
  • Changed the counter hit effect, allowing for follow‑up attacks.
  • Set the recovery on hit to +8 frames.
Renkan Senshou 2_3P6P
  • Changed recovery on hit from -8 to +10 frames against Taka‑Arashi.
Kokyaku Haiten From Kokei: K
  • Extended total recovery by 2 frames.
  • Changed the recovery on guard from -14 to -16 frames.
  • Normal hit now causes knockdown.

Wolf

Horizon Slash P6PP
  • The launch trajectory has been adjusted.
Screw Lariat 63214PP
  • Changed the recovery on guard from -5 to -8 frames.
  • Changed so that normal hit can hit consecutively.
Vertical Smash 2_3P
  • Changed the type of stagger.
Tomahawk Chop 9P
  • No longer causes knockdown on stagger hit.
Level Back Crush P+K (Fully Charged)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Advantage on guard break has been set to +15.
  • Now causes knockdown on hit.
Rolling Savate 6K+G
  • Removed the stagger effect.
  • Changed the hit effect.
  • 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)
  • Extended post-throw recovery by 13 frames.
Running Shoulder Attack 46P (chargeable)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Increased total recovery by 5 frames.
  • Set advantage on guard break to +8.
Guillotine Drop (opponent down)8K
  • Extended recovery on down attack hit by 6 frames.
Piercing Elbow (opponent down)3P+K
  • Shortened the active duration by 2 frames.
Push (From Catch) P+G
  • Changed the recovery after throw break from -3 to -6 frames.
To Change (From Catch) 6P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Swing Through (From Catch) 4P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Push (From Change) P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Calf Branding (From Change) 6P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Dangerous Backdrop (From Change) 4P+G
  • Changed the recovery after throw break from -3 to -6 frames.

Jeffry

Straight Knuckle~Body Blow P6P
  • Adjusted the hit reaction on crouching hit.
  • Changed the recovery on counter hit and crouching hit to +5 frames.
Straight Knuckle~Body Blow P6PP+K+G
  • Changed the hitbox type to special high.
Head Cut Smash P6PP
  • Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Elbow Butt 6P
  • Changed the recovery on counter hit and crouching hit from +5 to +6 frames.
Heavy Back Knuckle 4PP+K+G
  • Changed the hitbox type to special high.
  • Extended the delay window by 7 frames.
Tornado Punch 41236P
  • Changed the command to 44P.
  • Now triggers a large bound on mid-air hit.
Tornado Punch 41236P (medium charge)
  • Changed the command to 44P (medium charge).
  • Changed the guard effect when on medium charge.
  • Removed the stagger effect.
  • Set the advantage on guard break to +14.
  • Now triggers a large bound on mid-air hit.
Tornado Punch 41236P (full charge)
  • Changed the command to 44P (full charge).
  • Changed the guard effect when fully charged.
  • Now triggers a large bound on mid-air hit.
Vertical Upper 2_3PP+K+G
  • Changed the hitbox type to special high.
  • Extended the delay window by 7 frames.
Vertical Upper Slash 2_3PP
  • Changed the recovery on hit from +5 to +9 frames, and the recovery on counter hit from +9 to +12 frames.
Double Upper 3PP
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Stunner Knuckle KPP+K+G
  • Changed the hitbox type to special high.
Knee Push 4K
  • Shortened the total recovery by 4 frames.
  • Changed the recovery on guard from -8 to -6 frames.
  • Changed the recovery on hit from -4 to +1 frames.
Body Crush P+KP+K+G
  • Changed the hitbox type to special high.
  • Extended the delay window by 7 frames.
Head Attack 46P+K
  • Extended the hitbox active time by 1 frame.
  • Expanded the hitbox, improving usability in mid-air combos.
Sunlit Body Upper 3P+K
  • Changed the damage from 20 to 18.
Heel Drop 6K+G
  • Removed the stagger effect.
  • Set the advantage on breaking an opponent’s guard to +13.
  • Changed the recovery on counter hit from +15 to +17 frames.
Kenka Kick 66K+G
  • Changed the hit effect.
Ducking Low 2K+G
  • Changed the recovery on counter hit from +6 to +8 frames.
Hell Claw 236P
  • Available again.
Chokeslam 4K+G, then P+G (during hit)
  • Available again.
Threat Stance P+K+G
  • Changed the hitbox type to special high.
Spear Straight From Threat Stance P+K
  • Removed the stagger effect.
  • Increased total recovery by 5 frames.
  • Set the recovery after breaking an opponent’s guard to +14 frames.
  • Changed the recovery on normal hit and counter hit to +14 frames.
Machine Gun Knee Lift (opponent crouching) 1P+G
  • Changed the damage from 60 to 70.

Kage

Sandan Youjin Urageri PP1PK
  • Changed the hit effect for mid-air hits.
  • Adjusted the launch trajectory.
Rasen Urageri 4PK
  • Adjusted the launch trajectory.
Souhajin P+K
  • Changed the recovery on guard from -4 to -6 frames.
Hagakure-ryu In Suzaku Hishoukyaku 623P+KPK then K (during hit)
  • Changed the hit effect.
  • Increased hit recovery by 4 frames.
Naraku Otoshi 623P+KKK
  • Changed the hit effect.
  • Increased hit recovery by 4 frames.
Soumenwari 1P+K
  • Increased total recovery by 4 frames.
  • Changed the recovery on guard from -2 to -6 frames.
  • Changed the recovery on hit from +13 to +12 frames.
Fusen Renkyaku 6K+G
  • Changed the second hit’s damage from 20 to 10.
  • Set the recovery on hit to +10 frames and the recovery on counter hit to +15 frames against Taka-Arashi.
Ryugakuha 236K+G
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Increased total recovery by 4 frames.
  • Changed the recovery on guard to +15 frames.
  • Extended the number of cancelable frames to 14 frames.
  • Made the transition back to the neutral stance faster when performing a charge cancel.
Sandan Urageri PP4PK
  • Adjusted the launch trajectory.
Hagakure-ryu You Kusabi'uchi From Hagakure-ryu You Jumonji Kamae 6P
  • Changed the recovery on counter hit from +16 to +13 frames.
  • Hagakure-ryu You Raimeizan (opponent behind) From Hagakure-ryu You Jumonji
Kamae P+GP
  • Removed the stagger effect.
  • Changed the guard effect.
  • Changed the recovery on guard to +15 frames.
  • Changed the hit effect.
Gyakugeri (opponent behind) From Hagakure-ryu In Shippujin K
  • Changed the damage from 30 to 25.
Hagakure-ryu You Raimeizan (opponent behind) From Hagakure-ryu In Shippujin P+GP
  • Removed the stagger effect.
  • Changed the recovery on guard to +15 frames.
  • Changed the hit effect.
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.
Gyakugeri (opponent behind) K
  • Changed the damage from 30 to 25.
Hagakure-ryu You Raimeizan (opponent behind) P+GP
  • Removed the stagger effect.
  • Changed the recovery on guard to +15 frames.
  • Changed the hit effect.

Sara

Punch Toe Kick P4K
  • Removed the stagger effect.
  • Adjusted the hit effect on crouching hit.
  • Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.
Serpent Claw 4PK4K
  • Changed the hit effect.
Tail Sweep 4PKK+G
  • Extended hit recovery by 2 frames.
Quick Knee and Toe Kick 6KK
  • Changed the hit effect to create more distance.
  • Changed the recovery on hit from +1 to +2 frames.
Hide Side Kick (deflect)
  • The sabaki activation has been delayed by 2 frames, now starting from frame 10.
Storm Combination 6P+KPK
  • Adjusted so that performing a cancel now triggers a recovery counter.
Serpent Smash Cannon 2P+KKK
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Valkyrie Strike 9K+GPPK
  • Adjusted the move so that it induces a side crumple on side hit.
Sword Slash 9K+GK
  • Removed the stagger effect.
  • Changed the hit effect on crouching hit.
  • Changed the recovery on crouching hit to +7 frames.
Sword Rush Combo 9K+GKK
  • Made the second hit consecutive when hitting a crouching opponent.
Back Knuckle Side Kick From Flamingo PK
  • Removed the stagger effect.
  • Changed the hit effect on crouching hit.
  • 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
  • Changed the damage from 18 to 20.
Crush Low From Flamingo 2K
  • Extended total recovery by 3 frames.
Backer Shift Combination From Flamingo K+GK
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Step~Charm Knuckle Chop From Step PP
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Serpent Smash Cannon (opponent behind) P+KK
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Valkyrie Rage P+G
  • Made it possible to get up more quickly after being knocked down.

Jacky

Jab Double Straight PPP
  • Adjusted the move so the second hit no longer results in a true block string when the opponent guards it from the side.
Rib Crush PP6PPP
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +4 frames.
Punch Side Kick P4K
  • Removed the stagger effect.
  • Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.
Rib Crush 6PPP
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +4 frames.
Smash Back Knuckle 3PPP+K (Fully Charged)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Set the advantage on guard break to +12.
Slant Back Knuckle 1P
  • Changed the recovery on hit from -2 to -4 frames.
Beat Spin Kick P+KK
  • Changed the damage from 25 to 20.
Bil Jee 6P+K
  • Changed the attack startup from 14 to 15 frames.
  • Extended total recovery by 5 frames.
  • Changed the recovery on guard from -2 to -6 frames.
  • Changed the damage from 16 to 15.
Dragon Combination 1 1P+K
  • Delayed the post‑guard situation by 2 frames.
Dragon Combination 2 1P+KP
  • Removed the stagger effect.

Lion

Banchu 6P
  • Changed the recovery on counter hit and crouching hit to +6 frames.
In'you 4P
  • Changed the hit effect to make it easier to incorporate into mid-air combos.
Ni In'you 4PP
  • Changed the hit effect to make it easier to incorporate into mid-air combos.
Kishitsu Kasensou 43P
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
  • The post hit progression is now 2 frames faster.
Ryusei Koushugeki (deflect) 214P
  • Changed the recovery on guard from -10 to -8 frames.
  • Also made it so that the move no longer causes a crumple knockdown unless the sabaki succeeds.
Rakugekishou 3PP
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
  • The post hit progression is now 2 frames faster.
Attai 2K
  • Changed the hit effect to make it easier to incorporate into mid-air combos.
Tourou Youzan 66P+KP
  • Removed the stagger effect.
Taizan Soukoushu 4P+K (Fully Charged)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Set the advantage on guard break to +13.
Rensansui Banchu 46P+KPP
  • Removed the stagger effect.
Honsui 3P+K
  • Extended total recovery by 7 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.
Nenchu 3or9P+K+GP
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +8 frames.
Taitou Bougetsu From Tourou Soufu P
  • Changed the recovery on hit from -3 to +1 frames.
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +13 frames.
Ousen Soufu From Tourou Soufu 6P
  • Changed the recovery on hit from +7 to +6 frames.
Hozen Soubuntai From Tourou Teihozen K
  • Changed the hit effect.
  • Changed the recovery on hit to +16 frames.
Juchou Hekiatsu From Tourou Teihozen 9P+K
  • Changed the damage from 16 to 20.
Hiten Rakutai (opponent down) 8P
  • Extended the hit recovery by 2 frames.
Youzan 46P+G
  • Removed the stagger effect.
  • Changed the post‑move gameplay so you can now make a follow-up attack with moves up to 15 frames.
  • Changed the damage from 25 to 20.
Bokuho 61P+G
  • Expanded the vulnerable hitbox during throw whiff.
  • Changed the total recovery from 51 frames to 54 frames.

Shun

Renkan Chougeki PPPK
  • Adjusted side hits to no longer do consecutive hits.
Rengeki Katai (6 or more drinks) PPK
  • Changed the damage from 8 to 9.
Rengeki Koukashutai (6 or more drinks) PPKK
  • Changed the damage from 19 to 18.
  • Slowed the time before transitioning to knockdown on G by 2 frames.
  • Shortened the delay window from 10 to 5 frames.
Rengeki Gakushu 46PPP
  • Adjusted behavior so that recovery no longer changes based on alcohol level.
Getsuga Chougeki 4KP
  • Removed the stagger effect.
  • Changed the guard hit-reaction.
  • Changed the recovery on guard to +6 frames.
Koushu Katai 1K
  • Changed the damage from 8 to 9.
Koushu Rentai 1KK
  • Changed the damage from 19 to 18.
  • Slowed the time before transitioning to knockdown on G by 2 frames.
  • Shortened the delay window from 10 to 5 frames.
Shinho Suikoushu 43P+K
  • Removed the stagger effect.
  • Changed the hit reaction on hit.
  • Set the recovery on hit to +2 frames.
  • Set the recovery on counter‑hit to +7 frames.
Gekizan Senchu 3P+K
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Changed the hit reaction on hit to a critical collapse.
  • Set the advantage on guard break to +12.
  • Changed the attack startup from 50 to 52 frames.
  • Adjusted the consecutive attack from 6 to 4 frames.
  • Extended the total recovery by 6 frames.
Ryubikyaku 8K+G
  • Expanded the hitbox during attacks, making it harder to evade high attacks.
Saikeikyaku From Zabantetsu 2K
  • Changed the damage from 18 to 20.
Za'inshu From Zabantetsu P+K+G
  • Changed the drink points from 3 to 2.
Tourigyo Hanshi From Oushin P
  • Removed the stagger effect on crouching hit.
  • Changed the recovery on normal hit from +7 to +8 frames.
  • Changed the recovery on counter hit from +9 to +10 frames.
Nehan Rengeki Katai (10 or more drinks) From Oushin KP2KK
  • Changed the damage from 19 to 18.
Zenkon Suikou From Oushin 6P+K+GP
  • Removed the stagger effect.
  • Changed the hit reaction.
  • Set the recovery on hit to +2 frames.
  • Set the recovery on counter hit to +7 frames.
Rigyo Hanshi (opponent behind) From Oushin P
  • Removed the stagger effect on crouching hit.
  • Changed the recovery on normal hit from +7 to +8 frames.
  • Changed the recovery on counter hit from +9 to +10 frames.
Tentou Saitai (opponent behind) From Oushin 2K
  • Removed the stagger effect.
  • Adjusted the hit reaction.
Konten Doushou (opponent behind) From Oushin 6P+K+GP
  • Removed the stagger effect.
  • Changed attack startup has been adjusted from 31 to 32 frames.
  • Changed the recovery on guard to +6 frames.
Sokutan Senshu From Choukarou K
  • Changed the damage from 21 to 18.
Zenten~Shinho Suikoushu From Choukarou 6P+K+GP
  • Removed the stagger effect.
  • Changed the hit reaction.
  • Set the recovery on hit to +2 frames.
  • Set the recovery on counter hit to +7 frames.
Kokukyu Danteki From Soukokukyu K
  • Removed the stagger effect.
  • The post guard situation is now 3 frames slower.
  • Changed the hit effect.
  • Changed the recovery on counter hit to +7 frames.
Suibou Honshin From Soukokukyu P+K
  • Increased total recovery by 4 frames.
  • The post guard situation is now 4 frames slower.
Rasen Suichu (opponent down) 3P
  • Changed the consecutive attack frames from 3 to 2 frames.

Aoi

Ougimai 4P
  • Changed the recovery on guard from -2 to -5 frames.
Ougimai~Tachikaze 4PK
  • Removed the stagger effect.
Ryoushi 43P
  • Increased total recovery by 4 frames.
  • Changed the recovery on guard from -4 to -6 frames.
Joudan Keri'ate K
  • Changed the damage from 18 to 12.
Joudan Keri'ate~Datotsu~Tachikaze KPK
  • Changed the hit effect for mid-air hits.
Tenraitsui 6KP
  • Made the post‑hit progression 5 frames slower.
Kamageri 4K
  • Removed the stagger effect.
  • Changed to a high attack.
  • Changed the hit effect.
  • Increased total recovery by 2 frames.
  • Changed the recovery on guard from -4 to -6 frames.
  • Changed the damage from 17 to 13.
  • Changed the recovery on normal hit to +13 frames.
  • Changed the recovery on counter hit to +16 frames.
Tengu Otoshi 2_3P+K
  • Changed the damage from 16 to 12.
Tengu Otoshi~Kaname'uchi 2_3P+KP
  • Changed the damage from 15 to 10.
  • Delayed the transition frames to the Sundome by 2 frames.
  • Changed the hit effect on mid-air hit.
Shinchuzuki (deflect) 236P+K
  • No longer causes a crumple knockdown except on a successful sabaki.
Ukifune From Sundome (hold G) K
  • Removed the stagger effect.
Ryuyouha (opponent behind) 2or8P+K+GP
  • Removed the stagger effect.
Ryuyouha (opponent behind) 2or8P+K+GP
  • Removed the stagger effect.

Lei-Fei

Shaten Renshou 33PP
  • Changed the move to a mid attack.
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Haisenkyaku K
  • Adjusted the launch trajectory.
  • Changed the recovery on normal hit from -2 to +5 frames.
  • Changed the recovery on counter hit from +4 to +10 frames.
  • Matched the recovery on guard counter with that of a normal hit.
Toukyaku 66K
  • Removed the stagger effect.
  • Changed damage from 30 to 25.
  • Changed the hit effect, allowing follow-up attacks up to 15 frames.
  • Shortened the total recovery by 4 frames if no stance is entered.
Bunkyaku 3K
  • Removed the stagger on side hits.
Katoken 3or9P+K
  • Changed the hit effect.
  • Removed the stagger effect.
Haisetsukou 3or9P+KP
  • Fixed an issue where the opponent would not fall down on stagger hit.
Senshippo From Hai Shiki P+K (Fully Charged)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Set the advantage on guard break to +6.
Fukushin Koushitai From Bokutai K
  • Changed the hit effect.
Fukushintai From Dokuritsu Shiki 2K
  • Adjusted so that damage will be dealt even when hitting a standing guard.
  • 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
  • Extended the total recovery on throw catch by 2 frames.
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
  • Removed the stagger effect.
  • Changed the recovery on hit.

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
  • Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Crush Jaw From Defensive Style: (while rising from a crouch) P
  • Changed the type of stagger.
Back Knuckle From Defensive Style: 6P
  • Delayed the post‑hit progression by 2 frames.
  • Removed the stagger on side hits.
Switch Left Slicer From Defensive Style: KK
  • Guarding the second shot from the side no longer triggers a consecutive guard.
Parrying High Kick (deflect) From Defensive Style: 46K
  • Shortened the sabaki window by 3 frames.
Stopping Low Combo From Defensive Style: 2KP
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Bone Crush Middle From Defensive Style: 3K (Fully Charged)
  • Removed the stagger effect.
  • Changed the guard effect when fully charged.
  • Changed the recovery on guard to +8 frames.
Stinger Low Blow From Defensive Style: 1P+K
  • Extended the total recovery by 2 frames.
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
  • Shortened the dodge property from 7 to 5 frames.
Intercept Body Blow From Defensive Style: (hold G) 8P
  • Shortened the dodge property from 7 to 5 frames.
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
  • Extended the total recovery by 5 frames.
Stopping Low~Switch Back Blow From Defensive Style: 2KP+K+G
  • Extended the total recovery by 6 frames.
Long Barrel Blow From Offensive Style: 66P
  • Removed the stagger on side hits.
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)
  • Changed the recovery on guard from -1 to +8 frames.
Back Charge Kick From Offensive Style: 44K+G (Fully Charged)
  • Removed the stagger effect.
  • Changed the advantage on guard break to +12.
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
  • Increased total recovery by 4 frames.
Combo Body Blow~Switch Back Blow From Defensive Style: PP6PP+K+G
  • Increased total recovery by 4 frames.
Body Blow~Switch Back Blow From Offensive Style: 6PP+K+G
  • Increased total recovery by 4 frames.
Stopping Toe~Switch Back Blow From Offensive Style: 3KP+K+G
  • Increased total recovery by 4 frames.
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
  • Extended the total recovery on throw catch by 2 frames.
Intercept Position (knocked into the air face up, feet toward opponent) 4P+K+G when touching ground
  • It can now be executed with 4P, 4K, or 4G.
Face Crush Elbow From Defensive Style: (opponent behind) P+K
  • Changed the damage from 19 to 20.
Face Crush Elbow From Offensive Style: (opponent behind) P+K
  • Changed the damage from 19 to 20.

Goh

Soukyu 46P
  • Extended total recovery by 2 frames.
  • Changed the recovery from -4 to -6 frames.
Tsukikage 6K
  • Changed the damage from 18 to 15.
  • Changed the recovery on guard from -8 to -10 frames.
Haritsuke 6K, then P+G during hit if opponent is knocked into the air face up, feet toward Goh
  • Changed the damage from 30 to 32.
Maegeri 3K
  • Changed the damage from 15 to 12.
  • Retained the stagger.
Karigeri 1K
  • Changed the damage from 20 to 15.
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
  • Increased hit recovery by 4 frames.
Goukitotsu 2_3P+K
  • Removed the stagger effect.
  • Set the recovery on hit.
  • Changed the damage from 25 to 24.
Tengusatsu 9K+G
  • Removed the stagger on hit.
  • Changed the hit effect.
  • Extended the total recovery by 5 frames.
  • Changed recovery on hit to +12 frames.

Brad

Jab~Body Straight P6P
  • 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.
Gliding Knee P6PK
  • Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Shovel Hook 2P+K
  • Extended total recovery by 6 frames.
  • Changed the recovery on guard from -6 to -8 frames.
Shovel Hook Double 2P+KP
  • 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
  • Changed the delay window from 8 frames to 4 frames.
Last Shot 2P+K6P
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
  • Changed damage from 15 to 10.
Destruction Body 3P+K
  • Removed the stagger on side hits.
Ducking Combo Upper From Ducking PPP
  • Removed the stagger effect.
  • Changed the recovery on counter hit and crouching hit to +6 frames.
Ducking Rush From Ducking PPPP
  • Guarding the third shot no longer triggers a consecutive guard.
Crush Knee Kick From Ducking K+G
  • Extended total recovery by 3 frames.
Neck Clinch From Ducking P+G
  • Shortened the active time of the catch throw’s grab hitbox.
Gohk Kor Dtae Kao~Dtee Sawk From Neck Clinch P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Gohk Kor Dtae Kao~Teep From Neck Clinch 6P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Gohk Kor Dtae Kao~Change From Neck Clinch 4P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Dtee Sawk Lang From Slipping P+K
  • Extended total recovery by 4 frames.
  • Changed the recovery from -2 to -6 frames.
Hunting Middle Kick From Slipping K+G
  • Extended total recovery by 7 frames.
Gambit (opponent down) 3K
  • Changed the consecutive attack from 3 to 2 frames.
Quick Knee Kick From Long Ducking K
  • Changed to only cause a stagger effect on a crouching hit.

EL Blaze

Outrage Combo PPK
  • Increased the recovery on hit by 2 frames.
Shadow Fang 6PK
  • Changed the mid-air hit reaction.
  • Changed the recovery on guard from -18 to -16 frames.
Short Upper 3P
  • Changed the hit effect to make it easier to incorporate into mid-air combos.
Combination Blow 3PP
  • Enabled the transition to Demon Dance using P+K or P+K+G.
Shutdown Knee 3PPK
  • 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.
Toe Kick 4K
  • Removed the stagger on side hits.
Shadow Slash 4KP
  • Enabled the transition to Demon Dance using P+K or P+K+G.
Face Smash 4KPP
  • Normal hits no longer hit consecutively against Taka-Arashi.
  • Changed the damage from 16 to 20.
Low Kick 2K
  • Shortened the active attack by 2 frames.
Hook 2KP
  • Shortened the active attack by 2 frames.
  • Enabled the transition to Demon Dance using P+K or P+K+G.
Face Hit 2KPP
  • Changed the damage from 16 to 20.
Swing Chin Crusher 3P+K, then P+G during hit
  • Removed the stagger effect.
  • Changed the recovery to +5 frames.
Swing Chin Crusher 3P+K, then P+G during hit
  • Removed the stagger effect.
  • Changed the recovery to +5 frames.
Darkness Flame P+K+GK, then P+G during hit
  • Changed damage from 32 to 37.
  • Adjusted so that the damage is no longer reduced by a just ukemi.
Déjà Vu From Rocket Discharge P+G
  • The total recovery on throw catch has been increased by 5 frames.

Eileen

Enkou Gekisou PP6P
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +6 frames.
Shoukou Yakutou P3PK
  • Removed the stagger effect.
  • A hit now causes a knockdown.
Geimen Senpu 6PPK
  • Changed the damage from 25 to 22.
Hikou Bokushoku 9P
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Hikou Senshi 66K
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Dokuritsu Sougan P+K
  • 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.
Jinraishou 6P+K
  • Delayed the timing for cancel moves and interrupt moves by 3 frames.
Taisei Soudou 46P+K
  • Removed the stagger effect.
  • Changed the advantage on guard break to +12.
Enkou Soutekitou 1P+KP
  • Removed the stagger effect.
  • Changed the recovery on counter hit to +12 frames.
Renkan Sententai 4K+GK
  • Adjusted so that less distance is created on guard.
Enkou Bokuchou 2P+K+GP
  • Removed the stagger effect.
  • Uniformly changed the recovery to +8 frames.
Taisei Honsou 214P
  • Changed so that a side normal hit no longer produces consecutive hits in cancel moves or interrupt moves.
Taisei Chouzan 236K
  • Changed the damage from 15 to 18.
Taisei Renteki 236KKK
  • Changed the damage from 10 to 12.
Taisei Kouten 236KK, then K during hit
  • Changed the damage from 21 to 25.
Taisei Dakka 214K
  • 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
  • Delayed the timing for cancel moves and interrupt moves by 3 frames.
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
  • Increased the total recovery on throw catch by 6 frames.
Haishin Gekichou (opponent behind) P
  • Increased total recovery by 7 frames.
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.
Kou'ou Batsuzan 63214P+G
  • Changed the damage from 65 to 60.
Kou'ou Kouzan 46P+G
  • Removed the stagger effect.
  • Changed the recovery after throw to +15 frames.
  • Changed the damage from 25 to 10.

Jean

Kaginakazuki PPP (Fully Charged)
  • Increased total recovery by 4 frames.
Kyoshin Kouriken
  • Extended total recovery by 3 frames.
Gishin Kourishu PKP, then K while charging
  • Changed the recovery on hit from +2 to +4 frames.
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
  • Shortened the guard progression by 3 frames.
Maegeri K
  • Removed the stagger effect.
  • Changed the recovery on crouching hit to +6 frames.
Maegeri K (when fully charged)
  • Extended the total recovery by 5 frames.
Gishin Ura'eishu K, then P while charging
  • Changed the recovery on blocks from ±0 to -6 frames.
Maegeri~Inazumazuki KPP (Fully Charged)
  • Extended the total recovery by 6 frames.
Chudan Ushiro Mawashigeri~Gishin Ura'eishu 66K, then P while charging
  • Shortened the guard progression by 3 frames.
Kousenzuki 4KP (Fully Charged)
  • Extended the total recovery by 5 frames.
Kou'in Gen'ou Otoshi 9KP (Fully Charged)
  • Extended the total recovery by 2 frames.
Agezuki 3P+K
  • Changed the recovery on hit to make mid-air combos easier to incorporate.
Guren Engokugeri 6K+G (Fully Charged)
  • Increased total recovery by 4 frames.
Gishin Kouretsu Eishu 6K+G, then P while charging
  • Shortened the guard progression by 3 frames.
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.
Tadan Kubigeri 3K+G
  • Shortened the recovery on cancel by 6 frames.
Tobi Sokutougeri (while running)6_K
  • Changed to an unblockable move.
  • Extended the total recovery by 5 frames.
Getsuku Shouken 46P+K
  • Removed the stagger effect.
  • Changed the recovery on guard to -4 frames.

Taka-Arashi

Morotezuki 66P
  • Changed normal hit to not cause a knockdown.
  • Changed the recovery on hit to -2 frames.
Morote Tsuppari 66PP
  • 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
  • Changed the recovery on guard from -10 to -13 frames.
Yoko Harite 4P
  • Changed the damage from 18 to 15.
Sokubi Otoshi 41236P
  • Changed normal hit to not cause a knockdown.
  • Enabled small bound in mid-air hit.
Onigoroshi 3P
  • Changed the recovery on guard from -6 to -8 frames.
  • Changed the damage from 15 to 12.
Nodowa 3P, then P+G during hit
  • Changed the damage from 45 to 55.
Chu Tsuppari 3 6P+KPP
  • Extended the total recovery by 1 frame.
  • Changed the recovery on guard from -15 to -16 frames.
Ten'yaburi 4P+KP
  • Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
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.
Tsuyubarai 2P+K
  • 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.
Mukae Shiko 2or8K+G
  • Increased total recovery by 3 frames.
  • Changed the recovery on guard from -15 to -18 frames.
Tachi'ai Buchikamashi From Tachi'ai P+K
  • Changed the damage from 35 to 25.
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
  • Adjusted the homing performance of down attack.
Yaguranage (From Morozashi) P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Nimaigeri (From Morozashi) 6P+G
  • Changed the recovery after throw break from -3 to -6 frames.
Sotomusou (From Morozashi) 4P+G
  • Changed the recovery after throw break from -3 to -6 frames.

Dural

Soukyu 46P
  • Extended total recovery by 2 frames.
  • Changed the recovery from -4 to -6 frames.
Fudousatsu Arata 6KP
  • Extended the recovery on hit by 5 frames.
Spinning Savate 6KKK
  • Made consecutive side hits no longer connect.
Tousentai~Rocket Discharge 2KK+G then 6 (when guarded or hit)
  • Disabled running.
Dragon Smash Cannon 1K
  • Reduced the ability to re-launch opponents on mid-air hit.
Honsui P+K
  • 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
  • Delayed the post‑guard progression by 2 frames.
Dragon Combination 2 1P+KP
  • Removed the stagger effect.
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
  • Fixed an issue where the first hit would still cause damage on throw break.
  • Changed damage from 60 to 70.

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