
Arcsystem Works has released the official patch notes for Under Night In-Birth Exe:Late [cl-r] version 1.03.
The patch notes were only released in Japanese, but some members of the community stepped up to help translate the massive amount of changes for this new version of the game.
Unending special thanks to @slawbrah, @rajohnson90, @lumenebrae, and @triplicate94 for the awesome work of translating. The community truly appreciates you for this.
If you want to read the official notes you can download the pdf here.
If you’re a frame data nerd like me, you can read the official changes here.
System Changes
Dash | Made it easier to instantly dash out of an attack that was done during a dash. |
Guard | Greatly changed the amount of GRD gained after blocking an attack with a large number of cancel options. |
Throw | Fixed a bug on certain that greatly lowered their damage when done on throw-invulnerable opponents. |
Ground Recovery / Emergency Recovery | Made the amount of time that characters cannot walk or crouch after landing consistent among the cast.
Fixed a bug where, for a moment, the game would treat a character’s stance as Standing after a ground or emergency recovery. (v1.03) |
5A | Reverted a change where low 5As would whiff on an opponent’s jumps, assaults, and jump attacks. (v1.03) |
2A | Low 2As now whiff on an opponent’s jumps, assaults, and jump attacks. |
Followup Moves | Changed ground normals and ground command normals to not change the side a character faces during the animation. |
Close Proximity Recognition | Fixed a bug where the game measured close proximity differently on 1P and 2P side. |
Fully Invincible Moves | Adjusted all fully invincible moves to be in counterhit state for the full duration of the move. |
Head Invulnerability / Dive Invulnerability | Adjusted the head invulnerable and dive invulnerable frames on number of anti-air moves, making it easier for them to beat out air moves. |
Head Invulnerable Moves | Adjusted the startup hurtboxes to make them beat out air moves more easily. |
Moves With Vacuum Effect | Fixed vacuum effect moves to function the same on hit when done on either 1P or 2P side. (v1.03) |
Smart Steer | Changed the Smart Steer sequence of a few characters. |
Increase | Fixed a bug that would process an Increase twice when a button was held for only a short time. |
Veil Off | Shielding successfully during a Veil Off state now gives much more GRD to the player and removes much more GRD from the opponent. |
Concentration | Fixed a bug in the move’s animation. Changed concentration to not carry the properties of the last move a character performed, making it impossible to cancel Concentration into CVO. Fixed a bug where characters wouldn’t flash red when grabbed during Concentration. Fixed Concentration so that it builds the same amount of GRD on both 1P and 2P side. (v1.03) |
Assault | Fixed a bug in training mode where holding the D button would cause Ground Assault not to occur as a reversal option.
Fixed a bug where performing certain jump normals instantly out of an assault would lower their proration. When a move is done during an assault, all characters can no longer perform a second action until they land. Made the startup motions of assaults universal, allowing them to be more easily differentiated from dashes. Fixed a bug that caused certain jump moves used during an assault to not be usable in the following combo. (v1.03) |
Chain Shift | Corrected the way the game processed multi-button inputs during the instant a Chain Shift activates and the instant a Chain Shift ends.
Added a red effect to a character performing a normal attack, special attack, assault, or throw during an opponent’s Chain Shift and lowered their GRD for it. |
Shield | When shielding a follow-up attack to a jump normal, the opponent can no longer cancel into anything and not has additional landing recovery. |
Guard Shield | Fixed a bug where a player’s EXS meter would decrease without activating a Guard Shield when a player inputs a Guard Shield just before their blockstun ends.
Increased the pushback on a successful Guard Shield. |
Guard Thrust | Adjusted Guard Thrust so that it now only accepts inputs done during blockstun to activate. A player must now hold 4 while pressing D to activate a Guard Thrust. |
EX Moves | Fixed a bug where the game would perform bizarrely when certain EX moves clashed with moves that locked the opponent in place. (v1.03)
Reverted a change to certain EX moves (Projectiles, traps, and moves that lock in place) that limited the amount of meter they could build. (v1.03) Reverted a change where attacks used during a combo on an opponent who recovered from a trapping EX move would build less meter for the user. (v1.03) Made the grounded untech time for fully invincible EX moves universal across the cast. |
Infinite Worth EXS | Fixed a bug where an Infinite Worth EXS wouldn’t activate if it was done at the end of a high proration combo and connected at the same time as a projectile. |
Vorpal | Adjusted the visual effect. |
EXS Limit | When a Cross Cast Veil Off hits or when a character is covered in the red particle effects from performing a move during their opponent’s chain shift, a new system called EXS Limit is applied.
When EXS Limit is active on a character, that character gains a much lower amount of EXS meter while being hit by a combo. |
EXS Gauge | Limited the rate at which EXS Gauge proportional to the current damage proration. |
Damage Proration | Reverted the additional damage proration done to rising jump attacks and to jump attacks that hit overhead on opponents in standing blockstun. (v1.03) |
Autocorrect | Adjusted the way the game processes the side a character faces when recovering into a meaty attack in the corner. (v1.03)
Adjusted the way the game processes a character’s position when recovering into a meaty attack in the corner. (v1.03) |
Hit Effect | Adjusted the way certain hit effects were displayed. (v1.03) |
RIP Calculation | Adjusted the way RIP calculations try to not deduct too many RIP points on a loss based on the RIP your opponent has on their highest RIP character. |
Hyde
Health | Increased maximum health. |
Dash | Increased minimum dash distance. |
Assault | Startup animation changed slightly. |
5A | Slightly expanded hitbox size forward. |
5B | Expanded the hitbox on the inner portion of the move upward.
Expanded the hitbox horizontally toward the rear of the move. (v1.03) |
2A | Expanded the hurtbox size upward. |
2B | Cancel window increased. |
2C | Cancel window increased. |
j.A | The hitbox at the tip has been extended backwards. |
j.[C] | Increased hitbox size. |
66B | Increased travel distance.
Increased active frames. |
66C | Increased active frames.
Expanded the hitbox forward. Increased chip damage on block. |
Vorpal 66C | Increased chip damage on block even more. |
6B | 6B(2) is whiff cancellable if 6B(1) connects on block or hit. |
3B | Adjusted sprite overlap. |
3C | Enlarged upper hitbox size. |
Strict Daze (B+C) | Shortened the horizontal hurtbox at the far end of the move. (v1.03)
Can now erase projectiles. When erasing a projectile, Hyde can now cancel into a special move or Chain Shift. |
Increase Strict Daze (Increase B+C) | Decreased frontal hurtbox size. |
Black Orbiter -> Dark Lotus
(236X -> 236A) |
Fixed a bug where using Black Orbiter while time was stopped (such as during hitstop) and cancelling into Dark Lotus would cause the projectile to explode without disappearing.
Made the whiff cancel window begin earlier. Increased size of the backside of the hitbox. If the opponent is in hitstun, the hitbox will now activate closer to them. |
Black Orbiter -> Sinister Bend
(236X -> 236B) |
Increased inner hitbox size. |
Black Orbiter -> Dark Lotus Anthesis
(236X -> 236C) |
New action added. |
A Red-Clad Craver
(623A) |
Hyde can now cancel this into air EX moves on hit.
Damage proration lowered. Head and dive invulnerability start up faster. |
B Red-Clad Craver
(623B) |
Increased cancel window on hit.
Adjusted the vacuum hitboxes to more easily connect all hits. Changed the point at which an opponent becomes invulnerable to additional attacks after being hit by this move. |
EX Red-Clad Craver
(623C) |
Increased active frames.
Slightly increased both frontal and upper hitbox size. Increased invulnerability duration. Adjusted the vacuum hitboxes to more easily connect all hits. |
A Vacant Shift – First (214A) | Expanded the hitbox upwards.
Added feet invulnerability to this move. |
B Vacant Shift – First (214B) | This move can now be cancelled into an EX move or Chain Shift during landing recovery. (v1.03)
Expanded the hitbox upwards. Added feet invulnerability to this move. |
EX Vacant Shift – First (214C) | Expanded the hitbox downwards.
Added feet invulnerability to this move. Added full invincibility to this move on hit. If the first hit doesn’t hit, all following hits of the move no longer occur. Changed it so that only the final hit can KO an opponent. Made it easier to lock the opponent in place on hit. (v1.03) |
Vacant Shift – First -> A Vacant Shift – Third (214X -> 4XA) | Increased damage proration.
Expanded the hitbox forward. |
Vacant Shift – First -> B Vacant Shift – Third (214X -> 4XB) | Increased damage proration.
Expanded the hitbox forward. |
A Shadow Scare (22A) | Increased the chip damage on the projectile portion.
Adjusted the movement functionality, making it harder to cross up an opponent during this move. Altered the way position is calculated in the corner. Made it harder for the second hit of this move to whiff if the first hit connects. |
B Shadow Scare (22B) | Increased the chip damage on the projectile portion.
Adjusted the movement functionality, making it harder to cross up an opponent during this move. Altered the way position is calculated in the corner. Made it harder for the second hit of this move to whiff if the first hit connects. |
EX Shadow Scare (22C) | Increased the chip damage on the projectile portion.
Adjusted the movement functionality, making it harder to cross up an opponent during this move. Altered the way position is calculated in the corner. Made it harder for the second hit of this move to whiff if the first hit connects. |
Air A Dark Lotus (j.236A) | Extended the untech time. (v1.03)
Lowered the damage proration. (v1.03) Lowered the hitstun proration. (v1.03) Heightened the vertical hitbox of the projectile portion. (v1.03) |
Air B Dark Lotus (j.236B) | Extended the untech time. (v1.03)
Lowered the damage proration. (v1.03) Lowered the hitstun proration. (v1.03) Heightened the vertical hitbox of the projectile portion. (v1.03) |
Air EX Dark Lotus (j.236C) | Expanded the size of the hitbox. |
Pale Bringer (41236C) | Expanded the hitbox size of the second hit.
Added invincibility to the finishing hit of the move. Adjusted the vacuum hitboxes to more easily connect all hits. |
Linne
Assault | Startup animation changed slightly. |
Jump | Jump is more easily affected by dash momentum. |
5C | Frontal hitbox enlarged.
Upper hitbox enlarged. |
2A | Foot property removed. |
2B | Cancel window increased. |
j.A | From assault, can no longer perform additional actions after whiffing. |
j.B | Increased active frames. |
66C | Upper hitbox enlarged. |
6B | Damage proration lowered.
Hitbox size increased vertically upwards. Visual effect changed to reflect this change (t/n: 5C received a similar update). |
5CC | Damage increased. (t/n: 410 > 500) |
5C[C] | Starts up faster. (t/n: 27F > 25F) |
Wolf Howl (6C) | Damage proration lowered.
Head invulnerability added. (t/n: starts on frame 6) |
Wolf Howl(3) (6CCC) | Damage proration lowered.
Made it harder for opponents to slip out of this move when Linne performs it at point blank range. |
j.6B | Reduced blockstun. (t/n: Assault j.6B is now -3 on block) |
j.6[B] | Untech time extended. |
j.2B | Untech time extended. |
Elusive Flash (B+C) | Counter hit state lasts until the end of the animation.
Dodge is no longer triggered by hitboxes that only connect with opponents in hitstun, such as Nanase 236XC or Seth 214XB. |
Elusive Flash -> Divine Chains (B+C -> X) | The startup for Divine Chains is now faster (t/n: ~4F startup) and fully invulnerable after a successful dodge. The cancel window for a successful dodge into Divine Chains is increased, and dodge -> Divine Chains now autocorrects when an opponent crosses Linne up.
Chain Shift cancellability on block removed. Damage decreased. (t/n: 1758 > 1298) Damage proration increased. Recovery increased. (t/n: FF > X is now -11 on block) On hit, full invulnerability until the animation ends. Otherwise, counter hit state lasts until the end of the animation. |
236A
Sky Fangs (A) |
Shrunk the cancel window for the Dancing Leaf dash followup. |
236B
Sky Fangs (B) |
Shrunk the cancel window for the Dancing Leaf dash followup. |
236[B]
Sky Fangs (Increase B) |
Fixed a bug where the move was EX cancellable before active.
Changed the cancel window for the Dancing Leaf dash followup to occur later in the move. 236[B] and 236B no longer count as the same move for same move proration. Hitbox(es) added close up. (Move no longer has a dead zone) Hitboxes are consumed when clashing with projectiles. Made it harder for the second hit to whiff when the first hit connects. (v1.03) |
623A
Moon Gyre (A) |
Added active frames between both hits.
Hitbox(es) enlarged. Head and dive invulnerability start earlier. |
623B
Moon Gyre (B) |
Hitbox(es) enlarged.
Last hit’s knockback angle changed. |
623C
Rending Moon Gyre (EX) |
Hitbox(es) enlarged. |
214A
Tenacious Mist (A) |
Upper hitbox(es) enlarged. |
214B
Tenacious Mist (B) |
Damage increased. (t/n: 836 > 856)
214B(1) upper hitbox enlarged. 214B(2) hitbox enlarged. |
214C
Chaotic Mist (EX) |
On hit, full invulnerability until the animation ends.
If the second-to-last attack is blocked or whiffs, the last hit will no longer come out. (t/n: second-to-last hit is +4) |
214XB
Tenacious Mist (add. B) |
Untech time extended. |
63214C
Soaring Wings (EX) |
Distance travelled now tracks toward opponent’s position.
Counter hit state lasts until the end of the animation. Fixed a bug where an opponent would be pushed out if Linne lands close to them. (v1.03) |
j.236A
Air Sky Fangs (A) |
Can cancel into EX moves / Chain Shift sooner.
Can have multiple j.236A’s on screen at once. |
j.236B
Air Sky Fangs (B) |
Can cancel into EX moves / Chain Shift sooner.
Can have multiple j.236B’s on screen at once. |
j.236[B]
Air Sky Fangs (Increase B) |
New action added. |
j.236C
Air Twin Sky Fangs (EX) |
Can cancel into EX moves / Chain Shift sooner.
Can have multiple j.236C’s on screen at once. |
j.236X > 66
Dancing Wings |
New action added. |
j.63214X
Dragon Fang |
New action added. |
41236D
The Diviner |
Vacuums better on hit.
Counter hit state lasts until the end of the animation. |
IWEX
Divine Blaze |
Cutscene adjusted. |
Waldstein
Health | Max health increased. |
Dash | Lengthened the amount of time until Waldstein’s dash momentum begins to wane. |
Ground Recovery | Fixed a bug where sound effects and screen shakes weren’t set. |
Throw | Lengthened the untech time. (v1.03)
Lowered the recovery after a successful throw. (v1.03) Changed the knockback after a successful throw. (v1.03) |
5A | Added more hitstop on hit and block.
Reduced the recovery time. (v1.03) Shrunk the horizontal hurtbox size on the far end of the move. (v1.03) |
5B | Increased the normal move cancel window. (v1.03) |
5[C] | New Increase move. |
2A | Shortened the horizontal hurtbox size on the far end of the move. (v1.03) |
2B | Expanded the hitbox forward. (v1.03) |
2C | Expanded hitbox in the upward forward direction.
Lowered vertical height of the hurtbox. |
Jump C | Expanded hitbox size. |
Jump [C] | Lowered damage proration.
Quickened the startup speed. Expanded the hitbox size. |
66C | Lowered damage proration.
This move can no longer be shielded in the air. (v1.03) |
1A | This move can no longer be blocked standing. (v1.03) |
6C | This move can now be EX or CS cancelled on whiff, and the cancel window on hit is now larger.
Fixed a bug where this move could not be cancelled on block. (v1.03) |
3C | Expanded hitbox in the upward forward direction.
Lowered vertical height of the hurtbox. |
Jump 2C | Extended the knockback duration on hit. |
Ferzen Volf (B+C) | Shrunk the size of the startup hurtbox. |
Increase Ferzen Volf ([B+C]) | New Increase move. |
A Eisen Nagel (236A) | Expanded the hitbox forward.
Shrunk the size of the startup hurtbox. Reduced the distance that opponents are blown back by. |
B Eisen Nagel (236B) | Expanded the hitbox forward.
Reduced the distance that opponents are blown back by. |
EX Eisen Nagel (236C) | Expanded the hitbox forward. |
Eisen Nagel -> Additional Input (236X -> 4X) | New move added.
Increased the cancel window. (v1.03) Lengthened the untech time. (v1.03) This move is no longer ground techable. (v1.03) |
A Wirbelwind (623A) | Made the Head Invulnerability and Dive Invulnerability begin earlier. |
B Wirbelwind (623B) | Made the Head Invulnerability and Dive Invulnerability begin earlier. |
EX Wirbelwind (623C) | Waldstein is now in counter hit state for the full duration of this move. |
A Drehen Durchbohren (360A) | Increased the damage.
Expanded the hitbox forward. (v1.03) |
B Drehen Durchbohren (360B) | Increased the damage.
Expanded the hitbox forward. (v1.03) |
EX Drehen Durchbohren (360C) | Increased the damage.
Expanded the hitbox forward. (v1.03) Waldstein is now in counter hit state for the full duration of this move. |
Double Rotation A Drehen Durchbohren (720A) | Increased the damage.
Reduced the recovery. Expanded the hitbox forward. (v1.03) |
Double Rotation B Drehen Durchbohren (720B) | Increased the damage.
Reduced the recovery. Expanded the hitbox forward. (v1.03) |
Double Rotation EX Drehen Durchbohren (720C) | Increased the damage.
Waldstein now lands closer to the opponent after a successful grab. Reduced the recovery. Waldstein is now in counter hit state for the full duration of this move. Expanded the hitbox forward. (v1.03) |
B Verderben (214B) | Increased damage proration. |
EX Verderben (214C) | Increased the opponent’s blockstun. (v1.03)
This move can no longer be blocked in the air. (v1.03) |
EX Sturmangriff ([4]6C) | Increased untech time. |
Air A Verderben (j.214A) | Shrunk the hurtbox size. |
Air B Verderben (j.214B) | Shrunk the hurtbox size. |
Air EX Verderben (j.214C) | Shrunk the hurtbox size. |
Werfen Erschlagen (41236D) | Waldstein is now in counter hit state for the full duration of this move. |
Carmine
Dash | Slightly increased the minimum dash distance.
Dash acceleration lowered. Dash startup quickened. Dash recovery lowered. |
Throw | Expanded the hitbox of the post-throw attack. |
5A | Slightly expanded hitbox forward.
Increased frame advantage on block. (v1.03) |
5B | Made it harder for opponents to slip through this move when performed at point blank range. |
5C | Made it harder for opponents to slip through this move when performed at point blank range. |
2A | Increased the cancel window. |
2B | Expanded hitbox forward. |
2C | Made it harder for opponents to slip through this move when performed at point blank range. |
j.A | Slightly expanded the hitbox upward.
Expanded the hitbox at the tip of the move inward. (v1.03) |
j.[C] | Increased the untech time. |
66B | Shrunk the size of the hurtbox on startup.
Added head invulnerability. |
66C | Shrunk the size of the hurtbox on startup. (v1.03) |
4B | New move added.
Changed the input for this move to 6[B]. (v1.03) |
6B | This move now sets a Dissolve puddle even when an opponent deletes the projectile. |
6B -> 6B | Expanded the hitbox.
The hitbox now tracks the opponent and appears slightly closer to them. |
6[B] | New Increase move. (v1.03) |
3B | Lowered damage proration.
Expanded hitbox. Shrunk the size of the hurtbox on startup. |
6C | Shortened the recovery. (v1.03)
Shrunk the size of the hurtbox on startup. (v1.03) |
6[C] | Shrunk the size of the hurtbox on startup. (v1.03) |
5BB | Increased the distance moved.
Made it harder for opponents to slip through this move when performed at point blank range. |
j.6B | This move now sets a Dissolve puddle even when an opponent deletes the projectile. |
j.6B -> j.6B | Expanded the hitbox.
The hitbox now tracks the opponent and appears slightly closer to them. |
j.BB | New move added.
Lengthened the untech time. (v1.03) Made the startup time quicker. (v1.03) Increased the opponent’s hitstun and blockstun. (v1.03) Increased the hitbox size. (v1.03) This move now knocks back on hit. (v1.03) |
Twist! (B+C) | Added new functionality on 3B+C and 1B+C inputs.
Increased untech time. Reduced recovery. Increased the opponent’s hitstun. (v1.03) |
Air Twist! (j.B+C) | Added new functionality on 3B+C and 1B+C inputs.
Increased untech time. Increased the opponent’s hitstun. (v1.03) |
A Spin! (236A) | Dissolve puddle hitbox now has Projectile attribute and Foot attribute.
Spin! no longer applies combo proration if its hitbox whiffs. |
B Spin! (236B) | Dissolve puddle hitbox now has Projectile attribute and Foot attribute.
Spin! no longer applies combo proration if its hitbox whiffs. |
EX Spin! (236C) | Dissolve puddle hitbox now has Projectile attribute and Foot attribute.
Spin! no longer applies combo proration if its hitbox whiffs. |
A Pulverize! (623A) | Made its Head Invulnerability and Dive Invulnerability begin earlier. |
B Pulverize! (623B) | Made its Head Invulnerability and Dive Invulnerability begin earlier. |
EX Pulverize! (623C) | Increased the untech time.
Expanded the hitbox. Added Head and Dive Invulnerability. Carmine is now in counter hit state for the full duration of this move. |
A Thrust! (214A) | Changed it so that followup attack time is not altered if the first hit of this move counter hits.
Changed it to alter the hitstop only if the first hit of this move counter hits. (v1.03) |
B Thrust! (214B) | Changed it so that followup attack time is not altered if the first hit of this move counter hits.
Changed it to alter the hitstop only if the first hit of this move counter hits. (v1.03) |
A Launch! (22A) | Lowered damage proration.
Shortened the recovery. (v1.03) |
B Launch! (22B) | Lowered damage proration.
Shortened the recovery. (v1.03) |
EX Launch! (22C) | Using Veil Off on an opponent trapped in this move will now cause them to fall out of it.
Reverted a change that limited the amount of EXS meter that Carmine would build with Increase A Thrust! (214[A]) or Increase B Thrust! (214[B]) when used on an opponent who recovered from being trapped in EX Launch! (22C). (v1.03) Shortened the recovery. (v1.03) |
Air A Spin! (j.236A) | Reduced landing recovery. (v1.03) |
Air B Spin! (j.236B) | Reduced landing recovery. (v1.03) |
Air EX Spin! (j.236C) | Reduced landing recovery. (v1.03) |
Give Me That! (63214C) | Fixed a bug where immediately comboing into this move after a hit while Carmine’s back was to the wall would cause this move to activate in the opposite direction.
Changed the health recovery to recover Carmine’s health over a period two seconds. If Carmine uses a Dissolve puddle during this time, he now loses no health. Reduced recovery on hit. |
Hahahahaha! Be Devoured! (41236D) | Carmine is now in counter hit state for the full duration of this move. |
Orie
Smart Steer | Made it so that the EX move will not activate on block. |
Hitstun | Altered the hitbox of her falling hitstun animation to be more in line with the rest of the case. |
Throw | Made it so that the final hit always connects now matter what proration is applied. |
5B | Expanded the hitbox downward.
Slightly expanded the hitbox upward. |
2A | Expanded the hurtbox upward. |
2C | Reduced the recovery.
Slightly expanded the hitbox forward. |
Jump A | Reduced the blockstun given to opponents. |
Jump B | Expanded the hitbox upward. |
Jump C | Expanded the hurtbox downward and altered it to better fit the sprite. |
66C | Quickened the startup speed. |
3B | Increased the normal cancel window.
Expanded the hitbox. Shrunk the startup hurtbox. |
3C | Increased the hitstun on standing opponents. |
4C | Reduced the recovery.
Expanded hitbox upward. |
Jump 2C | Changed it to lower Orie’s trajectory when done after a back jump.
Changed it to inflict ground tech. Shrunk the hurtbox. |
Aerial Leap (B+C) | Hitstop now affects this move when cancelled into from “Thick and Fast” or “Succession.” |
A Sacred Arrow (623A) | Increased the cancel window.
This move can now be EX cancelled or CS cancelled during landing recovery. Increased damage. Slightly expanded the midair hitbox forward. Made the Head Invulnerability begin earlier. |
B Sacred Arrow (623B) | Quickened the startup speed.
Slightly expanded the midair hitbox forward. Made the Head Invulnerability and Dive Invulnerability begin earlier. |
EX Sacred Arrow (623C) | Increased the untech time when same move proration is applied.
Slightly expanded the midair hitbox forward. |
A To Me! (214A) | Reduced the blockstun given to opponents. |
EX Oblique’s Edge (214C) | Increased untech time. |
To Me! (Command Order) -> Thick and Fast (214X -> 4A) | Reduced damage proration.
Fixed a bug that caused Thanatos to move during time stop. (v1.03) |
To Me! (Command Order) -> Succession (214X -> 4A) | Reduced active frames when opponent is not in hitstun.
Fixed a bug that caused Thanatos to move during time stop. (v1.03) |
To Me! (Command Order) -> Oblique’s Edge (214X -> 4C) | New move added.
Fixed a bug that caused Thanatos to move during time stop. (v1.03) |
Air A To Me! (j.214A) | This move can now be cancelled into Aerial Leap.
Animation altered. |
Air B To Me! (j.214B) | This move can now be cancelled into Aerial Leap.
Animation altered. |
Air EX Oblique’s Edge (j.214C) | Orie can now perform air actions while falling after this move.
Increased untech time. When this move is used near the corner, Thanatos will no longer appear off screen. |
Sacred Spire (41236C) | Fixed a bug where this move wasn’t treated as an EX move.
On hit, this move now has full invincibility for its entire duration. Orie is now in counter hit state for the full duration of this move. |
Luminous Embrace (41236D) | Orie is now in counter hit state for the full duration of this move. |
Gordeau
Dash | Shrunk the rear hurtbox. |
Throw | Expanded the hitbox of the post-throw attack. |
5B | Slightly expanded the forward hitbox. |
5C | Increased the normal cancel window.
Shrunk the startup hurtbox. (v1.03) |
5[C] | Shrunk the startup hurtbox. (v1.03) |
2A | Increased the cancel window.
Increased the active frames. (v1.03) Shortened the recovery. (v1.03) Shrunk the startup hurtbox. (v1.03) |
2B | Increased the cancel window.
Expended the hitbox forward. |
2C | Increased untech time on the first hit.
Shrunk the startup hurtbox. |
Jump A | Increased the active time.
Shrunk the hurtbox. |
66B | Lowered the damage proration. |
3C | Increased the damage proration.
Shrunk the upward hurtbox. (v1.03) |
Rusty Nail (B+C) | Expanded the hitbox forward.
Opponents are now pulled in on air hit. |
Vorpal Rusty Nail (B+C) | Expanded the hitbox forward.
Opponents are now pulled in on air hit. |
A Mortal Slide (236A) | Reverted the change that reduced its active frames. (v1.03)
Shortened the front horizontal hitbox durings its active frames. (v1.03) |
B Mortal Slide (236B) | Reverted the change that reduced its active frames. (v1.03)
Shortened the front horizontal hitbox durings its active frames. (v1.03) |
EX Mortal Slide (236C) | Increased travel distance.
Made it harder for opponents to slip through this move when performed at point blank range. |
Mortal Slide -> Shadow Harvest (236X -> 6A) | Reverted the damage proration increase. (v1.03) |
A Grim Reaper (623A) | Expanded the forward hitbox of the second hit.
Made the Head Invulnerability and Dive Invulnerability activate earlier. Altered the knockback of the second hit and altered the hitstop. Altered the visual animation (v1.03) |
B Grim Reaper (623B) | Expanded the forward hitbox of the second hit.
Shrunk the hurtbox. Made the Head Invulnerability and Dive Invulnerability activate earlier. |
EX Grim Reaper (623C) | Expanded the forward hitbox of the second hit and all subsequent hits.
Added projectile invulnerability. Altered the move’s hitstop, making it easier to combo with. Gordeau is now in counter hit state for the full duration of this move. |
Grim Reaper -> Downward Claws (236X -> 4X) | New move added. |
B Assimilation (214B) | Lowered the damage proration.
Expanded the hitbox in the up-forward direction. Lowered the height of the upward hurtbox. Made the Head Invulnerability and Dive Invulnerability activate earlier. Lowered the damage proration further. (v1.03) Lowered the hitstun proration. (v1.03) |
EX Assimilation (214C) | Gordeau is now in counter hit state for the full duration of this move. |
EX Precise Aim (22C) | Gordeau is now in counter hit state for the full duration of this move. |
A Mortal Glide (j.236A) | Expanded the hurtbox backwards. |
B Mortal Glide (j.236B) | Expanded the hurtbox backwards. |
EX Mortal Glide (j.236C) | Expanded the hurtbox backwards.
Expanded the hitbox when same move proration is applied. (v1.03) |
Air A Precise Aim (j.214A) | This move is now air unblockable.
Expanded the hitbox downward while in motion. Shrunk the downward hurtbox. |
Air B Precise Aim (j.214B) | This move is now air unblockable.
Expanded the hitbox downward while in motion. Shrunk the downward hurtbox. Added throw invulnerability between the time Gordeau lands and the moment the hitbox appears. |
Air EX Precise Aim (j.214C) | This move is now air unblockable.
Expanded the hitbox downward while in motion. Shrunk the downward hurtbox. Added throw invulnerability between the time Gordeau lands and the moment the hitbox appears. |
Turbulence (41236D) | Gordeau is now in counter hit state for the full duration of this move. |
Soul Exodus (A+B+C+D) | Adjusted the animation on hit. |
Merkava
Dash | Lowered the dash acceleration. |
5B | Shrunk the height of the upward hitbox. |
2A | Quickened the startup speed of the second hit. |
4B | Shrunk the hurtbox. |
4C | Can now be cancelled with 3C. |
5BB | Increased recovery. |
I, Soar Through the Sky (j.7/8/9 -> j.66) | This move can now be air shielded. |
I, Estrange. (j.44 or j.4A+B) | New move added. |
I, Agitate (B+C) | Reduced the GRD that this move takes away from the opponent by half. |
B I, Drill Through (236B) | Increased travel distance. |
Increase B I, Drill Through (236[B]) | Added new increase move. |
EX I, Drill Through (236C) | Reduced blockstun given to opponent.
Merkava is now in counter hit state for the full duration of this move. |
EX I, Penetrate the Clear Skies (623C) | This move can no longer be cancelled into IW or IWEX on hit if Merkava is in Veil Off state.
Extended invincibility time. Added Dive Invulnerability. Merkava is now in counter hit state for the full duration of this move. |
A I, Capture and Devour (214A) | This move can now hit opponents in the air only if they’re in hitstun.
Changed to whiff against opponents who are air blocking. (v1.03) |
EX I, Capture and Devour (214C) | Added full invincibility on hit. |
A I, Persistently Cling (22A) | Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)
Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03) Standardized the jump height of all worms used by the A version. Quickened the startup speed and reduced the recovery. Worms no longer disappear when moving off screen. Worms no longer disappear when Merkava comes into contact with a follow-up attack’s hitbox. (v1.03) (TL Note: I don’t quite understand, someone verify please.) |
B I, Persistently Cling (22B) | Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)
Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03) Worms no longer disappear when moving off screen. Worms no longer disappear when Merkava comes into contact with a follow-up attack’s hitbox. |
Increase B I, Persistently Cling (22[B]) | New Increase move. |
EX I, Persistently Cling (22C) | Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)
Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03) |
A I, Breathe Out (j.214A) | When falling during the latter half of the move, you can input 4 or 6 to influence the direction Merkava falls in. |
B I, Breathe Out (j.214B) | When falling during the latter half of the move, you can input 4 or 6 to influence the direction Merkava falls in. |
I, Rampage (41236C) | The final hit can now be cancelled with Chain Shift.
Merkava is now in counter hit state for the full duration of this move. |
I, Resentfully Rage (41236D) | Merkava is now in counter hit state for the full duration of this move. |
Vatista
Health | Max Health lowered |
Dash | Dash startup increased |
Character Trait | Vatista can no longer tech throws when grabbed during the animation of an attack. |
Guard Thrust | Visual effects changed. |
Throw Tech | Visual effects changed. |
2A | Cancel window increased. |
2B | Visual animation altered. |
2C | Now has Foot property. |
66B | Reverted the expansion to its upward hitbox. (v1.03)
Quickened startup. Expanded the hitbox forward. (v1.03) Lowered the height of its vertical hitbox. (v1.03) |
66C | Lowered the height of its vertical hitbox. |
2BB | Expanded the hitbox forward.
Visual animation changed. |
2BBB | New move added. |
Concordia | New move added.
Input was changed to activate only on 2AB, not 1AB or 3AB. (v1.03) |
Concordia -> EX Lumen Stella | Limited the amount Vatista can have on screen to 1. (v1.03) |
Leviosa (j.AB) | When cancelling the move, Vatista can now hold 3 to fall forward or 1 to fall backward. |
Armabellum (B+C) | Slightly lowered the height of its upward hitbox. |
Crouching Armabellum (2B+C) | Changed the cancel options on whiff to chain shift only. |
Air Armabellum (j.B+C) | Can now be shielded in the air. |
Increase Air Armabellum (j.[B+C]) | Can now be shielded in the air. |
Lux Fortis ([6]4C) | Made it easier to cancel into this move without charging from A or B Mikoruseo during vorpal. |
A Lumen Stella ([4]6A) | Lowered the damage proration.
Reduced the recovery. |
A Lumen Stella ([4]6A) -> Chain Shift | Lowered damage proration when chain shift is done before the projectile is launched. |
B Lumen Stella ([4]6B) | Changed the trajectory of Vatista’s recoil, allowing her to float a little longer after flying.
Allowed Vatista to cancel into EX moves or chain shift while floating. Allowed Vatista to cancel into Leviosa while floating. Increased damage. Lowered the damage proration. Lowered the startup time. Lowered Vatista’s recovery after landing. Now blows the opponent back on hit. Changed Vatista’s recovery to crouching. |
B Lumen Stella ([4]6B) -> Chain Shift | Lowered damage proration when chain shift is done before the projectile is launched. |
A Ruber Angelus ([2]8A) | Removed full invincibility and strike invincibility. Added Head invincibility and Dive invincibility.
Can now cancel into EX moves or Chain Shift. Lowered the amount of charge time needed to activate the move. |
C Ruber Angelus ([2]8C) | Lowered the amount of time that it’s invincible. |
Sideus Fragmentum ([X] ]X[) | Fixed a bug where a standing Sideus Fragmentum would happen while the player inputted a crouch.
Fixed a bug where a crouching Sideus Fragmentum would have the properties of a standing Sideus Fragmentum. |
A Transvoranse ([8]2A) | Lowered the damage.
Made the move air unblockable. |
B Transvoranse ([8]2B) | Reverted a change where Vatista would re-float for the full startup time instead of landing immediately when done close to the ground. (v1.03)
Made the move air unblockable. Increased the damage proration on the landing portion of the move. (v1.03) Lowered the opponent’s blockstun on the final kick of the move. (v1.03) |
EX Transvoranse ([8]2C) | Made the move air unblockable.
Reverted a change where Vatista would re-float for the full startup time instead of landing immediately when done close to the ground. |
Yuzuriha
“Stance X” refers to using input X while in stance (Iki Seishin no Kamae)
Health | Maximum health decreased |
5B | Upward hitbox shrunk |
2B | Fixed a bug that made this move accidentally come out when inputting a dash. (v1.03) |
66C | Forward hitbox enlarged |
4B | Follow-up attack no longer triggers after parrying a projectile, instead erasing the projectile. Now special cancellable after successfully parrying a projectile
Now grants full invulnerability upon parrying a projectile No longer triggers in response to hitboxes that would only be active on opponents currently in hitstun |
6A | Altered opponent arc of travel on hit; now floats on grounded hit |
6C | Fixed a bug where this attack had the projectile property
Altered opponent arc of travel on hit; now sends opponent flying at a low angle on grounded hit |
j6B | Forward hitbox enlarged |
FF | Can be cancelled into stance earlier during Vorpal |
[FF] | Startup decreased
Animation adjusted |
FF~A | Newly added
Increased damage proration. (v1.03) |
jFF | Can now be stance dash cancelled |
Stance | Fixed a bug where stance marks would not light up when using a stance special as soon as possible after ending stance |
Stance D | Added a limit to the number of special moves one could use while not having any lit stance marks after D-cancelling stance |
Stance 22 | Fixed a bug where stance marks would not light up when using a stance special as soon as possible after cancelling stance 22 with CVO |
236A | Head and Dive invulnerability now begins earlier |
236C | Fixed a bug where stance button holding would not work properly after 236C (v1.03) |
214C | Yuzuriha is now in counterhit state for the entire duration of the move |
421X | Increased input window for commands after teleporting |
421B/C | Altered the way position is calculated in the corner. (v1.03) |
j236A/B | Reduced active frames |
j236C | Fixed a bug where stance button holding would not work properly after 236C (v1.03) |
j214C | Yuzuriha is now in counterhit state for the entire duration of the move |
j421X | Increased input window for commands after teleporting
Fixed a bug where j421X could be used immediately after landing from a low-altitude j421X |
j421B/C | Altered the way position is calculated in the corner. (v1.03) |
IW | Yuzuriha is now in counterhit state for entire duration of the move |
IWEX | Hit animation adjusted |
Chaos
“Stance X” refers to using 22]X[ and then inputting special move X
Health | Maximum health reduced |
Azhi Dahaka | Azhi Dahaka now appears darkened while invulnerable |
Dash | Dash stop recovery reduced |
Smart Steer | Smart Steer sequence changed |
Throw | Opponents can no longer be comboed after throw unless hit by an attack that does not come from Chaos himself |
5C | Knockback reduced |
2A | Recovery increased |
66B | Recovery increased
Upward hitbox enlarged Aerial hitbox begins later in the animation |
66C | Moves further |
5BB | Smaller cancel window on block
Recovery Increased |
FF | Projectile invulnerability duration increased
Throw invulnerability removed |
[X] (move Azhi forward) | Fixed a bug where Azhi would continue to move forward after button hold release if Chaos was nearby |
22]X[ | Newly added
Fixed a bug where this could be activated before round start. (v1.03) |
236A | Damage proration increased |
623A/B | Damage proration reduced
Azhi recovery increased Downward hitbox slightly enlarged |
623[B] | Newly added |
623C | Downward hitbox slightly enlarged |
214C | Damage proration reduced |
22D | Newly added
Changed input priority to be lower than 22X (v1.03) |
22A | Treated as still available for further use in string if cancelled with another special move during hiding period
Upward hitbox for when opponent is not already in hitstun shrunk Animation adjusted |
Stance 22A | Recovery reduced (v 1.03)
Azhi now reappears closer to Chaos (v 1.03) |
22B | Treated as still available for further use in string if cancelled with another special move during hiding period
Upward hitbox for when opponent is not already in hitstun shrunk Azhi becomes invincible earlier |
Stance 22B | Startup reduced (v 1.03)
Recovery reduced (v 1.03) |
22C | Treated as still available for further use in string if cancelled with another special move during hiding period
Upward hitbox for when opponent is not already in hitstun shrunk Hitbox for when opponent is not already in hitstun enlarged (v 1.03) |
Stance 22C | Recovery Reduced (v 1.03)
Hitbox for when opponent is not already in hitstun enlarged (v 1.03) Azhi now reappears behind opponent (v 1.03) |
j623X | Downward hitbox slightly enlarged |
IW | Can now be used when Azhi is unavailable
Chaos is now in counterhit state for the entirety of the animation |
IWEX | Fixed a bug that caused animation problems if 22C hit immediately after IWEX hit |
Nanase
Jump | Jump is more easily affected by dash momentum |
Dash | Dash speed increased
Dash startup time decreased Dash stop recovery time reduced |
5C | Fixed a bug where counterable state was ending too early while using 5C |
5[C] | Upper portion of hitbox increased |
2B | Increased hitbox horizontally |
j.B | Hitbox increased |
j.C | Hitbox increased |
j.[C] | Hitbox increased
Changed function when used from assault (t/n: Move now falls quickly to ground on block out of assault) |
66B | Hurtbox shrunk
Throw invincibility added to the period after landing but before move becomes active Recovery is now considered crouching state |
66C | Damage proration loosened
Untech time proration loosened Throw invincibility added to the period after landing but before move becomes active |
3C | Untech time increased
Upper portion of hitbox increased |
j.8C | When move’s momentum takes Nanase the opponent’s opposite side, she will now be turned to be facing the opponent after the move completes |
j.2C | Hitbox increased
Lower portion of hurtbox reduced |
j.2[C] | Blockstun on guard increased
Increased the upper portion of hitbox Lower portion of hurtbox reduced |
j.BB | Damage proration loosened
Lowered startup time Increased hitbox When shielded, cannot cancel into anything else and landing recovery is added (t/n: in ST Nanase could still cancel into other moves if j.bb was shielded) |
236C
Chasing le Reve |
Fixed a bug where on player 2 a followup hitbox was coming out on trades.
The hits before followup hitboxes occur are now ground untechable (hard knockdown) Active frames increased Recovery time reduced |
236x > A (Thrust)
Avancer With You |
Upper portion of hitbox increased |
236x > C
Halte Once In A While |
Recovery changed to crouching state |
623A
Plumage Dancing in the Wind (A) |
Decreased startup time
Horizontal hitbox increased Added throw invulnerability Head invincibility and Air invincibility made earlier in move startup |
623B
Plumage Dancing in the Wind (B) |
Horizontal hitbox increased
Changed trajectory of opponent when hit by move |
623C
Plumage Dancing in the Wind (EX) |
When hit in startup, opponent is unable to ground tech |
214A
Ange’s Invitation (A) |
Untech time increased
Hitbox Increased |
214B
Ange’s Invitation (B) |
Fixed a bug where upper portion of the hitbox was too short (v1.03)
Hitbox increased Upper portion of hitbox increased (v1.03) |
214C
Ange’s Invitation (EX) |
2nd & 3rd hit untech time increased
Hitbox increased On hit, increased the size of followup hitboxes |
j.236A
Let the Fleur Carry your Feelings (A) |
Able to cancel with force function in midair
Hitbox increased |
j.236[A]
Let the Fleur Carry your Feelings (Increased A) |
Arc of fireballs changed
Able to cancel with force function in midair Active frames increased Number of hits increased |
j.236B
Let the Fleur Carry your Feelings (B) |
Able to cancel with force function in midair
Hitbox increased Fixed a bug where when fireball was fired from high on the screen it would be destroyed before hitting the ground Fixed a bug where the fireball would collide with another projectile before hitting the ground and cause a strange effect |
j.236[B]
Let the Fleur Carry your Feelings (Increased B) |
Able to cancel with force function in midair |
j.236C
Let the Fleur Carry your Feelings (EX) |
Landing recovery reduced |
(Midair) j.214X
Conveying my Vrai Coeur |
Added new move |
41236D (IW)
Atmosphere of Aether |
Active frames increased
The second half is now air unblockable Move performance on hit has been changed In counter hittable state until movement is finished |
Byakuya
Throw | Increased the hitbox after a successful throw |
Input ↖ or ← or ↙ during throw | Added ↖ and ↙ inputs during throw as new moves. |
Input ← during throw | Fixed a bug where the opponent would not hit webs set by the airborne C version of ‘I’ll Plant It Somewhere Over Here’ (j.214C) |
Input ↖ during throw | Fixed a bug where this would not hit the A version of ‘I’ll Plant It Somewhere Over Here’ [214A] (v1.03) |
5A | Active frames increased |
5B | Recovery reduced
Hitbox while move is coming out has increased Active frames increased (v1.03) Hurtbox while move is coming out has decreased (v1.03) |
5C | Recovery Reduced (v1.03)
Hurtbox while move comes out has shrunk (v1.03) |
2B | Increased recovery |
2C | Increased hitbox at forward end of hitbox (v1.03) |
j.A | Hitbox on the far end increased |
j.B | Hitbox on the far end increased |
66B | Cancel window increased |
3C | Hurtbox decreased |
B > B | Added new move
Increased upper portion of hitbox (v1.03) |
214[X]
I’ll Plant It Somewhere Over Here (Just Kidding) |
Decreased startup time |
236A
How Shall I Cook You? (A) |
Adjusted damage to be the same regardless of followup input timing
Made damage proration more strict |
236B
How Shall I Cook You? (B) |
Adjusted damage to be the same regardless of followup input timing
Made damage proration more strict |
236C
How Shall I Cook You?(EX) |
Adjusted so that when the opponent is hit on the ground they will be pulled in making it easier to get all the hits.
Move changed to be in counter state for the entire duration of movement. |
623C You’re Almost Ready to Eat (EX) |
An opponent hit by webs set during the duration of ‘You’re Almost Ready to Eat(EX)’ will no longer have a limit placed on the increase of their EXS gauge. (v1.03) |
214[X]
I’ll plant it Somewhere Over Here (Just Kidding) |
Now responds to increase, changing its function |
214x > A
Caught You (A) |
Adjusted to be bufferable
Changed to not be crouch blockable The far end of the hitbox has been increased |
214x > B
Caught You (B) |
While in vorpal, added the ability to place another web before landing but after using 214x > B.
Adjusted to be bufferable |
214x > C
Caught You (C) |
Adjusted to be bufferable
Loosened damage proration |
214x > D
Caught You (D) |
Adjusted to be bufferable |
Phonon
2A | Slightly expanded the hitbox at the tip upward. (v1.03) |
2C | Reverted the change that made its startup slower. (v1.03)
Reverted the change that slightly reduced its forward horizontal hitbox. (v1.03) Reduced the recovery. (v1.03) |
j.A | Reduced the recovery. (v1.03) |
j.B | Expanded the hitbox both forward and upward. (v1.03) |
j.[C] | If this move is input while holding 3, Phonon will perform this move while moving forward. (v1.03)
Altered the height Phonon rises by and how far forward she advances when performing this move out of Assault. (v1.03) |
5BB | Reduced the recovery. (v1.03) |
Impulsive Frustration (B+C) | Fixed a bug where an opponent wouldn’t be pulled in if they were hit from behind. (v1.03) |
Echoing Reiterate (6B+C) | Quickened the startup. (v1.03)
Reduced the recovery. (v1.03) |
Echoing Reiterate -> C Additional Input (6B+C -> 5C) | This move can now be cancelled into normal or special moves. (v1.03) |
Air A Suppressive Restriction (j.22A) | Made the cancel window begin earlier on block. (v1.03)
Increased the damage. (v1.03) Lowered the damage proration (v1.03) Increased the proration on untech time. (v1.03) Shrunk the hurtbox. (v1.03) |
Air B Suppressive Restriction (j.22B) | Made the cancel window begin earlier on block. (v1.03)
Increased the damage. (v1.03) Increased the proration on untech time. (v1.03) Shrunk the hurtbox. (v1.03) |
Air EX Suppressive Restriction (j.22C) | Made the cancel window begin earlier on block. (v1.03)
Shrunk the hurtbox. (v1.03) |
Mika
Crouch | Shrunk hurtbox |
Jump | More easily affected by dash momentum |
Dash | Acceleration is now smoother
Enlarged backward hurtbox |
3C | Shrunk hitbox |
2A | Shrunk hurtbox
Added Foot property |
2B | Increased damage proration
Lowered startup Increased active frames Reduced recovery Shrunk hurtbox |
jB | Reduced blockstun |
j[C] | Properties are now different when used out of Assault |
66C | Changed Mika’s float arc on hit and block |
5BB | Increased special cancel window |
jAA | Can now be done from jA on whiff
Can be cancelled into normals on hit Now cannot be cancelled on shield; additional landing recovery on shield |
[FF]/j[FF] | Faster startup during Vorpal |
236X and 236X~X | Reduced damage proration |
236X~1/3X | Enlarged downward hitbox
Shrunk downward hurtbox |
623A/B | Head and Dive invul startup faster; added additional Head and Dive invul later in animation |
623C | Increased hitstun |
623X~X | Fixed an issue where ~X followup was liable to come out instead when attempting to 623X into CVO
Head and Dive invul startup is faster |
214A/B | Longer untech time during Vorpal (v 1.03) |
214C | Adjusted Mika’s jump arc
Lowered startup |
j236X | Lowered damage proration |
j236B | Enlarged downward hitbox
Shrunk downward hurtbox |
j623X | Newly added |
360C | Can no longer be cancelled into IW/IWEX when in Veil Off state |
Hilda
Smart Steer | No longer can be advanced to EX special on block |
5A | Cancel window decreased
Recovery decreased Upward hitbox shrunk Forward hitbox enlarged (v1.03) |
5B | Upward hitbox shrunk
Forward hitbox enlarged (v1.03) |
5C | Cancel window increased |
2C | Enlarged forward hitbox
Knockdown duration on grounded hit increased Forward hitbox enlarged (v1.03) |
jB | Recovery decreased
Blockstun and hitstun increased |
jC | Fixed a bug where Hilda left counterhit state earlier than intended |
j[C] | Hitbox at base enlarged |
3B | Inward hitbox enlarged |
3C | Untech duration increased |
3CC | Diagonal upward hitbox enlarged |
5BB | Cancel window increased on block |
5CC | Hitbox enlarged |
j44 | Newly added
Startup decreased (v 1.03) |
j2C | Hitstun increased (v 1.03) |
jCC | Now cannot be cancelled on shield; additional landing recovery on shield |
FF | Damage increased
No longer has landing recovery on hit Hurtbox shrunk Foot invulnerability duration increased Changed opponent arc of travel on hit |
[FF] | Damage increased
Startup decreased Recovery reduced Changed opponent arc of travel on hit |
jFF | Damage increased
No longer has landing recovery on hit Hurtbox shrunk Foot invulnerability added Changed opponent arc of travel |
j[FF] | Damage increased
Recovery reduced Foot invulnerability added Changed opponent arc of travel |
236X | Will now hit crouching opponents in hitstun
Forward hitbox enlarged to reach past fullscreen distance |
623A | Particle effect no longer disappears when cancelled after hitbox emergence
Recovery reduced (v 1.03) |
623B | Particle effect no longer disappears when cancelled after hitbox emergence |
623C | Damage proration reduced |
421X | Head and Dive invulnerability now begins earlier
Altered the way position is calculated in the corner. (v 1.03) |
22C | Now air unblockable
Now fully invulnerable until animation end on hit Untech time increased (v 1.03) Recovery reduced on hit (v 1.03) |
Pin ([X] > ]X[) | Damage of second hit of Lv 4 reduced
Damage proration increased Damage proration added to second hit of Lv 4 Untech time proration increased Now easier to lock opponent into move upon aerial hit Charges to Lv 3–5 faster (A and B pins only) |
j236X~6/2/4X | Newly added
Altered the way position is calculated in the corner (v 1.03) |
j421X | Head and Dive invulnerability now begins earlier |
41236C | Startup decreased
Hitbox enlarged Added projectile clash to beginning |
IW | Hilda is now in counterhit state until move duration ends |
Seth
Dash | Dash acceleration lowered. |
5B | Lowered active frames
Shrunk forward and upward hitboxes Extended hurtbox now lasts a little longer during recovery. |
2B
jB 3B
Fastfall followup 1 |
Lowered active frames
Enlarged hurtbox backward Increased cancel window Increased recovery Lowered active frames Increased recovery when followup is input when opponent is outside tracking range during fastfall Shrunk downward hitbox Adjusted position determination in corner |
Fastfall followup 2 | Newly added |
Air backdash | Jump attacks done after air backdash are now prorated the same as moves done during assault |
236X
236C |
Fixed certain situations in which Seth coming into contact with throw hitboxes would not dispel his orbs
Reverted a change in which moves that had depleted their number of hits would not dispel orbs Orbs are no longer dispelled by hitboxes used for the purpose of tracking Projectiles are no longer affected by Seth’s own hitstun/blockstun state |
623A/B
623C
214X |
Stabilized crossthroughs to work regardless of character sprite priority
Opponent no longer turns around on animation finish Seth is in counterhit state until animation end Added projectile invulnerability and the ability to use followups at any range after coming into contact with a projectile |
|
|
214C
214X~A |
Invulnerability starts earlier
Adjusted particle effects Seth is now actionable in the air after trigger; opponent is now in hitstun for potential followup attacks after parry hit Changed untech duration after successful parry Reduced untech proration Altered arc of travel after successful parry Added a hurtbox when Seth becomes actionable after hit Now does not trigger in response to hitboxes that would only be active on opponents currently in hitstun Adjusted position determination in corner |
214X~B
214X~C |
Increased damage proration
Adjusted position determination in corner Adjusted position determination in corner (v 1.03) |
214X~8 | Increased untech duration
Adjusted position determination in corner |
A grab
B grab
C grab |
Increased damage proration
Increased recovery Lowered damage proration Head and Dive invulnerability starts faster Added a hurtbox when Seth becomes actionable after hit Increased recovery Added a hurtbox when Seth becomes actionable after hit Seth is in counterhit state until animation end |
j236X
j623X |
The projectile is no longer affected by Seth’s own hitstun/blockstun state
Newly added |
j623A/B | Adjusted position determination in corner |
j214A
j214B
j214C |
Increased cancel window on hit
Reduced cancel window on block Landing recovery can now be cancelled even if only the first hit makes contact Increased landing recovery Shrunk backward hitbox Increased hurtbox Added Head property Added new damage proration and untech time proration specifically for when this move hits an opponent in blockstun Increased landing recovery Enlarged hurtbox on startup Added Dive and Throw properties Landing recovery can now be cancelled even if only the first hit makes contact Seth is in counterhit state until animation end |
Wagner
Health | Maximum health increased |
Sword/Shield Buffs | There are now icons to indicate which buffs are active |
Recovery | Wagner now has her crouching hurtbox instead of standing hurtbox after grounded recovery |
Throw | Hitbox on successful throw shrunk
Particle effects adjusted |
Throw (Increase) | Newly added |
Throw (Sword Buff + Increase) | Now may not be cancelled until the final hit (v1.03) |
5A | Cancel window reduced
Upward hitbox slightly shrunk |
5B | Upward hitbox slightly shrunk |
5C | Recovery reduced
Forward and upward hitboxes shrunk |
5[C] | Recovery reduced |
jA | Forward hitbox slightly enlarged |
jB | Forward hurtbox shrunk |
j[B] | Newly added |
66B | Upward hitbox enlarged |
66B (Buff) | Hitbox enlarged |
66C | Forward hurtbox shrunk
Recovery now has the crouching property |
6B | Upward hitbox of second hit enlarged
Blockstun of first hit reduced (v1.03) |
6C | Upward hitbox for opponents already in hitstun enlarged |
2[AD] | Newly added |
j2C | Cancel window on hit increased
Hitbox enlarged |
FF | Wagner is now projectile invulnerable until animation ends after successfully erasing a projectile |
236A | Followup cancel window on block reduced
Upward hitbox at base enlarged Downward hurtbox shrunk Foot invulnerability added |
236A (Buff) | Upward hitbox at base enlarged
Downward hurtbox shrunk Foot invulnerability added |
236B | Hurtbox on startup shrunk
Head invulnerability begins earlier |
236B (Buff) | Hurtbox on startup shrunk
Head invulnerability begins earlier |
236C | The final hit may now be cancelled into CS on hit
Hurtbox on startup shrunk Head invulnerability begins earlier Wagner is now fully invulnerable until animation ends on hit |
236X~X | Opponent no longer changes facing direction after on hit
Now has fewer hits if the opponent is not in hitstun |
623A | Damage reduced
Damage proration increased |
214X | Damage reduced |
214X with Buff | Damage reduced |
214[X] | Fixed a bug where strike invulnerability persisted until after opponent landed if this move was blocked
Damage proration reduced |
214[X] with Buff | Fixed a bug where the hitbox of this move would whiff if it erased a projectile after beginning movement
Damage proration reduced |
22X | Fixed a bug where Buff visual effects would persist even after KO |
22C | Gaps between hits increased
Damage over time applied after using this move with both Buffs increased |
j236A/B | Fixed a bug that made it difficult for this move to come out after 236X~X
Now air unblockable Downward hurtbox shrunk |
j236[A/B] | Fixed a bug that made it difficult for this move to come out after 236X~X
Now air unblockable Downward hurtbox shrunk |
j236A/B with Buff | Fixed a bug that made it difficult for this move to come out after 236X~X
Now air unblockable Downward hurtbox shrunk |
j236[A/B] with Buff | Fixed a bug that made it difficult for this move to come out after 236X~X
Now air unblockable Downward hurtbox shrunk |
j236C | Now air unblockable |
j236X~X | Opponent no longer changes facing direction after on hit
Now has fewer hits if the opponent is not in hitstun |
IW | Forward hitbox enlarged |
3C | Hurtbox on startup shrunk |
2AD | Damage increased
Damage proration increased |
Enkidu
Health | Increased maximum health |
Jump | More easily affected by dash momentum |
Dash | Faster starting speed
Lowered startup Reduced dash stop recovery |
5A | Shrunk upward hitbox |
5B | Enlarged forward and upward hitboxes |
5C | Enlarged upward hitbox
Shrunk hurtbox Adjusted sprite overlap box |
2[C] | Enlarged forward and upward hitboxes
Shrunk hurtbox |
jC | Enlarged downward hitbox |
66B | Reduced damage proration
Foot invulnerability now has faster startup |
4C | Reduced recovery
Now air unblockable Shrunk lower hurtbox Increased hitstun/blockstun |
2CC | Increased cancel window on block
Reduced recovery |
3C | Enlarged forward and upward hitboxes |
3[C] | Increased cancel window on hit
Can now be cancelled earlier with CS Enlarged forward and upward hitboxes |
5CCC | Now air unblockable |
jCC | Now cannot be cancelled on shield; additional landing recovery on shield |
FF | Increased untech time on first hit
Increased active frames Enlarged upward hitbox Shrunk upward hurtbox |
236X~X | Reduced recovery
Now air unblockable |
236X~B~B | Increased CS/EX move cancel window on whiff |
623A | Increased active frames
Head and Dive invulnerability start faster Increased damage proration when used as a starter (v 1.03) Increased untech time proration when used as a starter (v 1.03) |
214C | Removed nonuniform interactions when parrying lows (as good against lows as against highs/mids now)
Enlarged parry attack forward and backward hitboxes Enlarged parry trigger box Enkidu is now fully invulnerable during recovery upon successful parry If used after CS, followup hits after successful parry activation have infinite range (this seems to just mean it guarantees all hits as long as the first hit makes contact) |
j236X | Reduced landing recovery
Now air unblockable |
j236C | Increased hitstun/blockstun |
IW | The initial hit to lock into animation is now air unblockable
Projectile hitbox has been enlarged Enkidu is in counterhit state until animation ends |
Assault | Changed startup animation |
Throw | Added ability to inflict Havoc on throw
Changed opponent arc of travel Adjusted character collision box |
jB | Enlarged downward hitbox |
66C | Increased cancel window
Now cancellable on shield Damage and damage proration adjusted to account for higher number of hits Increased startup Increased number of hits Enlarged upward hitbox Vacuums opponent on hit to make getting all hits easier Hitstun/blockstun adjusted to account for higher number of hits Reverted faster movement startup (v 1.03) Increased startup (v 1.03) Reduced blockstun (v 1.03) Reduced number of hits (v 1.03) Foot invulnerability now has slower startup (v 1.03) |
j236A/B | Increased movement speed
Faster startup |
5[C] | Reduced damage proration (better damage)
Shrunk hurtbox Enlarged forward and upward hitboxes Adjusted sprite overlap box |
4[C] | Newly added Increase version |
6C | Enlarged upward hitbox
Adjusted particle effects |
5BBB | Now air unblockable |
5CC | Now air unblockable |
236A/B | Increased followup cancel window
Enlarged upward hitbox |
236C | Now moves further
Slightly enlarged upward hitbox |
623B | Increased active frames
Head and Dive invulnerability start faster |
214B | Removed faster startup when used immediately after CS (v 1.03)
Reverted faster parry activation startup changes (v 1.03) Removed nonuniform interactions when parrying lows (as good against lows as against highs/mids now) Enkidu is now actionable during recovery upon successful parry but whiffed followup Enlarged parry attack forward and backward hitboxes Enlarged parry trigger box Adjusted particle effects |
6[C] | Fixed an issue where there was a timing where 6[C] could not be cancelled into 214X on hit
Enlarged upward hitbox Adjusted particle effects |
22[B] | Newly added Increase version
Heavily increased damage proration (v 1.03) |
22A | Lowered damage proration
Reduced recovery |
22C | Enlarged upward hitbox |
22B | Lowered damage proration
Reduced recovery |
Londrekia
All Lond changes are v 1.03
Backdash | Now moves further |
5A | Enlarged downward hitbox at tip |
5B | Shrunk hurtbox |
5C | Shrunk hurtbox
Reduced recovery |
3C | Enlarged hitbox of active portion |
4C | Enlarged forward hitbox |
j3[B] | Reduced landing recovery |
5BB | Reduced recovery
Shrunk hurtbox |
FF followup | Increased damage |
236A | Reduced recovery |
236C | Reduced recovery |
214[A] | Enlarged forward hitbox
Increased active frames |
214[B] | Enlarged upward and forward hitboxes |
214C | Adjusted particle effects |
214[C] | Enlarged upward and forward hitboxes |
214X~[A] | Enlarged forward hitbox
Increased active frames |
214X~[B] | Enlarged upward and forward hitboxes |
214X~C | Adjusted particle effects
Enlarged upward and forward hitboxes |
623C | Now steals GRD on hit and block |
6B | Increased damage
Reduced damage proration Reduced untech time proration Now steals GRD on hit and block |
FF | Increased damage |
214B | Enlarged upward and forward hitboxes |
214X~B | Enlarged upward and forward hitboxes |
214C~[C] | Enlarged upward and forward hitboxes |
Akatsuki
Health | Increased max health |
Distance recognition | Normalized differences between 1P/2P for determining close/far normal distances |
Jump | Now more easily retains dash momentum |
Dash | Reduced dash stop recovery |
Chain Shift | Adjusted animation (v 1.03) |
f.5C | Enlarged hitbox upward
Now more difficult to cross through opponent when used near opponent |
2C | Now more difficult to cross through opponent when used near opponent |
jA | Akatsuki is no longer actionable after Assault jA before landing |
jB | Now whiffs on crouching opponents if done as soon as possible after Assault; now hits all crouching characters at the same timing |
66C | Increased active frames
Enlarged hitbox forward |
6B | Now more difficult to cross through opponent when used near opponent |
6C | Enlarged hitbox upward
Shrunk hurtbox on startup Now more difficult to cross through opponent when used near opponent |
j6[C] | Increased version added |
FF (standing/crouching/Vorpal) | Increased active frames
Now does not trigger in response to hitboxes that would only be active on opponents currently in hitstun |
236A | Now floats opponent on grounded hit
Normalized the amount of time it takes before Akatsuki can use another projectile on hit |
236C | Reduced recovery |
214[A] | Increased version added (v 1.03) |
214C | Now moves further
Increased active frames such that there are no longer any gaps between hits Increased recovery Altered opponent’s arc of travel after final hit Adjusted particle effects |
j214C | Now moves further
Landing recovery can now be cancelled with EX moves/CS on hit Increased active frames such that there are no longer any gaps between hits Increased recovery Altered opponent’s arc of travel after final hit Adjusted particle effects |
5A | Reduced damage proration | ||
5AA | Now cancellable into throw | ||
j2C | Enlarged hitbox | ||
Air throw | Reduced damage proration
Adjusted animation (v 1.03) |
||
jFF (non-Vorpal and Vorpal) | As grounded FF
Fixed an issue where landing animation would be affected strangely |
||
236B | Normalized the amount of time it takes before Akatsuki can use another projectile on hit | ||
22A | Head and Dive invulnerability startup is faster | ||
22B | Increased untech duration (v 1.03) | ||
j236A | Landing recovery can now be cancelled with EX moves/CS on hit
Reduced upward float after projectile launch to reduce time until landing Reduced landing recovery Now floats opponent on grounded hit Normalized the amount of time it takes before Akatsuki can use another projectile on hit |
||
j236B | Landing recovery can now be cancelled with EX moves/CS on hit
Normalized the amount of time it takes before Akatsuki can use another projectile on hit |
||
IW | Adjusted hit animation
Akatsuki is now in counterhit state until the animation ends |
||
Eltnum
Throw | Reduced the recovery. (v1.03) |
5C | Reduced the recovery. (v1.03) |
5[C] | Reduced the recovery. (v1.03) |
j.A | Increased the cancel window. (v1.03)
Reduced the recovery. (v1.03) |
66C | Quickened the startup. (v1.03)
Made this move unshieldable in the air. (v1.03) Eltnum no longer has additional landing recovery if an opponent shields this move. (v1.03) |
3[C] | Shrunk the hurtbox. (v1.03) |
Aerial Jump | Removed the Aerial Jump property from certain air actions. (v1.03) |
B Hollow Point (236B) | Reduced the recovery. (v1.03) |
Enhanced B Hollow Point (236B) | Reduced the recovery. (v1.03) |
B Etherlite Air (623B) | Increased the untech time. (v1.03)
Extended the invincibility time. (v1.03) |
EX Slash Sync (421C) | Lowered the damage proration. (v1.03) |
A Air Slide (j.214A) | Eltnum no longer has additional landing recovery if an opponent shields this move. (v1.03) |
Air Throw | Fixed a bug where the game would perform oddly after whiffing an air throw. (v1.03)
Reduced the recovery |
3C | Shrunk the hurtbox. (v1.03) |
A Hollow Point (236A) | Reduced the recovery. (v1.03) |
Source: UNICLR Translated Patch Notes