Nous savions que vous l’attendiez : le Patch 1.15 est disponible sur Nintendo Switch ! Il apporte d’importants changements dans le système de combat ainsi que de nombreux équilibrages pour les personnages.
Patchnote en anglais:
◆System Mechanics
・Standing Light Attack: Follow-up 2
→Can now be linked to a Z Change.
→Will always knock the opponent forward on hit.
・Jumping Light Attack
→Fixed an issue in which a Super Combo would not occur if the attack connected at a low position in the air.
・Jumping Heavy Attack
→Descent is faster during a camera shift.
→Shortened the amount of sliding knockdown when the attack hits.
→Can only transition to a Z Change when performed in a grounded Z Combo.
・Mid-air Dragon Rush
→Characters descend faster when the attack lands in a combo.
・Hurtbox
→Adjusted hurtboxes during crouching and movement (actions other than attacks).
・Vanish
→Increased the base damage of the attack.
・Projectiles
→Fixed an issue in which damage scaling would not apply when a projectile connected during an attack.
・Sub-Character Attacks
→Fixed an issue in which guard direction would be reversed if a sub character’s projectile flew past the opponent.
→Moves Changed:
→Android 18: Grounded Support Attack (Unique), Support Attack (Heavy)
→Captain Ginyu: Unique Attack, Together We Are…the Ginyu Force!
→Nappa: Saibaman (Acid)
→Videl: Crouching Unique Attack
・Button Settings
→Simple Dash can be set to « Normal » or « Off ».
→Simple Z Change can be set to « Normal », « Down Input », and « Off ».
◆Goku (Super Saiyan)
・Standing Light Attack: Follow-up 2
→Enlarged the move’s hitbox during start-up.
・Jumping ↓ + Heavy Attack
→Increased distance moved during the attack.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
・Dragon Flash Fist
→Increased the move’s damage.
→Adjusted properties on hit during camera shift.
→Adjusted mid-air version’s hitbox.
→Goku descends faster after the mid-air version hits an airborne opponent.
・Dragon Flash Fist (Light)
→Increased the duration of the mid-air version of the attack.
→The camera now shifts during the attack.
・Dragon Flash Fist (Heavy)
→Adjusted where Goku appears during the attack.
→Attack start-up now changes based on distance from the opponent.
→Sped up the start-up of the attack when the opponent is in hitstun in the air.
→Stored input for a Super Attack is now possible when the grounded version connects.
→Removed jumping attack properties from the grounded version.
・Flurry Kick
→Increased the move’s stun time.
→Adjusted delay and removed it after landing.
→Increased the move’s damage.
→Increased the move’s damage scaling.
→Adjusted properties on hit during camera shift.
→Removed jumping attack properties from the grounded version.
・Flurry Kick (Light)
→Increased distance moved during the attack.
→Adjusted properties on hit when the grounded version hits an opponent on the ground.
・Kamehameha
→Fixed an issue in which delay would increase if all hits of the diagonal version did not land.
・Meteor Smash
→Adjusted properties on hit.
◆Vegeta (Super Saiyan)
・Wake-up
→Adjusted wake-up time.
・Jumping Unique Attack
→Adjusted when the projectile starts moving.
→Reduced opponent knockback.
→Enlarged the move’s hitbox during start-up.
・Super Dash Kick
→Adjusted properties on hit during camera shift.
・Super Dash Kick (Light)
→Delayed timing during which Vanish can be performed.
・Super Dash Kick (Medium)
→Reduced delay for the mid-air version.
・Crushing Knee Kick
→Increased delay for the mid-air version.
・Crushing Knee Kick (Medium, Heavy)
→Vegeta descends faster when the final hit of the attack connects.
→Shortened the amount of sliding knockdown when the attack hits.
・Interceptor Kick
→Attack will not trigger unless performed with a clean down input.
→Increased delay.
→Adjusted distance moved during the attack.
→When the attack lands mid-air from a low position, the opponent will not bounce off the ground.
→The attack will no longer cross-up the opponent.
・Consecutive Energy Blast
→Increased the move’s damage.
→Increased the amount the Ki gauge is filled.
→Sped up the move’s start-up.
→Shortened the amount of hitstop.
→Increased the grounded version’s stun time.
→Adjusted opponent knockback from the grounded version.
→Adjusted when the projectiles start moving for the mid-air version of the attack.
→Enlarged the move’s hitbox during start-up of the mid-air version.
・Big Bang Attack (Heavy + Unique)
→The opponent will now bounce off the ground when the mid-air version hits.
→Increased the time during which an Ultimate Z Change can be performed during the mid-air version.
→Reduced the base damage of the mid-air version.
・Final Flash
→Adjusted opponent knockback.
→Increased the move’s stun time.
→No actions can be taken until Vegeta lands.
→Vegeta descends faster after the mid-air version of the attack.
◆Piccolo
・Standing Heavy Attack
→Extended the move’s hitbox upward during start-up.
・Jumping Heavy Attack
→Reduced the move’s damage.
・Standing/Crouching/Jumping Unique Attack
→Increased the move’s damage scaling.
→Increased the move’s damage.
・Demon Shocker
→Reduced the amount of hitstop.
→Cannot be canceled with a Z Change if the attack misses.
・Demon Slicer
→Unified directional input when canceling into Super Attacks, etc.
→The grounded version can no longer withstand contact with a Sparking Blast.
・Demon Slicer (Light)
→Added damage scaling to the first hit of the mid-air version of the attack.
・Demon Slicer (Medium)
→Decreased damage scaling of the first hit of the mid-air version.
・Demon Slicer (Heavy)
→Increased the mid-air version’s damage.
→Added damage scaling to the first hit of the mid-air version of the attack.
→Increased the amount of sliding knockdown from the mid-air version of the attack.
・Demon Elbow
→Sped up the start-up of the attack when the opponent is in hitstun in the air.
→Adjusted properties on hit during camera shift.
・Homing Energy Blast
→Increased the move’s stun time.
→Increased opponent knockback.
→Increased delay when the start-up of the attack connects.
・Hellzone Grenade
→Shortened the interval between Ki Blasts.
→Adjusted properties on hit of the final hit of the attack.
・Z Assist
→Increased the move’s stun time.
→Increased opponent knockback.
◆Gohan (Teen)
・Mid-air Stun
→Extended hurtbox upward when falling.
・Standing Light Attack
→Shortened timing needed to follow up with standing light attack: follow-up 1 when the attack misses.
・Standing Light Attack: Follow-up 1
→Reduced the delay when landing after the attack.
・Standing Light Attack: Follow-up 2
→Adjusted distance moved during the attack.
→Gohan will now face the opponent.
→Slowed down the move’s start-up.
・Crouching Light Attack
→Enlarged the move’s hitbox during start-up.
・5-Hit Combo
→Can now be followed up with the heavy version of the attack.
→Attack can now be followed up even if the final hit of the attack connects.
→Shortened vertical hitbox.
→Fixed an issue with Vanish timing during camera shift.
→Decreased delay for the final hit of the attack.
→Reduced opponent knockback from the final hit of the attack.
→Increased stun time for the final hit of the attack.
・5-Hit Combo (Weak)
→Adjusted delay when landing. Gohan will now descend when the attack connects.
・5-Hit Combo (Medium, Heavy)
→Removed jumping attack properties.
→Lowered height and adjusted distance moved during the attack.
→Adjusted delay after landing.
・Super Dragon Flight (Heavy)
→Adjusted properties on hit when there is no camera shift.
→Increased the move’s stun time when there is no camera shift.
・Flying Kick (Light)
→Now able to be held with light, medium, or heavy attack buttons.
→Attacks can be performed before landing.
→Increased delay after landing.
→Adjusted opponent knockback based on their position in the air.
→Increased the move’s stun time.
→Decreased distance moved during the attack.
→Stored input for a Super Attack is now possible when landing.
・Flying Kick (Medium)
→Reduced the move’s damage.
→Decreased the amount the Ki gauge is filled.
・Flying Kick (Medium, Heavy)
→Adjusted distance moved, and added a slight rebound effect after the attack is guarded.
→Increased delay.
→Adjusted properties on hit during camera shift.
・Motionless Kamehameha
→Adjusted properties on hit when the attack lands at close range.
・Z Assist
→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.
◆Frieza
Frieza You may not survive this time (Hurtbox has increased)
・Mid-air Stun
→Extended hurtbox upward when falling.
・Mid-air Dragon Rush
→Adjusted distance moved when forcing a switch.
・Standing Light Attack
→Sped up the move’s start-up.
→Increased distance moved during the attack.
・Standing Light Attack: Follow-up 1
→Lengthened timing needed to link to standing light attack: follow-up 2 when the attack misses.
・Crouching Light Attack
→Sped up the move’s start-up.
・Crouching Medium Attack
→Reduced the amount of hitstop for the first hit of the attack.
→Increased distance moved during the attack.
・Standing Heavy Attack
→Increased the duration of the first hit of the attack.
→Reduced the amount of hitstop for the first hit of the attack when it is guarded.
→Reduced knockback from the first hit of the attack.
→Enlarged the move’s hitbox during start-up.
→Decreased delay.
→Projectile disappears after Vanish.
→Reduced blockstun.
→Increased time for stored input during camera shift.
・Standing Unique Attack
→Reduced stun time for the final hit of the attack.
・Jumping Medium Attack
→Reduced the amount of hitstop for the first hit of the attack.
→Shrunk the hitbox of the first hit of the attack.
→Sped up the move’s start-up.
→Reduced opponent knockback.
→Adjusted speed of the attack when performed in a mid-air combo.
・Jumping ↓ + Heavy Attack
→Adjusted distance moved during the attack.
→The camera shifts when the attack hits an opponent mid-air.
・Jumping ↓ + Unique Attack
→Enlarged the move’s hitbox.
・Death Slash
→Reduced delay.
→Reduced the amount of hitstop when the attack is guarded.
→Changed timing at which Vanish can be performed.
・Death Slash (Light, Medium)
→Reduced the move’s stun time.
・You might not survive this time
→Enlarged the move’s hitbox.
→Reduced opponent knockback from the first hit of the attack.
→Reduced delay when the attack does not hit the opponent.
→Reduced blockstun.
→Reduced the projectile’s stun time.
→Sped up the grounded version’s start-up.
・Death Saucer
→Sped up the move’s start-up.
→Decreased delay.
→Increased the move’s damage scaling.
・Warp Smash
→Enlarged the move’s hitbox.
・Death Ball
→Fixed an issue in which the base damage of the attack would change.
・Nova Strike
→Adjusted properties on hit.
→Adjusted opponent knockback.
→Increased the speed of the attack when it hits.
→Made it more difficult for the attack to cross-up the opponent.
・Golden Frieza
→Adjusted when the Ki gauge fill penalty is applied.
◆Captain Ginyu
・Dragon Rush
→Mid-combo Dragon Rush can now be canceled with a unique attack.
・Standing Light Attack: Follow-up 1
→Adjusted opponent knockback.
→The speed of the second hit of the attack increases if the first hit connects.
→Reduced the amount of hitstop for the first hit of the attack.
・Standing Heavy Attack
→Able to be charged if held.
→Distance moved can be changed with a back input while holding the button.
・Jumping Light Attack
→Adjusted opponent knockback.
→Sped up the second hit of the attack if the first hit connects.
→If the first hit of the attack hits, the second hit can now by guarded while crouching.
・Standing/Jumping Unique Attack
→The attack will not trigger with a back input.
・Standing/Jumping Unique Attack (Recoome)
→Increased hitstop.
・Jumping Unique Attack (After Body Change)
→Increased delay.
→Retains distance moved before the action occurs.
・All Ginyu Force attacks
→Ginyu Force member’s position now shifts if they appear at the same location as the opponent.
→Knocks the opponent forward upon hit.
→Adjusted timing at which Vanish can be performed.
→Made it difficult to land during the attack when it is performed in the air.
・Together We Are…the Ginyu Force!
→Added a separate command with different properties.
・Together We Are…the Ginyu Force! (Recoome)
→Holding will no longer change the properties of the attack.
→Sped up the separate command version’s start-up.
→Adjusted opponent knockback from the separate command version.
→Increased the separate command version’s hitstop.
→Increased the separate command version’s damage.
→Increased the separate command version’s damage scaling.
→Made Recoome invincible to projectiles for the separate command version.
・Together We Are…the Ginyu Force! (Burter)
→Enlarged the hitbox and hurtbox.
→Burter’s attack will not hit the opponent if he is far away from the opponent.
・Together We Are…the Ginyu Force! (After Body Change)
→Can be performed from Strong Jersey.
・Strong Jersey (Medium)
→Sped up the grounded version’s start-up.
→Adjusted properties on hit.
・Strong Jersey (Heavy)
→Adjusted properties on hit.
・Z Assist
→Reduced opponent knockback.
・Body Change
→Sped up the move’s start-up.
◆Trunks
・Standing Light Attack: Follow-up 1
→Decreased distance moved during the attack.
・Standing Light Attack: Follow-up 2
→Extended hitbox and contact box upward.
→Fixed an issue in which what triggered a camera shift differed from other characters.
・Crouching Heavy Attack
→Can no longer be canceled into standing unique attack.
・Jumping Heavy Attack
→Increased opponent knockback during camera shift.
・Standing Unique Attack
→Reduced delay when the attack connects.
→Increased timing for stored input.
・Jumping Unique Attack
→Increased timing for stored input.
・Shining Slash
→Increased distance moved during the attack.
→Adjusted delay when landing during camera shift.
→Adjusted properties on hit during camera shift.
→Increased the grounded version’s damage.
・Shining Slash (Light)
→Increased delay.
・Shining Slash (Medium)
→Decreased delay.
・Shining Slash (Heavy)
→Increased delay.
→Sped up the mid-air version’s start-up.
・Cyclone Jump
→Fixed an issue in which part of a Z Combo could not be performed after additional input.
→Increased timing for stored input after follow-up.
→Sped up timing in which follow-ups are possible.
→It’s now possible to follow up the grounded version with the mid-air version.
→The mid-air version can only be used once while in the air.
→The mid-air version will not reduce the number of jumps available.
・Cyclone Jump (Heavy)
→Increased distance moved during the attack.
・Cyclone Buster
→Increased the move’s stun time.
→Sped up the move’s start-up.
→Increased delay.
→Increased timing for stored input.
・Heat Dome Attack
→Reduced the duration of the attack.
→Adjusted distance moved during the attack.
→Adjusted opponent knockback.
→Adjusted position after the attack hits.
・Z Assist
→Reduced the move’s stun time.
→Reduced opponent knockback.
→Where Trunks appears now changes when called in at the edge of the screen.
◆Cell
・Standing Light Attack
→Reduced the duration of the move.
→Sped up the move’s start-up.
・Standing Light Attack: Follow-up 1
→Greatly reduced the distance moved with a back input.
→A down input wil also reduce the attack’s speed.
・Standing Light Attack: Follow-up 2
→Extended throw spacing upward.
→Increased time for stored input of Super Dash.
→Increased the move’s stun time.
→Reduced the duration of the move.
→Fixed a visual bug that appeared when a Vanish was performed at a specific time.
・Crouching Light Attack
→Sped up the move’s start-up.
・Crouching Unique Attack
→Adjusted landing time and delay for the full attack.
・Jumping Unique Attack
→Sped up the start-up of the attack when the camera shifts during a jumping heavy attack.
・Rolling Crush
→Adjusted properties on hit.
・Rolling Crush (Light)
→Camera now shifts during the final hit of the attack.
→Slowed down the mid-air version’s start-up.
→Increased the speed of descent for the mid-air version.
→Increased opponent knockback from the mid-air version.
・Rolling Crush (Heavy)
→Increased the move’s stun time.
→Sped up the mid-air version’s start-up.
・Perfect Attack (Light)
→Sped up the start-up of the grounded version’s second hit.
・Perfect Attack (Heavy)
→The opponent is now drawn in when they guard the attack.
→Adjusted effect on hit.
→Reduced the move’s damage.
→Changed the behavior of the final hit of the attack.
→The final hit of the grounded version of the attack will only hit once during a combo.
・Kamehameha
→Fixed an issue in which delay would be increased if all hits of the diagonal grounded version did not land.
→Fixed an issue in which delay would be increased if all hits of the mid-air version did not land.
→Increased hitstop on the mid-air version.
→Adjusted opponent knockback from the mid-air version.
→Enlarged the mid-air version’s hitbox.
・Z Assist
→Increased hitstop.
→Adjusted opponent knockback.
→Enlarged the move’s hitbox.
◆Android 18
・Standing Light Attack
→Increased distance moved during the attack.
→Sped up the move’s start-up.
→Can no longer cancel repeatedly with a light attack.
→Reduced the duration of the move.
→Shrunk horizontal hitbox and enlarged vertical one.
・Standing Light Attack: Follow-up 1
→Increased distance moved during the attack.
→Slowed down the move’s start-up.
→Adjusted the hitbox and hurtbox.
→Increased knockback.
→Increased delay.
・Standing Light Attack: Follow-up 2
→Increased distance moved during the attack.
→Enlarged the move’s hitbox.
・Standing Medium Attack
→Increased distance moved during the attack.
・Standing Heavy Attack
→Adjusted properties on hit during camera shift.
・Crouching Medium Attack
→Decreased distance moved during the attack.
・Crouching Heavy Attack
→Extended the move’s hitbox downward during start-up.
・Crouching Unique Attack
→Adjusted distance moved during the attack.
→Slowed down the move’s start-up.
→Reduced blockstun.
→Adjusted hitstop.
→Increased the move’s stun time.
・Jumping Medium Attack
→Slowed down the move’s start-up.
・Jumping ↓ + Heavy Attack
→Adjusted distance moved during the attack.
・Jumping Unique Attack
→Sped up pause timing in the air.
・Back Grapple
→Enlarged the hurtbox when the attack misses.
→Opponent position upon hit is now uniform across all characters.
→Increased the move’s damage.
→Decreased the move’s damage scaling.
・Back Grapple (Light)
→Sped up the move’s start-up.
→Decreased distance moved during the attack.
→Shortened the amount of delay after the attack connects.
→Increased the amount of sliding knockdown.
・Back Grapple (Medium, Heavy)
→Now able to be held with light, medium, or heavy attack buttons.
→Adjusted input window in which the button can be held.
→Slowed down the move’s start-up.
→Increased throw spacing.
→Increased the move’s stun time.
→The attack will slam the opponent if a camera shift occurs during a combo.
→Changed timing at which Vanish and Super Attacks can be performed.
→Stored input for Super Attacks and Vanish can now be performed.
・Back Grapple (Heavy)
→Increased opponent knockback.
・Support Attack
→Adjusted distance moved during the mid-air version of the attack.
・Support Attack (Light)
→Slowed down cancel timing for the grounded version of the move.
・Support Attack (Medium)
→Sped up the grounded version’s start-up.
→Added delay when landing from the mid-air version.
→Added jumping attack properties to the mid-air version.
→Increased hitstop on the final hit of the mid-air version.
→Extended the mid-air version’s hitbox downward.
・Support Attack (Heavy)
→Android 17 can no longer be attacked when on standby.
・Support Attack (Unique)
→The direction in which the opponent is knocked back from the grounded version will now depend on the direction the Ki Blast is facing.
→Sped up the timing during which Android 17 is invincible in the mid-air version.
・Barrier
→Can now be linked to a Super Attack by holding.
→Super Attacks are now faster if they are used to follow up.
・Energy Wave
→The attack’s start-up is now faster against mid-air opponents in hitstun, and the attack’s position now matches the opponent’s.
・Accel Dance
→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.
→Increased delay.
→Fixed an issue in which the base damage of the attack would change.
・Z Assist
→Sped up timing during which Android 18 is invincible.
◆Gotenks
・Mid-air Stun
→Extended hurtbox upward when falling.
・Standing Light Attack
→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.
・Standing Heavy Attack
→Decreased distance moved during the attack.
→Increased knockback.
・Jumping Light Attack
→If the first hit of the attack hits, all hits afterward can now by guarded while crouching.
→Increased delay.
・Miracle Super Punch
→Now able to be held with light, medium, or heavy attack buttons.
・Miracle Super Punch (Light)
→Reduced delay for the grounded version.
→Increased distance moved during the grounded version of the attack.
・Miracle Super Punch (Heavy)
→Increased distance moved during the attack.
→Reduced knockback from the mid-air version.
→Decreased delay for the mid-air version.
・Great Special Rolling Kick
→Increased the move’s damage.
→Added damage scaling to the first hit of the attack.
→Adjusted opponent knockback.
→Adjusted properties on hit during camera shift.
→Gotenks will now face the opponent during the final hit of the attack.
・Great Special Rolling Kick (Light)
→Increased distance moved during the attack.
→Increased delay for the grounded version.
・Great Special Rolling Kick (Medium)
→Increased distance moved during the attack.
・Galactic Donuts
→Increased the move’s stun time during camera shift.
→Increased opponent knockback.
→The camera will not shift if only the second hit connects.
→↑ before the attack will shift the attack’s hitbox.
→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.
・DIE DIE Missile Barrage
→Increased the amount the Ki gauge is filled.
・Charging Ultra Volleyball
→The position of the attack will not change even if Piccolo is on the team.
→If the attack misses, no actions can be taken until Gotenks lands.
・Z Assist
→If the first hit of the attack is deflected with a Z Reflect, then the second hit will not connect.
◆Krillin
・Standing Heavy Attack
→Increased knockback when the attack is guarded.
・Standing/Jumping Unique Attack
→Reduced the move’s damage.
→Increased the move’s stun time.
→Reduced opponent knockback.
・Crouching Heavy Attack
→Sped up the move’s start-up.
・Jumping Medium Attack
→Sped up the start-up of the second hit.
→Shrunk the hitbox of the first hit of the attack.
→Reduced the amount of hitstop for the first hit of the attack.
→Adjusted the speed of the attack during a mid-air combo.
・Afterimage
→Changed what triggers camera shift.
→Adjusted properties on hit during camera shift.
→Increased the move’s damage.
→Reduced knockback.
→Decreased delay.
→Krillin now descends faster when the attack connects.
→During start-up, no actions can be taken until Krillin lands.
・Afterimage (Medium)
→The grounded version now incorporates a back step.
・Afterimage (Heavy)
→Reduced delay when held.
→Increased hitstop.
・Senzu Bean
→Increased delay.
→Decreased distance moved during the attack.
→Sped up the timing at which the Senzu Bean is thrown.
→Increased the rock’s hitstop.
→Increased the rock’s stun time.
→Slowed down the rock’s start-up.
→Adjusted the trajectory of the rock.
→Removed the grounded version’s delay during landing.
・Senzu Bean (Heavy)
→Two rocks are now thrown.
・Kamehameha
→↓ while in the air will cause Krillin to descend faster.
・Solar Flare
→Slowed down cancel timing.
・Destructo-Disc
→The attack can now be fired diagonally with ↑ or ↓.
・Scattering Energy Wave
→Increased delay.
→The opponent will still appear on screen when falling, even when high up in the air.
・Ultimate Z Change
→Adjusted where Krillin appears.
・Z Assist
→Sped up the move’s start-up.
→Adjusted where Krillin appears.
→Adjusted the trajectory of the rock.
◆Kid Buu
・Mid-air Stun
→Extended hurtbox upward when falling.
・Crouching Medium Attack
→Increased delay when performed at close range.
・Jumping Medium Attack
→Adjusted the attack’s behavior when performed at a low position.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Reduced opponent knockback.
・Mystic Ball Attack
→Increased knockback.
→Increased opponent knockback.
→Increased distance moved during the attack.
→Shrunk the move’s hitbox.
→Slowed down the grounded version’s start-up.
→Added damage scaling to the first hit of the grounded version.
→Adjusted properties on hit during camera shift.
・Mystic Ball Attack (Light)
→Reduced the attack’s bounce when it hits the ground.
・Mystic Ball Attack (Heavy)
→Increased the move’s damage.
・Mystic Arm Swing
→Adjusted properties on hit during camera shift.
・Candy Beam
→Adjusted properties on hit during camera shift.
→Slowed down cancel timing when the attack is guarded.
→Increased timing for stored input when the attack connects.
・Arm Ball
→No longer has extended reach on start-up.
・Planet Burst
→No actions can be taken until Kid Buu lands from the mid-air version.
→Increased the speed of descent for the mid-air version.
→Position and delay now change based on the height at which the attack connects.
◆Majin Buu
・Standing Light Attack: Follow-up 1
→Shortened timing needed to link to standing light attack: follow-up 2.
・Standing Light Attack: Follow-up 2
→Changed the move into a throw.
→Reduced the duration of the move.
→Increased distance moved during the attack.
・Jumping Heavy Attack
→Increased opponent knockback.
・Dive Bomb
→Changed what triggers camera shift.
→Changed behavior when there is no camera shift.
→Adjusted behavior when the attack connects.
→Increased the move’s damage.
→Decreased the move’s damage scaling.
→The grounded version can now hit opponents directly above Majin Buu.
・Dive Bomb (Heavy)
→Adjusted properties on hit during camera shift.
・Cartwheel
→Adjusted properties on hit during camera shift.
→Increased distance moved during the attack.
・Cartwheel (Medium)
→Slowed down the move’s start-up.
・Fat Throw
→Increased hitstop.
→Adjusted the trajectory of the projectile.
→Extended the move’s hitbox downward.
→The opponent is now considered airborne when they’re released from the fat.
・Now Buu really…hate you!
→The number of hits does not change even if the attack is performed at a distance.
→Reduced opponent knockback.
◆Nappa
・Standing Light Attack
→Shortened timing needed to link to standing light attack: follow-up 1 when the attack misses.
・Standing Light Attack: Follow-up 1
→Cannot perform follow-ups from standing light attack with ↓.
・Standing Unique Attack
→Added a hitbox to the initial strike of the attack.
→The opponent will always be knocked forward by the attack.
→The initial Ki Blast can now be deflected.
→Reduced the number of Ki Blasts that can be canceled.
→Increased Ki Blast hitstop.
→Increased opponent knockback from the Ki Blast.
→Enlarged the move’s hitbox.
・Jumping Unique Attack
→Sped up the move’s start-up.
→Increased opponent knockback.
→Reduced the move’s stun time.
→Reduced blockstun.
→Increased the move’s damage scaling.
・Jumping ↓ + Heavy Attack
→Can now be jump-canceled upon landing while Sparking Blast is active.
→Jumps are no longer reset when landing during the attack.
→Sped up the move’s start-up.
→Increased distance moved during the attack.
→Increased opponent knockback.
→Enlarged the hitbox during the landing.
→The attack cannot be canceled before landing.
→Added a camera shift when the attack connects.
・Arm Break
→Move now changes if held.
→Increased the move’s damage.
→Adjusted properties on hit during camera shift.
→Adjusted difference in stun when the attack is guarded.
・Arm Break (Light)
→Added camera shift during the attack.
・Saibaman (Heavy)
→The attack changes with additional input.
→Changed the color of the Saibaman.
・Saibaman (Claw Attack)
→Increased the move’s stun time.
→Extended the move’s hitbox downward.
・Saibaman (Slide)
→Reduced the move’s damage.
→Increased hitstop.
・Saibaman (Acid)
→Reduced the move’s damage.
→No longer affected by stun time decay from combos.
・Saibaman (Self-Destruct)
→Increased the move’s damage.
・Blazing Storm
→Changed the attack’s position.
→Attack position can be changed if held.
・Too bad
→Camera shift occurs even if the attack does not connect.
→Adjusted properties on hit during camera shift.
→Reduced the move’s damage.
→Changed hold timing.
→Reduced opponent knockback from the first hit of the attack.
→Enlarged the move’s hitbox.
・Z Assist
→Nappa will now always appear at close range.
◆Android 16
・Grounded Dragon Rush
→Fixed an issue in which the camera would move too much during a forced switch.
・Forward Medium Attack
→Adjusted the move’s hitbox.
・Standing Light Attack
→Increased delay.
→Extended the move’s hitbox downward.
・Standing Light Attack: Follow-up 2
→Extended throw spacing upward.
・Crouching Heavy Attack
→Increased delay.
→Extended the move’s hitbox downward during start-up.
・Jumping Medium Attack
→Reduced the move’s damage.
・Jumping Heavy Attack
→Adjusted properties on hit during a Super Combo performed from the ground.
・Jumping ↓ + Heavy Attack
→Slowed down the move’s start-up.
→Can no longer be guarded while crouching.
→Added damage scaling to the first hit of the attack.
→Increased delay.
→Increased the amount of hitstop when the attack is guarded.
→The attack will no longer cross-up the opponent.
→The camera now shifts when the attack hits an opponent mid-air.
→Adjusted properties on hit during camera shift.
→Can now be jump-canceled with Sparking Blast active.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Adjusted opponent knockback.
・Dynamite Driver
→Opponent position upon hit is now uniform across all characters.
・Dynamite Driver (Light)
→Sped up the move’s start-up.
・Dynamite Driver (Medium, Heavy)
→Adjusted properties on hit during camera shift.
→Can now be canceled with a Z Change or Super Dash during camera shift.
・Flying Power Bomb
→Increased throw spacing vertically.
→Opponent position upon hit is now uniform across all characters.
→Increased the move’s damage.
→Reduced damage when the camera shifts during a combo.
→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.
・Flying Power Bomb (Medium, Heavy)
→Adjusted properties on hit during camera shift.
・Flying Power Bomb (Heavy)
→Sped up the start-up of the throw portion of the attack.
→Reduced damage scaling during the slam portion of the attack.
→Reduced damage of the grounded version’s slam.
→Increased damage scaling on the first hit of the grounded version.
・Gliding Powerbomb
→Extended throw spacing downward.
→Increased distance moved during the attack.
→Increased delay.
→Android 16 now faces the opponent after the action.
→Opponent position after hit is now uniform across all characters.
→Increased the move’s damage.
→Reduced damage when the camera shifts during a combo.
→Reduced the amount the Ki gauge is filled when the camera shifts during a combo.
・Gliding Powerbomb (Medium, Heavy)
→Sped up the move’s start-up.
→Increased the duration of the move.
→Adjusted properties on hit during camera shift.
→Can now be canceled with Super Dash, Z Change, or Flying Power Bomb during camera shift.
・Hell Heat (Close Range)
→The final hit will not trigger if the attack is deflected with a Z Reflect.
・Hell Flash
→Increased the time needed to perform an Ultimate Z Change.
→Increased the duration of the attack if it misses.
→Adjusted properties on hit.
→Increased the damage of the mid-air version when performed at a distance.
→Increased the base damage of the mid-air version when performed at a distance.
・Z Assist
→Removed hitbox when the attack hits the main character.
◆Yamcha
・Jumping ↓ + Heavy Attack
→Enlarged the move’s hitbox during start-up.
・Wolf Fang Fist, Reverse Wolf Fang Fist, Wolf Fang Fist: Pack Attack
→Follow-ups can still be performed even if the first attack misses.
→Follow-ups will not be performed if ← is used.
→Wolf Fang Fist: Gale Claws can now be used as a follow-up.
・Reverse Wolf Fang Fist
→Shortened timing needed to link to Wolf Fang Fist: Flash
・Wolf Fang Fist: Pack Attack
→Increased distance moved during the attack.
・Wolf Fang Fist: Gale Claws
→Adjusted opponent knockback.
→Yamcha will now face the opponent before the final hit of the attack.
→Increased delay.
→Adjusted properties on hit during camera shift.
→Increased hitstop when the final hit connects.
・Wolf Fang Fist: Gale Claws (Light, Medium)
→Increased distance moved during the grounded version of the attack.
・Wolf Fang Fist: Gale Claws (Medium)
→Reduced the amount Yamcha is raised when the grounded version is guarded.
・Wolf Fang Fist: Gale Claws (Heavy)
→Increased the stun time for the spin portion of the attack.
・Wolf Fang Fist: Whiskers
→Decreased timing for stored input.
→Follow-up direction now depends on opponent position.
・Wolf Fang Fist: Finisher
→Reduced opponent knockback.
→Adjusted properties on hit during camera shift.
・Wolf Fang Fist: Flash
→Decreased delay.
→Will not trigger if the medium attack button is held.
・Ultimate Wolf Fang Fist
→Reduced the base damage of the attack.
◆Tien
・Standing Light Attack: Follow-up 1
→Reduced the move’s damage.
→Adjusted opponent knockback.
・Standing Light Attack: Follow-up 2
→Adjusted hitstop when the attack connects.
→Enlarged the move’s hitbox.
→Adjusted opponent knockback.
・Standing/Jumping Unique Attack
→Increased the move’s damage.
→Increased the move’s stun time.
→Adjusted opponent knockback.
・Standing Unique Attack
→Increased delay.
・Jumping Light Attack
→If the first hit of the attack hits, the second hit can now be guarded while crouching.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
・Volleyball Fist (Medium)
→Increased distance moved during the grounded version of the attack.
・Volleyball Fist (Heavy)
→Increased distance moved during the grounded version of the attack.
→Sped up the grounded version’s start-up.
→Changed what triggers camera shift for the grounded version.
→Increased the mid-air version’s damage.
・Crane Strike
→Increased the move’s damage.
→Adjusted properties on hit during camera shift.
→Increased distance moved during the attack.
→Adjusted opponent knockback.
→No more delay during landing when the attack is guarded.
・Crane Strike (Light)
→Added camera shift during the attack.
→Slowed down the mid-air version’s start-up.
→No more bounce when the attack connects.
・Crane Strike (Medium)
→Slowed down the mid-air version’s start-up.
・Crane Strike (Heavy)
→Sped up the grounded version’s start-up.
・Telekinesis
→Increased the move’s stun time.
→Increased the amount of hitstop when the attack is guarded.
・Tri-Beam
→Reduced the amount of own health consumed by the attack.
→Increased the base damage of the attack.
→Holding the attack now allows follow-ups.
・Neo Tri-Beam
→Reduced the amount of own health consumed by the attack.
→Increased the base damage of the attack.
→Increased the move’s stun time.
→Adjusted opponent knockback.
→Adjusted where Tien appears.
◆Gohan (Adult)
・Standing Light Attack: Follow-up 4
→Increased the attack’s stun time when it connects in the air.
・Crouching Heavy Attack
→The grounded version of the attack will be performed on landing when at max Potential Unleashed level.
・Standing Unique Attack
→Increased timing for stored input of a Z Combo.
・Jumping Heavy Attack
→Increased opponent knockback during camera shift.
・Jumping Unique Attack
→Increased timing for stored input of a Z Combo.
→Adjusted distance moved during the attack.
→Mid-air Z Combo can now be performed when at max Potential Unleashed level.
・Machine Gun Kick
→Now able to be held with light, medium, or heavy attack buttons.
→Adjusted distance moved during the attack.
→Reduced the move’s damage.
→Decreased the amount the Ki gauge is filled.
→Hitbox is now active right before landing.
→Stored input for a Super Attack can now be performed during delay when landing.
・Machine Gun Kick (Medium)
→Reduced the delay when landing after the attack.
・Machine Gun Kick (Heavy)
→Adjusted distance moved, and added bounce effect after the attack is guarded.
→Adjusted properties on hit during camera shift.
・Ultimate Back Attack
→Increased distance moved during the attack.
→Adjusted opponent knockback.
→Changed what triggers camera shift.
→Adjusted properties on hit during camera shift.
→Gohan now faces the opponent after the action.
→Stored input for a Super Attack can now be performed during delay when landing.
→Attack start-up is now faster when the opponent is in hitstun in the air and after Potential Unleashed.
→Reduced delay when the grounded version hits an airborne opponent after Potential Unleashed.
・Ultimate Back Attack (Heavy)
→Sped up the mid-air version’s start-up if performed before Potential Unleashed.
・Bros. Kamehameha
→Reduced knockback.
・Z Assist
→Increased hitstop.
→Gohan will now appear further forward when near the opponent or the opponent is in hitstun in the air.
→Changed complete invincibility to invincibility against jumping attacks.
◆Hit
・Vanish
→Adjusted opponent position during camera shift.
・Standing Light Attack
→Shortened timing needed to link to standing light attack: follow-up 1.
・Standing Light Attack: Follow-up 1
→Slowed down the move’s start-up.
→Increased distance moved during the attack.
・Standing Light Attack: Follow-up 2
→Adjusted opponent knockback.
→Increased delay when the attack connects.
→Reduced the duration of the third hit of the attack.
・Crouching Light Attack
→Increased the move’s damage.
・Vital Point Attack, Tides of Time
→Delayed timing during which a follow-up can be performed with a unique attack.
→Reduced the amount of delay when following up with unique attack.
・Direct Hit
→Reduced damage scaling for the first hit of the attack.
→Reduced the move’s damage.
→Decreased the amount the Ki gauge is filled.
・Instant Blow
→Reduced damage scaling of the first hit when facing forward.
→Increased the move’s damage.
→Increased the move’s stun time.
・Guard Breaker
→Adjusted properties on hit during camera shift when Hit turns around.
→Increased the move’s damage.
→Extended the move’s hitbox upward.
・Time Release
→Decreased delay.
→Increased stun time for upward follow-up.
→Adjusted opponent knockback from downward follow-up.
・Icy Glare (Light, Medium)
→Increased the move’s damage.
・Realized Power
→No other attacks will connect when the mid-air version connects.
・Death Blow
→All bars of Ki are spent and the attack now does more damage.
→Adjusted opponent knockback.
→Increased delay.
→Follow-ups can no longer be performed when the attack connects.
◆Goku (SSGSS)
Goku SSGSS Super God Shock Flash (activation speed reduced)
・Standing Light Attack: Follow-up 1
→Adjusted opponent knockback.
→Adjusted the move’s stun time.
→Adjusted hitstop.
・Standing Medium Attack
→Increased distance moved during the attack.
→Increased delay.
→Greatly reduced the distance moved with a back input.
→Greatly reduced delay with a back input.
・Standing Unique Attack
→Increased the move’s damage.
→Adjusted opponent knockback.
・Jumping ↓ + Heavy Attack
→Increased distance moved during the attack.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Adjusted opponent knockback.
・Divine Void Strike
→Adjusted properties on hit during camera shift.
→Increased the move’s stun time.
→Increased hitstop when the attack lands.
→Decreased delay.
→Increased distance moved during the attack.
→Increased opponent knockback.
・Divine Void Strike (Light)
→Sped up the move’s start-up.
・Divine Void Strike (Medium)
→Increased the duration of the move.
→Increased the grounded version’s damage.
・Divine Void Strike (Heavy)
→Sped up the move’s start-up.
→Increased the move’s damage.
→If the mid-air version is below a certain height from the opponent, Goku will match the opponent’s position.
・Super God Shock Flash
→Increased the attack’s damage when the throw is successfully performed.
→Increased the amount of hitstop when the throw is successfully performed.
→Removed invincibility during Instant Transmission portion of the attack.
→The throw portion of the attack will not connect more than two times in a combo.
・Super God Shock Flash (Light)
→Slowed down the move’s start-up.
・Dragon Flash Kick
→Adjusted opponent knockback.
→Increased distance moved during the attack.
→Increased the move’s stun time.
→The attack will no longer cross-up the opponent.
→Enlarged the move’s hitbox during start-up.
・Dragon Flash Kick (Light, Medium)
→Sped up the move’s start-up.
→Adjusted properties on hit.
・Dragon Flash Kick (Heavy)
→Changed the attack’s behavior when it hits the opponent.
・Instant Transmission
→Adjusted where Goku appears.
→Adjusted distance moved during the attack.
→Reduced blockstun.
→Adjusted properties on hit during camera shift.
→Increased the duration of the move.
→Sped up the start-up of the reverse version.
・Extreme Speed Kamehameha
→Adjusted what triggers Instant Transmission.
→Sped up the move’s start-up.
→Increased delay.
→Increased the time needed to perform an Ultimate Z Change.
・x10 Kaioken Kamehameha
→Increased distance moved during the attack.
→Adjusted where Goku appears during an Ultimate Z Change.
→Can be held to perform Instant Transmission on hit.
→Added a hitbox during charge forward that will only damage the opponent’s Z Assist.
・Evolved Attack
→Changed attack behavior after it connects.
・Z Assist
→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.
→Adjusted opponent knockback.
◆Vegeta (SSGSS)
・Wake-up
→Adjusted wake-up time.
・Standing Light Attack
→Changed the attack’s appearance when canceled after missing.
・Standing Light Attack: Follow-up 2
→Enlarged the move’s hitbox.
・Standing Unique Attack
→Reduced opponent knockback at close range.
→Enlarged the move’s hitbox.
・Crouching Light Attack
→Increased delay.
→Changed the attack’s appearance when canceled after missing.
・Crouching Heavy Attack
→Increased the duration of the move.
・Crouching Unique Attack
→Reduced opponent knockback.
→Reduced the move’s stun time.
・Jumping Unique Attack, Jumping Down + Unique Attack
→Reduced opponent knockback.
→Enlarged the move’s hitbox.
・Super Dash Kick
→Vegeta will now face the opponent after the attack.
→Distance moved varies based on the follow-up.
→Adjusted opponent knockback.
→Adjusted the move’s stun time.
→Adjusted hitstop.
→Adjusted the move’s damage.
→Increased delay.
・Super Dash Kick (Light)
→Sped up the move’s start-up.
・Super Dash Kick (Medium)
→Slowed down the move’s start-up.
・On a scale of one to ten, I’ll give you a three!
→Increased the move’s damage.
→Increased the move’s damage scaling.
→Changed distance moved during the attack.
→Increased the duration of the move.
→Vegeta will now face the opponent after the attack.
→Adjusted properties on hit during camera shift.
・On a scale of one to ten, I’ll give you a three! (Light)
→Reduced the duration of the grounded version.
・Big Bang Attack
→Sped up the move’s start-up.
→Stored input for a Super Attack can now be performed.
→Increased the move’s damage scaling.
→Vegeta now moves forward before the grounded version of the attack.
→Decreased delay for the mid-air version.
→Increased hitstop when the first hit of the attack connects.
→Reduced the amount of hitstop when the attack is guarded.
→Increased the move’s stun time.
→Enlarged the move’s hitbox.
・Niagara Pummel
→Increased the damage of the move when it’s held.
→Adjusted opponent knockback.
・Final Flash
→Adjusted opponent knockback.
→Increased the move’s stun time.
→No actions can be taken until the character lands.
→Vegeta descends faster after the mid-air version of the attack.
・Z Assist
→Increased hitstop when the first hit of the attack connects.
→Reduced the amount of hitstop when the attack is guarded.
→Increased the move’s stun time.
→Enlarged the move’s hitbox.
◆Beerus
・Standing Light Attack: Follow-up 1, Standing Medium Attack, Crouching Heavy Attack, Jumping Medium Attack
→Adjusted distance Sphere of Destruction travels when hit by the attacks.
・Standing Light Attack: Follow-up 2
→Adjusted hitbox in the air.
→Sped up the start-up of the attack when the opponent is in hitstun in the air.
→Extended the move’s hitbox upward.
・Standing Medium Attack
→Sped up the move’s start-up.
→Extended the move’s hitbox upward.
・Crouching Medium Attack
→Adjusted opponent knockback.
・Jumping Medium Attack
→Increased the duration of the move.
→Extended the move’s hitbox downward.
・Jumping ↓ + Heavy Attack
→Adjusted opponent knockback.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Adjusted opponent knockback.
・Sphere of Destruction
→Now able to be held with light, medium, or heavy attack buttons.
→Increased the move’s damage.
→Increased the move’s damage scaling.
→Increased the damage of the sphere.
→Reduced knockback from sphere.
→Added hitstop when the sphere is sent flying with an attack.
→The sphere will not disappear when it is hit with an attack, even if Beerus is switched out.
→Adjusted properties on hit during camera shift.
→Delay removed when landing if the mid-air version’s hitbox is active.
・Sphere of Destruction (Medium)
→The kick portion of the attack will no longer hit a grounded opponent.
・Sphere of Destruction (Heavy)
→Increased distance moved during the attack.
→Changed where the sphere appears.
→The kick portion of the upward follow-up will no longer hit a grounded opponent.
→Damage and knockback from the attack varies between the upward and downward follow-ups.
・God of Destruction’s Rampage
→The attack will no longer cross-up the opponent.
→Increased the move’s damage scaling.
→Adjusted distance moved during the attack.
→Increased the move’s damage.
→Stored input for a Super Attack can now be performed when landing.
→Made it harder to change position at the edge of the screen when the grounded version hits.
・God of Destruction’s Wrath
→Increased delay.
→Increased the speed of descent after the attack.
◆Goku Black
・Standing Unique Attack
→Increased stun time for the blade when it makes contact with the opponent.
→Reduced opponent knockback from the blade when it makes contact with the opponent.
→Changed the speed of the projectile.
→Holding forward before the attack will increase the speed of the projectile.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
・God Slicer
→Reduced the level of the projectiles, meaning other Ki Blasts will cancel them out.
→Adjusted the projectiles’ damage.
→Reduced the move’s damage.
→Enlarged the move’s hitbox during start-up.
→Increased delay for the grounded version.
・God Slicer (Light)
→Adjusted the direction of opponent knockback.
・God Slicer (Medium)
→Goku Black descends faster after the attack connects.
・God Slicer (Heavy)
→Increased the speed of the projectiles.
→Increased the move’s damage.
→Goku Black descends faster after the attack connects.
・Fierce God Kick
→The attack will no longer cross-up the opponent.
→Reduced knockback.
→Increased the speed of descent after the attack hits the opponent.
→Increased delay after landing.
→Adjusted properties on hit during camera shift.
・Fierce God Kick (Light)
→Reduced the amount of hitstop.
・Fierce God Kick (Medium)
→Sped up the move’s start-up.
→Reduced the move’s damage.
→Adjusted opponent knockback.
・Fierce God Kick (Heavy)
→Increased the move’s damage scaling.
→Fixed an issue in which recoverable health remained upon hit.
・Binding Black Kamehameha
→Adjusted properties on hit during camera shift.
→Increased the move’s damage.
・God Slicer Dance
→Fixed an issue in which the base damage of the attack would change.
・Holy Light Grenade
→Enlarged the move’s hitbox during start-up.
→Fixed an issue with strange behavior when an Ultimate Z Change was performed before the attack connected.
→Adjusted opponent knockback.
→Increased the move’s stun time.
→Increased delay.
・The Work of a God
→No actions can be taken until Goku Black lands.
◆Android 21
・Wake-up
→Adjusted wake-up time.
・Standing/Crouching Light Attack
→Sped up the move’s start-up.
・Crouching Medium Attack
→Increased delay.
→Increased stun time when performed at a distance.
→Adjusted opponent knockback when performed at a distance.
・Crouching Unique Attack
→Sped up the move’s start-up.
→Decreased delay.
・Jumping Heavy Attack
→Slowed down the move’s start-up.
・Jumping Unique Attack
→Adjusted opponent knockback.
・Hors d’Oeuvre Stab
→The attack will no longer cross-up the opponent.
→Adjusted distance moved during the attack.
→Adjusted opponent knockback.
→Increased stun time during the first hit of the attack.
→Increased hitstop on the final hit of the attack.
→Increased delay.
→Sped up the move’s start-up.
→Reduced the amount the Ki gauge is filled when there is no camera shift.
→Increased the damage of the final hit of the attack.
→Increased the damage scaling of the final hit of the attack.
→Reduced stun time for the final hit of the attack.
・Hors d’Oeuvre Stab (Light)
→Reduced the move’s damage when there is no camera shift.
・Hors d’Oeuvre Stab (Medium)
→Reduced the move’s damage when there is no camera shift.
→Adjusted properties on hit for the grounded version during a camera shift, and the attack now causes wall bounce.
・Connoisseur Cut
→Increased distance moved during the attack.
・Connoisseur Cut, Aerial Connoisseur Cut
→Follow-ups with any of the attack buttons can be performed after the attack connects.
→Reduced the move’s damage.
→Sped up the mid-air version’s start-up.
・Absorb
→Android 21 will now lose an absorbed technique after using it once.
→Additional attacks with any of the attack buttons can now be performed during the attack.
→Android 21 will appear closer to the opponent when an absorbed attack is used as a follow-up upon hit.
・Absorb (Kamehameha)
→Reduced the move’s stun time.
→Reduced opponent knockback.
→Decreased delay.
・Absorb (Consecutive Energy Blast)
→Reduced the number of hits.
→Increased hitstop.
→Reduced the amount of hitstop when the attack is guarded.
→Sped up the move’s start-up.
→Increased the move’s damage.
→Increased the amount the Ki gauge is filled.
→Enlarged the move’s hitbox.
→Reduced the move’s stun time.
→Changed distance moved during the attack.
→Changed opponent knockback.
・Absorb (Explosive Energy Blast)
→Increased distance moved during the attack.
→Adjusted opponent knockback.
→Enlarged the move’s hitbox.
→Adjusting timing needed to link to other attacks.
→Sped up the grounded version’s start-up.
・Absorb (Homing Energy Blast)
→Sped up the move’s start-up.
→Two blasts can now appear on screen at once.
→Increased the move’s stun time.
→Increased delay when the attack connects at close range.
・Absorb (Solar Flare)
→Added invincibility to jumping attacks.
→Sped up the move’s start-up.
→Reduced delay.
→Changed distance moved during the grounded version, making it airborne.
・Absorb (Sticky Energy Blast)
→Now invincible to jumping attacks on start-up.
→Added invincibility to jumping attacks to the mid-air version.
→Decreased delay for the mid-air version when it misses.
・Absorb (Barrier Sphere)
→Barrier will remain even after a follow-up.
→If followed up with a Super Attack, the start-up of that Super Attack is now faster.
→Can be followed up with Super Attacks by holding the button.
・Absorb (Sonic Warp)
→Increased delay.
→Applied damage scaling to the first hit when a follow-up attack is performed.
→Adjusted where Android 21 appears; the mid-air version will now appear on the ground.
・Excellent Full Course
→No actions can be taken until the character lands.
◆Bardock
・Jumping Medium Attack
→Reduced the amount of hitstop for the first hit of the attack.
・Jumping Unique Attack
→Adjusted opponent knockback.
→Reduced the delay when landing after the attack.
・Rebellion Spear (Medium, After Heavy Follow-Up)
→Adjusted properties on hit during camera shift.
→The second hit of the grounded version no longer hits grounded opponents.
→The opponent will not fall to the ground if the mid-air versions hits them while airborne.
→Increased hit spacing for the start-up of the mid-air version.
・Raging Meteor
→Changed what triggers camera shift.
→Adjusted properties on hit during camera shift.
→Adjusted distance moved during the attack.
→Increased delay.
・Raging Meteor (Light)
→Removed
→Sped up the mid-air version’s start-up.
・Raging Meteor (Medium)
→Slowed down the mid-air version’s start-up.
・Riot Javelin
→Increased the time needed to perform an Ultimate Z Change when the mid-air version hits diagonally downward.
→The mid-air diagonal version will now cause a bounce off the ground.
→Reduced the amount of hitstop for the mid-air diagonal version.
→Reduced the base damage of the mid-air diagonal version.
・Saiyan Spirit
→Slowed down the move’s start-up.
→Increased delay.
→Adjusted the move’s hitbox.
→Fixed an issue in which the base damage of the attack would change.
・Revenge Assault
→No actions can be taken until Majin Buu lands from the mid-air version.
◆Broly
・Super Combo (Medium)
→Changed the combo.
・Standing Light Attack: Follow-up 2
→Can now be canceled with a Z Change.
・Crouching Medium Attack
→Adjusted opponent knockback.
・Standing Heavy Attack
→Increased the damage of the move when it’s held.
・Jumping Light Attack
→Extended the move’s hitbox downward during start-up.
・Jumping Heavy Attack
→Increased the move’s stun time during camera shift.
・Jumping ↓ + Heavy Attack
→The camera now shifts when the attack hits an opponent mid-air.
→Adjusted opponent position after the attack connects.
・Jumping Unique Attack
→Projectile angle can now be changed with an upward input.
・Lariat Express (Medium, Heavy)
→Increased the move’s damage.
・Lariat Express (Heavy)
→Adjusted opponent knockback.
・Gigantic Claw
→Increased distance moved during the attack.
→Adjusted properties on hit.
・Gigantic Claw (Light)
→Sped up the move’s start-up.
・Gigantic Claw (Heavy)
→Increased the move’s damage.
・Gigantic Strike
→Adjusted properties on hit.
→Stored input for Vanish and Super Attacks can now be performed.
・Gigantic Strike (Medium)
→Slowed down the move’s start-up.
・Gigantic Strike (Heavy)
→Reduced the move’s damage.
・Eraser Cannon
→Increased the amount of armor the attack has.
・Eraser Cannon (Heavy + Unique)
→Changed the behavior of the attack.
・Gigantic Meteor
→Fixed an issue in which the base damage of the attack would change.
・Gigantic Meteor (Light + Medium)
→Will now appear on the ground after the attack.
・Gigantic Meteor (Heavy + Unique)
→Slowed down the mid-air version’s start-up.
・Z Assist
→Increased hitstop when the attack lands.
→Reduced the move’s stun time.
◆Vegito (SSGSS)
・Vanish
→Adjusted opponent position during camera shift.
・Standing Light Attack: Follow-up 2
→Increased throw spacing.
・Standing Unique Attack
→Can no longer be canceled with a Z Change when the forward follow-up misses.
→Increased the move’s stun time.
→Increased hitstop.
→Increased delay when the attack hits the opponent.
・Jumping Heavy Attack
→Reduced the move’s damage.
・Crouching Unique Attack
→Removed the Z combo transition into a standing unique attack.
→Increased the move’s stun time.
→Can now perform a Super Dash cancel with a unique attack during the camera shift.
→Decreased the amount the Ki gauge is filled.
→Adjusted opponent position when the attack connects.
・Jumping Unique Attack
→Adjusted opponent knockback.
→Increased the move’s stun time during camera shift.
→Can now perform a Super Dash cancel with a unique attack during the camera shift.
→Decreased the amount the Ki gauge is filled.
→Adjusted opponent position when the attack connects.
・Spiral Heel Shot
→Adjusted opponent knockback.
→Increased the move’s damage.
→Increased the move’s damage scaling.
→Decreased distance moved during the attack.
→Changed the grounded version’s behavior when it connects.
→Removed the grounded version’s delay during landing.
→Changed the first hit of the grounded version’s behavior when it is deflected with a Z Reflect.
→Vegito will rise during the start-up of the mid-air version of the attack if the opponent is above him.
・Spiral Heel Shot (Medium)
→Sped up the move’s start-up.
・Atomic Buster
→Adjusted distance moved during the attack.
→Adjusted throw spacing.
→Sped up the move’s start-up.
→Decreased delay.
→After the attack connects, no actions can be taken until Vegito lands.
→Adjusted properties on hit.
・Barrier
→Adjusted distance moved when the attack makes contact.
→Adjusted throw spacing.
・Final Kamehameha
→Adjusted opponent knockback.
→Increased the move’s stun time.
→No actions can be taken until Vegito lands.
→Vegito descends faster after the mid-air version of the attack.
◆Zamasu (Fused)
・Standing/Crouching Light Attack, Crouching Medium Attack
→Sped up the move’s start-up.
・Standing Light Attack: Follow-up 1
→Shortened timing needed to link to standing light attack: follow-up 2.
・Standing Light Attack: Follow-up 2
→Changed the move into a throw.
→Sped up the move’s start-up.
→Reduced the duration of the move.
→Adjusted distance moved during the attack.
・Crouching Heavy Attack
→Slowed down the move’s start-up.
→Made it easier to take advantage of subsequent dash.
→Enlarged the move’s hitbox.
・Standing Unique Attack
→Decreased delay.
・Jumping Light Attack
→Enlarged the move’s hitbox during start-up.
・Jumping ↓ + Heavy Attack
→The camera now shifts when the attack hits an opponent mid-air.
→Adjusted properties on hit during camera shift.
→Slowed down the move’s start-up.
・Eternal Justice
→Increased the move’s damage.
→Increased opponent knockback.
・Eternal Justice (Heavy)
→Adjusted properties on hit during camera shift.
→Changed what happens when followed up with a unique attack.
→Slowed down the move’s start-up.
・Wall of Light
→Increased hitstop when the attack lands.
→Reduced blockstun.
・Divine Order
→Sped up the move’s start-up.
→Decreased delay.
→Adjusted opponent knockback.
→Increased the move’s damage.
→Adjusted properties on hit during camera shift.
→Enlarged the projectile hitbox.
→Adjusted distance moved during mid-air version; set to a fixed height when the attack is performed low in the air.
・Heaven’s Flash
→Jumping ↓ + heavy attack will not trigger unless performed with a clean down input.
→Camera now shifts during jumping ↓ + heavy attack.
→Increased stun time on jumping unique attack.
→Jumping unique attack will be followed-up with a jumping ↓ + heavy attack.
→Eternal Justice has different properties on hit.
→Divine Order will release a projectile even if the button isn’t held.
→Increased the window in which Divine Order can be held.
・Blades of Judgment
→Increased distance moved during the attack.
→Adjusted properties on hit.
→Zamasu will move back if the attack is performed at the edge of the screen.
→Fixed an issue in which the base damage of the attack would change.
・Divine Wrath
→Fixed an issue in which the attack would connect while time is paused during the camera shift.
・Lightning of Absolution
→Adjusted opponent knockback.
→Increased delay.
→Sped up the start-up of the attack when the opponent is being damaged.
→Increased the speed of descent after the attack.
・Z Assist
→Increased the move’s stun time.
→Increased hitstop when the attack lands.
→Adjusted opponent knockback.
◆Goku
・Vanish
→Adjusted opponent position during camera shift.
・Standing Light Attack: Follow-up 1
→Adjusted opponent knockback.
→Decreased distance moved during the attack.
→Reduced the move’s stun time.
・Standing Light Attack: Follow-up 2
→Difference in stun was stabilized.
→Sped up the move’s start-up.
・Standing Heavy Attack
→Adjusted opponent knockback.
・Crouching Unique Attack, Crouching Unique Attack: Follow-up 1
→Adjusted opponent knockback.
→Increased the input window for follow-ups when the attack misses.
→Increased the move’s stun time.
・Crouching Unique Attack: Follow-up 1
→Adjusted where the projectiles appear.
・Crouching Unique Attack: Follow-up 2
→Adjusted properties on hit during camera shift.
→Ki Blasts from the crouching unique attack disappear during the camera shift.
→Can now be canceled with a Special Move.
→Adjusted opponent knockback.
・Jumping Heavy Attack
→Adjusted opponent knockback.
・Jumping ↓ + Heavy Attack
→Increased distance moved during the attack.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Adjusted opponent knockback.
・Heavy Elbow
→Sped up the move’s start-up.
→Adjusted opponent knockback.
→Increased distance moved during the attack.
→Reduced the move’s stun time.
→Increased opponent hitstop when the attack connects.
→Grounded version now causes the opponent to stagger on hit.
→Adjusted properties on hit during camera shift.
→Increased delay for the mid-air version.
・Heavy Elbow (Medium, Heavy)
→Goku is now invincible during the attack.
→Increased the move’s damage.
→Increased the move’s damage scaling.
・Back Throw
→Adjusted properties on hit.
・Kamehameha
→Sped up the move’s start-up.
→Adjusted opponent knockback from the mid-air diagonal version.
→Increased the stun time of the mid-air diagonal version.
→The mid-air diagonal version now causes sliding knockdown.
・Spirit Bomb
→Sped up the move’s start-up.
→Can now be canceled with a Special Move upon hit.
→Adjusted properties on hit during camera shift.
・Kaioken
→Camera shift now only occurs for Super Attacks.
→Fixed an issue in which the base damage of the attack would change.
→Increased blockstun for light follow-up.
・Kaioken Finisher
→Character will now face the opponent.
・Super Spirit Bomb
→Sped up the move’s start-up.
→Increased the projectile’s speed.
→Adjusted where Goku appears.
→Fixed an issue in which the base damage of the attack would change.
・Z Assist
→Increased the move’s stun time.
→Increased hitstop when the attack lands.
→Goku will now appear further forward when near the opponent or the opponent is in hitstun in the air.
◆Vegeta
・Wake-up
→Adjusted wake-up time.
・Vanish
→Adjusted opponent position during camera shift.
・Crouching Unique Attack
→Enlarged the move’s hitbox during start-up.
・Jumping Unique Attack
→Enlarged the move’s hitbox during start-up.
→Increased opponent knockback.
→Reduced the move’s damage.
→Reduced the delay when landing after the attack.
・Super Dash Kick (Light)
→Delayed timing at which Vanish can be performed.
→Reduced the delay when landing after the attack.
・Super Dash Kick (Medium, Heavy)
→Adjusted properties on hit during camera shift.
→Adjusted distance moved; attack no longer has extended reach during landing.
→Decreased delay.
・Super Dash Kick (Heavy)
→Increased the move’s damage.
→Made it harder to appear on the edge of the screen after the attack.
・Deadly Knee Drop
→Sped up the start-up of the attack when the opponent is in hitstun in the air.
→Adjusted properties on hit during camera shift.
・Deadly Knee Drop (Light)
→Added camera shift during the attack.
・I have no use for Saiyans that can’t move
→Can now be canceled with a Special Move upon hit.
→Increased the move’s stun time.
→Opponent position upon hit is now uniform across all characters.
・Galaxy Breaker
→Increased opponent knockback.
→Increased delay.
・Z Assist
→Increased hitstop when the attack lands.
◆Cooler
・Standing Light Attack
→Adjusted timing need to link to standing light attack: follow-up 1.
・Standing Light Attack: Follow-up 1
→Sped up the move’s start-up.
→Shortened vertical hurtbox.
→Shortened vertical hitbox.
・Standing Light Attack: Follow-up 2
→Reduced opponent knockback.
→Adjusted properties on hit.
・Standing Heavy Attack
→Fixed an issue in which the player could jump cancel after the attack but before a follow-up.
・Jumping Light Attack
→Extended the move’s hitbox upward during start-up.
・Crushing Stomp
→Extended the move’s hitbox upward during start-up.
→Reduced the move’s damage.
・Genocidal Uppercut
→Attack start-up is now faster if closer to the opponent.
→Can now be followed up into a Z Combo with a standing unique attack.
→Reduced opponent knockback.
→Reduced the move’s damage.
・Death Chaser
→Adjusted properties on hit during camera shift.
→Adjusted timing in which the attack can be canceled with Super Attacks, etc.
→Increased the move’s damage.
→Damage scaling now begins at the final hit of the attack.
・Death Chaser (Medium)
→Slowed down the mid-air version’s start-up.
→Increased stun.
・Death Chaser (Heavy)
→Increased stun.
・Death Breaker
→Cooler descends faster now after follow-up.
→Increased opponent knockback during start-up.
→Increased delay for the mid-air version.
・Death Breaker (Light)
→Increased distance moved.
・Death Breaker (Medium)
→Decreased distance moved during the mid-air version of the attack.
・Death Flash
→Sped up the move’s start-up.
・Atomic Supernova
→If the attack misses mid-air, no actions can be taken until Cooler lands.
→Cooler descends faster after the mid-air version of the attack.
・Z Assist
→Cooler will now appear further forward when near the opponent or the opponent is in hitstun in the air.
◆Android 17
Android-17 Power Blitz Charge (Charge Speed faster)
・Standing Light Attack: Follow-up 1
→Increased distance moved during the attack.
・Crouching Medium Attack
→Increased distance moved during the attack.
→Reduced opponent knockback.
・Standing Unique Attack
→Reduced opponent knockback.
・Sliding Sweep
→Lowered the attack’s level.
→Sped up the move’s start-up.
→Decreased delay.
→Increased distance moved during the attack.
→Reduced opponent knockback.
→Extended the move’s hitbox upward.
→Extended the move’s hurtbox upward.
・Accel Driver, Finishing Driver
→Increased the move’s stun time.
→Increased hitstop.
→Enlarged hitbox.
・Accel Driver (Light)
→Sped up the move’s start-up.
・Top Gear
→Decreased the move’s damage scaling.
→Stun is now fixed.
→Increased window in which follow-ups can be performed.
→Reduced the move’s stun time.
→Increased hitstop.
・Second Gear
→Removed jumping attack properties.
→Adjusted distance moved and lowered trajectory.
→Shrunk the move’s hitbox.
→Increased hitstop.
→Enlarged the move’s hurtbox.
・Low Gear
→Reduced the move’s stun time.
→Increased hitstop.
→Adjusted opponent knockback.
→Made it more difficult to go behind the opponent.
・Reverse Gear
→Adjusted properties on hit during camera shift.
→Increased the move’s damage scaling.
→Decreased delay.
→Reduced the move’s stun time.
→Expanded the types of attacks it can withstand.
・Power Blitz Charge
→Sped up charge time.
→Reduced the duration of the move.
→Decreased delay.
→Reduced the amount of hitstop.
→Increased the move’s stun time.
→Adjusted opponent knockback.
→Enlarged the move’s hitbox.
→Slowed down cancel timing.
・Barrier Explosion
→Changed the attack command and made it possible to perform on the ground.
→The attack is now invincible on start-up.
→Ultimate Z Change can be performed only when the attack connects.
→Sped up the move’s start-up.
→Android 17 descends faster after the attack.
→Adjusted opponent knockback.
→Increased delay.
→The grounded version now matches the opponent’s height before the attack.
・Super Electric Strike
→Increased delay.
→Increased the move’s stun time.
→Adjusted opponent knockback.
→Adjusted hitstop.
・Z Assist
→Android 17 will now appear further forward when near the opponent or the opponent is in hitstun in the air.
→Sped up the move’s start-up.
→Increased the number of attacks it can withstand.
→Expanded the types of attacks it can withstand.
→Increased hitstop.
→Reduced the move’s stun time.
→Increased opponent knockback.
・Ultimate Z Change
→Changed from Endgame to grounded Barrier Explosion.
◆Jiren
・Standing Light Attack: Follow-up 1
→Crouching light attack is now used in a Z Combo.
・Standing Heavy Attack
→Sped up the move’s start-up.
・Crouching Unique Attack
→When stopping a jumping attack, « Anti-Air! » will be displayed on screen.
→Can now perform a Super Dash cancel with ↓ + unique attack during the camera shift.
・Jumping Medium Attack
→Reduced the amount of hitstop for the first hit of the attack.
・Jumping ↓ + Heavy Attack
→Enlarged the move’s hitbox during start-up.
→The camera now shifts when the attack hits an opponent mid-air.
→Fixed an issue in which the opponent would freeze when the attack canceled out the opponent’s when held.
・Jumping Unique Attack
→Reduced opponent knockback.
・Colossal Slash
→Fixed an issue in which the attack’s initial hitbox would be separate from Jiren’s actual position.
◆Videl
・Z Reflect
→Invicibility to throws has been removed from start-up to make her consistent with other characters.
→Changed sound effect for when invincibility is active.
・Standing Light Attack: Follow-up 2
→Increased throw spacing.
・Standing Medium Attack
→Increased window in which a standing medium attack cancel can be performed on hit.
・Standing/Crouching/Jumping Unique Attack, Jumping ↓ + Unique Attack
→Adjusted timing at which Vanish can be performed.
・Frankensteiner
→Will no longer hit the opponent when Videl is not the main character.
→Adjusted input window in which the button can be held.
→Increased throw spacing when the opponent is being damaged.