Adjustments 201701 Ver.

DHALSIM

Adjustment Description
Vitality Increased vitality 900 to 925
Hurtbox Adjusted hurt box when changing direction while crouching
Forward Throw 1. Increased recovery on hit 5F

2. Reduced damage 120 to 110

3. Reduced stun 170 to 120

4. Reduced CA meter gain
Back Throw Changed the distance from the opponent after hit.
Standing LP 1. Increased hitbox size during 2F - 3F of active frames

2. Increased hurtbox up and forwards during first active frame

3. Increased distance airborne opponents are knocked back when hit
Standing LK Changed startup 5F to 4F
(Reduced duration of entire move 1F)
Standing MP 1. Changed advantage on hit 0F to +2F

2. Increased size of hitbox upwards

3. Now CA cancellable

4. Reduced size of hurtbox in downward direction during active frames
Standing MK 1. Changed advantage on hit 0F to +2F

2. Increased size of hitbox forwards

3. Now CA cancellable

4. Reduced size of hurtbox in upward direction during active frames
Standing HP 1. Changed startup 20F to 16F
(Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18F)

2. Changed projectile invincibility frames on his upper body during this move 17F - 33F to 15F - 35F

3. Now CA cancellable

4. Changed the total frames from 44F to 42F
Standing HK 1. Changed startup 16F to 15F
(Reduced duration of entire move)

2. Changed advantage on hit -3F to +4F

3. Now CA cancellable
Crouching LP 1. Rapid cancellable now only into Crouching LP

2. Increased hit pushback

3. Increase guard pushback

4. Increased active frames 2F to 3F
Crouching LK Increased size of hurtbox upwards during 5F - 16F
(The part that was increased has projectile invincibility)
Crouching MP Increased damage 60 to 70
Crouching MK 1. Increased damage 50 to 60

2. Changed advantage on hit -3F to -2F

3. Changed advantage on guard -8F to -7F

4.Increased size of hurtbox upwards during 4F - 20F
(The part that was increased has projectile invincibility)
Crouching HP Changed startup 8F to 9F
(Increased duration of entire move by 1F)
Jump HP 1.Changed startup 7F to 9F
2. Reduced size of hitbox
Yoga Upper (4MP) 1. Changed advantage on hit +3F to +4F

2. Changed advantage on guard 0F to +1F

3. Increased size of hitbox in backwards direction

4.Moved character''s center point forward during this move
(Adjusted the position of hurt/hit and collision box to match)
Yoga Anvil 1. Increased size of hitbox forwards

2. Changed so no longer moves backwards during startup
V-Skill (Yoga Float) (neutral) 1. Increased and standardized V-Gauge meter gain on all follow up moves
(No change to drill kick or yoga gale)

2. Changed hurtbox on feet during 14F - 17F to projectile invincible hurtbox
V-Skill (Yoga Float) (forward) Increased and standardized V-Gauge meter gain on all follow up moves
(No change to drill kick or yoga gale)
V-Trigger (Yoga Burner) 1. The fire carpet now also does damage to downed opponents

2. Startup of recoverable damage hitbox is faster
V-Reversal (Yoga Mala) 1.Changed startup 15F to 16F
2. Changed hit and projectile invincibility time from 1F - 23F to 1F - 30F
3. Changed distance and recovery on hit
Yoga Teleport Increased hurtbox during motion 1F - 3F to 1F - 4F
Yoga Teleport (air) Increased hurtbox during motion 3F
LP Yoga Fire 1. Changed duration of move 51F to 48F
(Advantage changed on hit -3F/guard -5F)

2. Reduced CA meter gain on whiff

3. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard

4. Reduced projectile movement forward

5.Moved character''s center point forward during this move
(Adjusted the position of hurt and collision box to match)
MP Yoga Fire 1. Changed duration of move 51F to 48F
(Advantage changed on hit -3F/guard -5F)

2. Reduced CA meter gain on whiff

3. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard

4. Reduced projectile movement forward

5. Moved character''s center point forward during this move
(Adjusted the position of hurt and collision box to match)
HP Yoga Fire 1. Changed duration of move 51F to 48F
(Advantage changed on hit -3F/guard -5F)

2. Reduced CA meter gain on whiff

3. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard

4. Reduced projectile movement forward

5. Reduce movement of center point by half during move
EX Yoga Fire Changed advantage on guard +5F to +3F
LP Yoga Flame 1. Reduced damage from 70 to 60 
2. Increased stun 100 to 150
3. Reduced CA meter gain on hit and guard
4. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard
MP Yoga Flame 1. Reduced damage 80 to 70

2. Reduced CA meter gain on hit and guard

3. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard
HP Yoga Flame 1. Reduced CA meter gain on hit and guard

2. Delayed CA cancel timing making it easier for opponent to perform V-Reversal on guard
EX Yoga Flame Increased damage 120 to 140
EX Yoga Gale 1. Increased damage 140 to 150

2. Reduced stun 240 to 200

3. Now you can now cancel into Air Yoga Teleport in the recovery of this move
Yoga Sunburst (ground) 1. Reduced damage 320 to 300

2. Slightly slowed the travel speed of projectile

3. Added throw box from 5F before the first active frame
Yoga Sunburst (air) Reduced damage 320 to 300

【 音量を調整してお楽しみください 】

※メッセージは1件のみ保存できます。

Use Twitter to communicate with other Dojo members, and challenge other fighters to a battle! A great way to sharpen your skills!

CLOSE

The Dojo is a place where like-minded SFV fans can join forces.
All you need to do is to log in to the C.R.I. to join!

  • With detailed search settings, you can find groups of all sorts of players, from casuals, to serious players, and more! Join forces with people who use the same character, or are in the same league, and work together to improve your skills!

  • Can be linked with your Fighters ID and Twitter account, giving you quick ways to communicate!

  • You can use the Dojo stage simply by joining a Dojo! Note: The Dojo stage in-game can contain aspects customized by the individual player. An individual's Dojo stage cannot be customized by anyone else, including the Dojo Master and other Dojo members.

  • The Dojo stage can be customized with items obtained in-game, and through Menat's Fighting Chance! Surprise your opponent with your own personalized stage, start the mind games before the round even begins!

  • You will accumulate Dojo Points as you regularly play SFV! * Dojo Points can be obtained from playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes.
    * In one day, DP can only be obtained a maximum of 10 times for the Battle Lounge, per each difficulty in Arcade and Survival Modes, and by the total calculation of draws/losses in Ranked and Casual Matches.

  • The Dojo Ranking is calculated from the total Dojo Points from all the Dojo members. Work together with your friends to increase your Dojo ranking!

  • Dojos that earn the top ranking spot will get special Dojo items! Display them in the Dojo and show off to your opponents! Dojo Rankings will begin from October, 2018!

You must log in in order to utilize this Dojo.

In the basic settings, set the Join Authorization to "Not Needed," Join Requests to "Accepting," and the Maximum No. of Members to "100," and you can get a wide range of members! The more members, the bigger the chance you have to get a lot of Dojo Points!

Be strict with your desired league and LP ranking settings to gather similar members, and work together to polish your skills! A direct path to realizing your dreams!

An excellent method to increase communication opportunities. Speaking with your fists isn't the only way get your point across!