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Adjustments 201701 Ver.
NASH
Adjustment | Description |
---|---|
Hurt box | Adjusted hurt box when changing direction while crouching |
Dragon Suplex (Forward Throw) | 1. Reduced stun damage from 170 to 120 2. Reduced CA meter gain 3. Increased distance from opponent on hit 4. Changed advantage on hit |
Target Down (Reverse Throw) | Reduced damage from 140 to 130 |
Air Jack (Air Throw) | Expanded hurt box during animation in downward direction |
Front Step | 1. Changed total animation from 17F to 19F 2. Sped up when Nash begins to move forward by 1F 3. Shrunk collision box while moving |
Back Step | Reduced distance moved |
Standing LP | Added hurt box around feet during 4F - 8F of animation |
Standing MP | 1. Changed attack recovery from 13F to 15F (Advantage on hit and block have not changed) 2. Added hurt box around feet during 6F - 10F of animation |
Standing MK | Changed attack startup from 8F to 7F (Reduced overall animation by 1F) |
Standing HP | 1. Changed attack startup from 7F to 8F (Increased total animation by 1F) 2. Added hurt box around feet during 8F - 14F of animation 3. Shrunk forward hit box during first active frame of attack 4. Shrunk lower hit box during active 2F - 3F, and expanded upper hit box |
Standing HK | 1. Shrunk torso hit box 2. Shrunk forward hit box during active frames 3. Expanded hurt box in forward and upward directions during active 1F - 2F 4. Expanded hurt box in forward and downward directions during active 3F - 6F |
Crouching LP | 1. Shrunk upper hit box during first active frame 2. Expanded hurt box during active 1F - 3F in upward direction 3. Increased pushback on hit |
Crouching MK | 1. Shrunk upper and inner hit boxes 2. Moved position that animation begins after taking damage or cancelling attack forward (Accordingly adjusted position of hit box, hurt box, and collision box) 3. Sped up activation when cancelling into V-Trigger by 1F (Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F) |
Crouching HP | 1. Changed advantage on hit to +6F to 7F 2. Expanded hurt box during 1F - 6F of animation in forward direction 3. Reduced pushback on hit 4. Changed hit property to forced standing hit stun |
Crouching HK | 1. Reduced damage from 100 to 90 2. Increased advantage on normal hit by 2F |
Jumping MK | 1. Reduced active frames from 7F to 5F 2. Shrunk lower hit box |
Jumping HP | 1. Changed attack startup from 6F to 7F 2. Shrunk lower hit box 3. Expanded hurt box that appears first active frame in upward direction 4. Extended active frames from 4F to 5F |
Jumping HK | 1. Changed attack startup from 8F to 9F 2. Shrunk lower hit box |
Neutral Jumping HK | Expanded hurt box during active 1F - 6F and attack recovery in downward direction |
Chopping Assault | Shrunk forward hit box |
Knee Bazooka | 1. Shrunk forward and lower hit boxes 2. Moved position that animation begins after taking damage or cancelling attack forward (Accordingly adjusted position of hit box, hurt box, and collision box) |
Windshear | 1. Increased damage of third hit from 60 to 70 2. Increased stun damage of third hit from 80 to 100 |
Raptor Combination | 1. Increased recovery of second hit by 4F (Advantage on hit has not changed) 2. Reduced damage of second and third hits from 70 to 55 3. Increased distance moved forward during second hit 4. Can be activated even when second hit is whiffed 5. Changed advantage on block from -6F to -10F |
Bullet Combination | Added new target combo, which can be activated by inputting MK to HK to MP+MK |
Side Knee Attack | 1. Changed attack recovery from 15F to 14F 2. Changed advantage on hit from +3F to +4F 3. Changed advantage on block from 0F to +2F 4. Reduced pushback on hit 5. Reduced pushback on block to match reduced pushback on hit |
Step Kick | 1. Changed attack startup from 13F to 14F (*Increased total animation by 1F) 2. Changed advantage on hit from +2F to +3F 3. Changed advantage on block from -2F to -3F |
V-Skill - Bullet Clear | 1. Increased damage from 60 to 70 2. Reduced V-Gauge meter gain on projectile absorption from 100 to 80 3. Increased V-Gauge meter gain on physical attack hit from 60 to 80 |
V-Trigger - Sonic Move - Hide | 1. Changed start of invincibility during animation from 2F to 4F 2. Extended black screen on activation by 5F |
V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air | 1. Changed start of invincibility during animation from 2F to 4F 2. Expanded hurt box after Nash reappears in the air 3. Extended black screen on activation by 5F |
V-Reversal | Reduced distance moved |
L Sonic Boom | 1. Reduced CA meter gain on activation 2. Increased CA meter gain on hit and block 3. Changed advantage on hit from -3F to -2F 4. Changed advantage on block from -7F to -6F 5. Reduced pushback on block 6. Added hurt box around feet during active 1F - 7F as well as around arms during attack recovery |
M Sonic Boom | 1. Reduced CA meter gain on activation 2. Increased CA meter gain on hit and block 3. Changed advantage on hit from -1F to 0F 4. Changed advantage on block from -5F to -4F 5. Reduced pushback on block 6. Added hurt box around feet during active 1F - 7F as well as around arms during attack recovery |
H Sonic Boom | 1. Reduced CA meter gain on activation 2. Increased CA meter gain on hit and block 3. Changed advantage on hit from +3F to +4F 4. Reduced pushback on block 5. Added hurt box around feet during active 1F - 15F as well as around arms during attack recovery |
EX Sonic Boom | 1. Reduced pushback on block 2. Added hurt box around feet during active 1F - 7F as well as around arms during attack recovery 3. Extended input buffer between first and second hit by 4F 4. Changed advantage on block for second hit from +1F to +2F |
Moonsault Slash | 1. Reduced damage from 70 to 60 2. Expanded attack startup hurt box in downward direction |
EX Moonsault Slash | 1. Reduced damage from 130 to 120 2. Changed advantage on hit from +6F to 7F |
M Sonic Scythe | 1. Shrunk upper hit box 2. Reduced pushback on block 3. Changed advantage on block from -8F to -10F 4. Reduced knockback on hit |
H Sonic Scythe | 1. Reduced damage from 120 to 110 2. Reduced stun damage from 200 to 150 3. Extended how long opponent is frozen in the air on second hit in the air |
EX Sonic Scythe | 1. Removed throw invincibility during animation 2. Shrunk upper hitbox during active 1F-2F |
L Tragedy Assault | Increased stun damage from 100 to 150 |
M Tragedy Assault | Increased stun damage from 100 to 150 |
H Tragedy Assault | 1. Reduced damage from 150 to 140 2. Increased stun damage from 100 to 150 |
EX Tragedy Assault | Increased stun damage from 100 to 150 |
H Moonsault Slash | Fixed bug that there was no counter box from when Nash leaps up until he falls down |
Judgement Saber | Reduced damage from 340 to 330 |