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Adjustments 201701 Ver.
RYU
Adjustment | Description |
---|---|
Hurt box | Adjusted hurt box when changing direction while crouching |
Forward throw | 1. Increased recovery on hit by 8F 2. Reduced stun damage from 170 to 120 3. Reduced CA gauge accrual 4. Increased distance from opponent after hit |
Standing LP (Normal/V-Trigger) | 1. Shrunk hit box in upwards direction 2. Increased horizontal knockback on hit in the air 3. Expanded hit box in forward direction |
Standing LK | Shrunk hit box in forward direction |
Standing MP (Normal/V-Trigger) | 1. Changed advantage on hit from +6F to +7F 2. Expanded hurt box that appears during 3F - 12F of action in forward direction 3. Shrunk hit box in forward direction |
Standing HP (Normal/V-Trigger) | 1. Changed startup from 7F to 8F (Increased overall animation by 1F) 2. Only V-Trigger HP is cancellable |
Standing HK | Changed action recovery from 18F to 20F (Recovery on hit or block have not changed) |
Crouching LP (Normal/V-Trigger) | 1. Increased duration of hit box from 2F to 3F 2. Expanded distance of pushback on hit and block 3. Fixed bug that when mash canceling into a normal Crouching LP, was not recognized as not countered even when taking a hit before the first frame of attack start up |
Crouching MP (Normal/V-Trigger) | 1. Changed startup from 5F to 6F (Increased overall animation by 1F) 2. Somewhat expanded hit box in forward direction 3. Expanded hurt box around hit box in forward direction 4. Shrunk upper hit box |
Crouching MK | 1. Changed startup from 6F to 7F (Increased overall animation by 1F) 2. Changed duration of hit box from 2F to 3F |
Crouching HK | 1. Changed startup from 7F to 8F (Increased overall animation by 1F) 2. Lowered damage from 100 to 90 3. Shrunk hit box in forward direction |
Jumping LK | 1. Expanded active hurt box in downward direction 2. Shrunk hit box in downward direction |
Jumping MP (Normal/V-Trigger) | 1. Changed damaged caused by normal version from 80(40+40) to 60(30+30) 2. Decreased damage caused by V-Trigger version from 80(40+40) 60(30+30) 3. Guard properties for 2nd hit changed from mid to high |
Jumping MK | Shrunk lower hitbox |
Axe Kick | 1. Changed recovery on block from 0F to -2F 2. First and 2nd hits can be cancelled into specials, CA, and V-Trigger |
Collarbone Breaker (Normal/V-Trigger) | 1. Changed startup from 20F to 22F (Increased overall animation by 2F) 2. Changed recovery on hit from 0F to +1F 3. Changed recovery on block from -4F to -6F |
Solar Plexus Strike (Normal/V-Trigger) | 1. Increased stun damage (for normal: 100 to 150, for V-Trigger: 130 to 180) 2. Changed advantage on hit from +6F to +8F |
Jodan Sanrengeki | 1. Increased damage of second hit from 60 to 70 2. Increased stun damage of second hit (for normal: 70 to 100, for V-Trigger: 100 to 130) 3. Increased stun damage of third hit from 80 to 100 4. Second hit can be cancelled by V-Trigger 5. Shrunk hit back on second hit 6. Increased duration that damaged side is suspended in when third hit hits |
V-Reversal Hashogeki | 1. Changed startup 15F to 17F 2. Changed distance and advantage on hit |
V-Skill Mind's Eye | 1. Changed animation recovery on whiff from 29F to 32F 2. Increase V-Gauge accrual from 25 to 50 when successful |
Hadoken | 1. Changed overall animation (L: 46F to 47F, H: 48F to 47F) 2. Decreased amount of CA gauge accrued on activation 3. Increased amount of CA gauge accrued on hit or block 4. Changed advantage on block from -7F to -6F |
Hadoken (V-Trigger) | 1. Decreased amount of CA gauge accrued on activation 2. Increased amount of CA gauge accrued on hit or block 3. Fixed bug that even when hit during 1F - 7F of animation, was not registered as a counter |
EX Hadoken (Normal/V-Trigger) | 1. Changed advantage on block from -2F to +2F 2. Fixed bug that even when hit during 1F - 6F of animation during V-Trigger, was not registered as a counter |
L Shoryuken (Normal/V-Trigger) | 1. Reduced damage from 120 to 110 during V-Trigger 2. Expanded hurt box that appears during 1F - 3F in downward direction 3. Expanded hitbox on startup during V-Trigger in forward direction |
M Shoryuken (Normal/V-Trigger) | 1. Decreased damage during V-Trigger from 140 to 130 2. Added hurt box and throwable box during 1F - 2F 3. Changed physical strike/projectile invincibility to 3F - 6F 4. Added collision box to lower body during 6F 5. Expanded hit box on startup in upward direction |
H Shoryuken (Normal/V-Trigger) | 1. Decreased damage of normal version from 140 to 120 2. Decreased damage during V-Trigger from 160 to 130 3. Decreased stun damage of normal version from 200 to 150 4. Decreased stun damage during V-Trigger from 250 to 200 5. During 1F - 3F, removed invincibility and added hurt box and throwable box |
EX Shoryuken (Normal/V-Trigger) | Expanded hitbox on startup both in forward and downward directions |
L Tatsumaki Senpukyaku | 1. Increased damage from 80 to 90 2. Decreased stun damage from 200 to 150 |
M Tatsumaki Senpukyaku | 1. Changed recovery when landing from 12F to 14F 2. Decreased chip damage on block from 25 * 2 to 17 * 2 3. Decreased stun damage from 200 to 150 |
H Tatsumaki Senpukyaku | 1. Changed recovery when landing from 11F to 15F 2. Decreased damage from 120 to 110 3. Decreased chip damage on block from 30 * 3 to 19 * 3 4. Decreased stun damage from 200 to 150 |
EX Tatsumaki Senpukyaku | Decreased stun damage from 200 to 150 |
Airborne Tatsumaki Senpukyaku | On hit, can juggle with Shinku Hadoken or Denjin Hadoken |
EX Airborne Tatsumaki Senpukyaku | 1. Increased damage from 160 to 170 2. Increased stun damage from 200 to 250 |
Shinku Hadoken | Reduced pushback on block |