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Adjustments 201812 Ver.
ED
Adjustment | Description |
---|---|
Standing HP | V-Gauge meter gain from a Crush Counter increased from 100 to 120. |
Standing HK | Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120. |
Crouching HP | Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120. |
Crouching HK | ①V-Gauge meter gain from a Crush Counter increased from 100 to 120. ②Reduced the active frames from 9F to 5F. ③Recovery on whiff increased from 20F to 22F. ④Recovery on hit and block increased from 20F to 24F. |
Jumping MK | Reduced the hurtbox that appears before the hitbox active frames. |
Psycho Flicker | Changed the number of necessary button presses to activate the move from 5 to 4. |
Psycho Upper | ①Expanded the forward hitbox. ②Increased the forward movement when canceled into from crouching MP. |
EX Psycho Upper | ①Increased the forward movement distance when performed from a cancel. ②Reduced the startup when performed from a cancel from 16F to 13F. ③Increased the damage taken for an attack that hits during the move's duration by 1.2x. |
EX Psycho Shoot | Can cancel into Enhanced Snatcher (V-Trigger II). |
Psycho Knuckle | ①Can cancel into Enhanced Snatcher (V-Trigger II). ②Reduced the stun from 200 to 150. |
Psycho Snatcher - Air (V-Skill) (Charge) | ①Eased the air combo count. ②Adjusted to address the phenomenon where the opponent would not get hit with the 2nd hit in certain situations. |
Psycho Cannon (V-Trigger I) | Can now be hit by an attack during the screen freeze upon V-Trigger activation. |
Enhanced Snatcher (V-Trigger II) | Can now be hit by an attack during the screen freeze upon V-Trigger activation. |
Ultra Snatcher - Ground (V-Trigger II) | Changed to be invincible on hit until the recovery ends. |
Ultra Snatcher - Air (V-Trigger II) | ①Reduced the startup from 21F to 16F. ②Slightly reduced the recovery on hit. ③Changed to be invincible on hit until the recovery ends. ④Changed the float if the first hit connects from a low position. |
Psycho Barrage | Will be invincible on hit until the attack active frames conclude. |