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Adjustments CHAMPION EDITION
NASH
Adjustment | Description |
---|---|
Vitality | Increased from 950 to 975. |
Stun | Increased from 950 to 1000. |
Forward Dash | Changed to be in close contact with the opponent after the move ends. Note: No change to movement distance. |
Standing LP | Reduced the pushback on hit for the rapid cancel version. |
Standing MP | ①Changed so that the opponent blocking the active frames will give an advantage in recovery. ②Increased the hit and block stop. ③Increased the cancel timing window by 3F. |
Standing MK | ①Changed so that the opponent blocking the active frames will give an advantage in recovery. ②Increased the blowback time for an opponent on mid-air hit. ③Changed so that a V-Trigger cancel can be performed on the 4th active frame. |
Standing HP | Changed so that the opponent blocking the active frames will give an advantage in recovery. |
Standing HK | ①Reduced the recovery on hit from 15F to 14F. Note: Also changes to the advantage/disadvantage on hit and block. ②Increased the blowback time for an opponent on mid-air hit. |
Rapid Punch | ①Changed so that the opponent blocking the active frames will give an advantage in recovery. ②Increased the hit and block stop. |
Chopping Assault | ①Increased the hit and block stop. ②Disadvantage on block increased from -6F to -7F. |
Wind Shear | Made the behavior of the second hit on counter hit the same as for a regular hit. |
Down Burst | ①Increased the hit and block stop. ②Disadvantage on block increased from -6F to -7F. |
Sonic Boom | Damage increased from 50 to 60. |
M Tragedy Assault | ①Addressed the phenomenon where Nash would trade places with an opponent who is in the corner. ②Eased the ability for follow-up attacks. |
M Sonic Scythe | Eased the ability for follow-up attacks. |
H Sonic Scythe | ①Startup reduced from 17F to 13F. ②Given invincibility to airborne attacks from the attack startup to the end of the active frames. |
EX Sonic Scythe | ①Given invincibility to airborne attacks from 2F of the attack startup to the end of the active frames. ②Expanded the height of the collision box when the first and second hits connect. |
Moonsault Slash | Expanded the downward collision box when descending. |
EX Moonsault Slash | Fixed the phenomenon where the recovery would change depending on where the move began. Note: In accordance with the above, the opponent will have an extra frame of recovery added, but there are no changes to the advantage/disadvantage. |
Bullet Clear (V-Skill) | ①Increased the active frames from 2F to 4F. ②Recovery increased from 23F to 21F. ③Changed so that hitting the active frames on hit or block will give an advantage in recovery. |
Sonic Move (V-Trigger I) | Reduced the combo scaling from 20% to 10% when performed as a cancel. |
Sonic Move - Hide (V-Trigger I) | Added 2F of throw invincibility after the complete invincibility ends. |
Justice Shell (V-Trigger II) | Eased the ability for follow-up attacks for the second attack. |
Judgement Saber (CA) | ①Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50. ②For 2F onwards, expanded the forward hitbox to be the same size as the hurtbox. ③Expanded the upwards hitbox for the canceled version. |