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Adjustments CE202002 Ver.
GUILE
Adjustment | Description |
---|---|
Back Dash | Character's central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.) |
Standing Light Punch | 1) When the attack misses, collision box now moves forward only after active attack frames end. 2) On hit or guard, collision box moves forward 1 frame after connecting. |
Standing Light Kick | 1) When the attack misses, collision box now moves forward only after active attack frames end. 2) On hit or guard, collision box moves forward 1 frame after connecting. |
Standing Hard Punch | Collision box during 4th and 5th frames moved backward. |
Crouching Light Punch | 1) When the attack misses, collision box now moves forward only after active attack frames end. 2) On hit or guard, collision box moves forward 1 frame after connecting. |
Crouching Light Kick | 1) When the attack misses, collision box now moves forward only after active attack frames end. 2) On hit or guard, collision box moves forward 1 frame after connecting. |
Full Bullet Magnum | Character's central axis now remains stationary during frames 1 to 3. (Character appearance and all boxes remain unchanged.) |
Rolling Sobat (backward) | Character's central axis now remains stationary during 1st to 4th frames. (Character appearance and all boxes remain unchanged.) |
Reverse Spin Kick | 1) Collision box moved backward during frames 1 to 4. 2) Character's central axis now remains stationary during frames 1 to 6. (Other boxes also changed to accommodate above changes.) |
[Normal/V-Trigger I] Sonic Blade | Collision box moved backward during frames 1 to 4. |