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Adjustments CE202002 Ver.
KEN
Adjustment | Description |
---|---|
Forward Dash | Collision box for 3rd to 16th frames moved backward. |
Back Dash | Character's central axis now remains stationary during 1st and 2nd frames. (Character appearance and all boxes remain unchanged.) |
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. 3) Pushback on block increased. |
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 Medium Punch | Collision box during 5th frame moved backward. |
Crouching Hard Punch | Collision box moved backward during 1st to 5th frames. |
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. |
Crouching Medium Kick | Collision box during 4th and 5th frames moved backward. |
Crouching Hard Kick | Collision box moved backward during 1st to 5th frames. |
Thunder Kick | 1) Collision box moved backward during frames 12 to 18 (all variations). 2) Collision box moved backward during frames 19 to - the final frame (when not following up with another move). |
[Normal/V-Trigger I] Hadoken (all strengths) | Character's central axis now remains stationary during 1st to 5th frames. (Character appearance and all boxes remain unchanged.) |
[Normal/V-Trigger I] Quick Step | 1) Collision box moved backward during frames 1 to 15 (all variations). 2) Collision box moved backward during frames 16 to the final frame (when not following up with another move). |