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Adjustments CE202102 Ver.
Balance Change Overview
|[Normal] Standing HP||1) The 2nd hit is now special cancelable.
2) Changed frame advantage on block from -7F to -10F.
|Standing MK||Reduced the foot hurtbox size upward between start-up and when the hitbox disappears.|
|[Normal] Crouching MP||Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.|
|Crouching LK||Reduced hitback on the rapid cancel version.|
|Hammer Kick||When the 1st attack lands as a counter hit, the 2nd attack will also be treated as a counter hit.|
|Bad Spray||1) Changed relative attack strength from light to heavy.
(This determines attack priority when the move clashes against an opponent's normal attack.)
2) Changed frame advantage on hit from +2F to +5F.
|Air Raid Kick||Added a hitbox that hits opponents behind Cody.|
|M. Ruffian Kick||1) Extended the hitbox forward on the 5th frame.
2) Extended forward the box that triggers the opponent's guard.
3) Extended the foot hurtbox forward from start-up to when the attack finishes.
4) Extended the hurtbox during recovery.
|L. Tornado Sweep||1) Increased projectile speed.
2) Reduced hitback.
3) Decreased active attack frames from 65F to 50F.
4) Changed frame advantage on hit from -2F to +2F.
|M. Tornado Sweep||1) Reduced hitback.
2) Increased active attack frames from 52F to 70F.
3) Changed frame advantage on hit from 0F to +2F.
|H. Tornado Sweep||1) Decreased projectile speed.
2) Reduced hitback.
3) Increased active attack frames from 39F to 55F.
|EX Tornado Sweep||Lowered the combo count gain of the 2nd attack.|
|Lv.2 Zonk Knuckle||1) Now knocks and spins the opponent away on mid-air hit.
2) Increased knockback time on mid-air hit.
3) Increased knockback distance on mid-air hit.
|Lv.2 EX Zonk Knuckle||1) Lowered combo-count start value.
Lowered combo count gain.
|Prison Breaker (V-Reversal)||Decreased pushback on block.|
|[V-Trigger I] Standing MP||Extended the hitbox forward.|
|[V-Trigger I] Crouching MP||Extended the hitbox forward.|
|[V-Trigger I] Jumping MP||Increased knockback time on a mid-air hit.|
|[V-Trigger I] Rapid Fire||1) Reduced V-Timer cost from 900F to 600F.
2) Increased distance traveled forward.
3) Reduced pushback on block.
4) Reduced frame advantage by 4F on hit while V-Timer remains.
|[V-Trigger I] Snipe Shot||1) Delayed CA cancel timing by 1F.
2) Shortened start-up from 15F to 14F.
3) Entire move reduced from 37F to 36F.
|[V-Trigger I] Anti-Air Snipe Shot||Delayed CA cancel timing by 1F.|
|[V-Trigger II] Toss & Smash||Added 10 damage to each successive attack.|
|Criminal Punisher (CA)||Made the hurtbox projectile-invincible while the hitbox is active.|