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- Adjustments CE202108 Ver.
Adjustments CE202108 Ver.
A comprehensive list of balance adjustments, from past iterations to the present version.
|Combo Counts||The specifics of the adjustments made to combo counts are detailed below.
- Combo Count Start Value:
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move's combo start value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Gain:
A numerical value that increases when a move is incorporated into an air combo.
The smaller the combo count gain is, the easier it is to enter an air combo, and vice-versa.
- Combo Count Limit:
A numerical value used to determine up to which point a move can land in an air combo.
The larger the combo count limit a move has, the easier that move can be incorporated into a combo.
|Changes to V-Shift Commands||Altered V-Shift to also activate after forward/backward + MK + HP.
V-Shift is a powerful defensive mechanic that was first introduced in Street Fighter V.
We initially had concerns that its introduction would significantly impact regular tactics when used in conjunction with blocking and retreating, which resulted in the decision to limit V-Shift to neutral commands.
However, in certain cases just before an attack hit it, the specific timing only allowed for the use of block. This made it impossible to activate V-Shift—even if seemingly input correctly, causing both V-Shift and block to fail.
This fact the issue stemmed from incompatibility with the specifications mentioned above―rather than inaccurate input―made V-Shift more difficult to utilize than intended.
After some deliberation, we've decided to remedy this by allowing V-Shift to be used during forward and backward movement to improve its use in battle.
We've additionally determined that defense would be too powerful if V-Shift could be activated from crouching guard, so V-Shift still can not be activated during a downward input.
|Made various other minor fixes and improvements.|