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Adjustments CE202203 Ver.
Balance Change Overview
|Air Jack (Air Throw)||1. Reduced the distance Nash travels backward on hit.
2. Increased the knockback distance on hit.
|Standing HP||Increased knockback time on a mid-air crush counter.|
|Diagonal Jumping HK||Can now be performed from a neutral jump.|
|Rainfall (Former Neutral Jumping HK)||Changed input command from (HK during neutral jump) to (↑+HK during neutral jump).|
|Jumping Sobat||Extended the recovery hurtbox forward.|
|[New Move] Gust Front||Added a new target combo performed with "Knee Bazooka > HP".|
|Sonic Boom||Can now be used from EX Sonic Boom (2nd attack) with an additional PP.|
|[Normal] H. Sonic Scythe||1. Anti-air invincibility from the start of the movement to 1F before start-up has been added to the head.
2. Now allows for CA canceling 4F before end of recovery (on hit only).
3. Input is no longer reversed based on the opponent's positioning during the motion.
|[V-Skill II] H. Sonic Scythe||Changed airborne attack-invincible timing from attack start-up to the start of the move.|
|[Normal/V-Skill II] EX Sonic Scythe||Will no longer pass through the opponent during mid-air hitstun in the corner.|
|[V-Skill II] EX Sonic Scythe||1. Can now be canceled into from kick-based normal attacks.
2. Increased knockback time on hit.
3. Pressing the forward directional button now moves the character forward until the end of active attack frames.
|M. Tragedy Assault||Will no longer pass through the opponent during mid-air hitstun in the corner.|
|EX Moonsault Slash||The hitbox after the attack lands has been extended.|
|[V-Trigger II] Justice Shell||Will no longer pass through the opponent during mid-air hitstun in the corner.|