Dragon Ball FighterZ version 1.15 patch notes translated

Huge update with lots of character balance changes

Posted by Steven 'Dreamking23' Chavez • March 27, 2019 at 12:35 a.m. PDT

Bandai Namco has released the Dragon Ball FighterZ version 1.15 patch notes. Included are numerous changes, with alterations made to every character on the roster.

The patch notes were released over on the official Japanese Dragon Ball FighterZ website and are entirely in Japanese. Thankfully, we have the full English translation here courtesy of our very own Nicholas "MajinTenshinhan" Taylor.

General changes in this update target such things as support characters and instances of odd behavior. There existed situations where support characters in play (not assists) would cause the blocking of the defending player to be opposite of where the actual main opponent character was, leading to unintentional mix ups. This has been fixed.

On top of general alterations, characters have seen numerous issues fixed and a slew of other improvements.

The version 1.15 update live now on PlayStation 4. You can check out the patch notes below.

General changes

Standing light attacks and their follow ups:
• Can now connect to Z Change.
• Made sure that opponents will always be sent flying forwards on hit.

Jumping light attacks:
• Fixed an issue where when they hit at a very low height, heavy combos wouldn't connect.

Jumping heavy attacks:
• In situations where they will cause the camera to shift position, the camera will now revert back faster.
• The time opponents suffer a sliding knockdown state has been decreased.
• Z Change will now only connect from grounded combos.

Airborne Dragon Rush:
• When done within a combo, the opponent will fall down much faster after it.

Hurtboxes:
• Crouching and movement options that aren't part of attacks have had their hurtboxes adjusted.

Vanishing Move:
• Minimum guaranteed damage has been increased.

Projectiles:
• Fixed an issue where opponents who were hit by projectiles during their own attack animation didn't receive accurate scaling.

Support characters (not assists):
• Fixed an issue where attacks from support characters could cause the blocking direction to be the opposite of the player character's current position causing unintended mixups.
• Affected characters: Android 18, Captain Ginyu, Nappa, Videl.

Button changes:
• Simplified dash can now be toggled as "regular" or "off," while simplified Z Change can be toggled as "regular," "down input," or "off."

Super Saiyan Goku

• Standing light attack and follow ups
- Initial hitbox has been expanded.

• Jumping down heavy
- Now moves further than before.

• Jumping special
- Initial hitbox has been expanded.

• Dragon Flash Fist:
- Damage has been increased.
- Camera shift situations have been adjusted.
- Airborne version hitbox has been adjusted.
- When airborne version hits an airborne opponent they will now fall faster.

• Dragon Flash Fist (light version)
- Airborne version now has longer active frames.
- Will now cause camera shifts.

• Dragon Flash Fist (strong version)
- Adjusted where the initial hit starts.
- The hitbox will now differ depending on distance between Goku and his opponent.
- While comboing opponents in the air, the move will have faster start up.
- When the grounded version hits, it is now possible to preemptively input super.
- Grounded version no longer has airborne properties.

• Rapid Kick Rush
- Unrecoverable time after being hit has been increased.
- The recovery has been adjusted, and landing recovery has been eliminated.
- Damage has been increased.
- Damage scaling has been increased.
- The circumstances of a hit that causes a camera shift have been changed.
- Grounded version no longer has airborne properties.

• Rapid Kick Rush (light version)
- Increased movement distance.
- Effects of the grounded version hitting a grounded opponent have been changed.

• Kamehameha
- Fixed an issue where the angled version of the move had extra recovery if all of its hits didn't land.

• Meteo Smash
- Circumstances on hit have been adjusted.

Super Saiyan Vegeta

• Wakeup
- Wakeup timing has been adjusted

• Jumping Special
- The timing in which the fireball starts moving has been adjusted.
- The distance the enemy gets blown back has been decreased
- The initial hitbox has been enlarged

• Super Dash Kick
- The effects of a hit during camera shifting has been adjusted.

• Super Dash Kick (Light)
- Can now be cancelled into Vanishing Move later.

• Super Dash Kick (Medium)
- Recovery of the airborne version has been decreased.

• Crusher Knee Kick
- Recovery of the airborne version has been increased.

• Crusher Knee Kick (Medium, Heavy)
- When the last hit connects, the opponent will now fall faster.
- The time opponents suffer a sliding effect after a hit has been decreased.

• Intercept Kick
- Will no longer come out unless you hold the stick straight down (no diagonals).
- Now has longer recovery.
- Its movement has been adjusted.
- When it hits opponents at a low altitude, they will no longer bound off the ground.
- Will no longer hit opponents behind the character.

• Ki Blast Rush
- Damage has been increased.
- Now builds more ki gauge.
- Now has faster startup.
- Now has less hitstop.
- The grounded version now has a bigger non-recoverable window on hit.
- The way the opponent is sent flying by this move has been adjusted.
- The timing in which the airborne version’s projectile starts moving has been adjusted.
- The airborne version now has a bigger hitbox on initial startup.

• Big Bang Attack (Heavy + Special)
- When the airborne version hits, the opponent will now bound against the ground.
- The airborne version now has a longer window of opportunity in which you can perform an Ultimate Z Change.
- The airborne version has had its lowest guaranteed damage decreased.

• Final Flash
- The way the opponent is sent flying by this move has been adjusted.
- The non-recoverable time after the move has been lengthened.
- Can no longer perform any action until after landing.
- After the airborne version hits, opponents will now fall to the ground faster.

Piccolo

•Standing Heavy Attack
- The initial hitbox of the attack has been expanded upwards.

Jumping Heavy Attack
- Damage has been decreased.

Standing Special Attack, Crouching Special Attack and Jumping Special Attack
- Damage scaling has been increased.
- Damage has been increased.

Demon Shocker
- Hitstop has been decreased.
- Can no longer cancel to Z Change on whiff.

Demon Slicer
- When cancelling to a Super, it has been changed so the motion is always done in the same direction.
- The grounded version will no longer withstand sparking.

Demon Slicer (light)
- The airborne version’s first hit has had its damage scaling increased.

Demon Slicer (medium)
- The airborne version’s first hit has had its damage scaling reduced.

Demon Slicer (heavy)
- The airborne version’s damage has been increased.
- The airborne version’s first hit has had its damage scaling increased.
- The sliding knockdown time on hit from the airborne version has been increased.

Demon Elbow
- When the opponents are being combo’d in an airborne state, this move’s startup has been made faster.
- The circumstances have changed when hitting this move during a camera shift.

Homing Energy Blast
- The non-recoverable time after being hit by it has been increased.
- The opponent’s knockbcack has been increased.
- If hitting an opponent shortly after it appears, the move will now have longer cooldown.

Hellzone Grenade
- The interval between projectiles has been shortened.
- The effects of the final hit have been adjusted.

Z Assist
- The non-recoverable time after being hit has been increased
- The opponents will now be sent flying further on hit.

Teen Gohan

• Airborne hurtbox
- When moving downwards while airborne, his upwards hurtbox has been increased.

Standing Light
- On whiff, the timing window to go from Standing Light to Followup 1 has been shortened.

Standing Light Followup 1 (Autocombo)
- Landing recovery has been decreased.

Standing Light Followup 2 (Autocombo)
- The movement of the attack has been adjusted
. - Will now face towards the opponent.
- Now has slower startup.

Croucing Light Attack
- The initial hitbox has been enlarged.

Five Strike Combo
- Can now be activated into the heavy version.
- Can now be cancelled into even when an attack hits at the very end of their frames.
- The upwards hitbox has been decreased.
- During camera shifts, the timing for a Vanishing Move could become strange. This has been fixed.
- The final hit now has less recovery.
- The distance the opponent is sent flying by this move has been decreased.
- The non-recoverable time on the last hit has been increased.

Five Strike Combo (light)
- Landing recovery has been adjusted, and if hit by the opponent, will fall down.

Five Strike Combo (medium, heavy)
- The jumping attack property of the move has been eliminated.
- Its height has been reduced, and the movement value of it has been adjusted.
- Landing recovery has been adjusted.

Dragon Flight (heavy)
- Adjusted the effects of a hit when a camera shift doesn’t take place.
- When a camera shift doesn’t take place, the non-recoverable time has been increased.

Aerial Kick (light)
- Light, Medium or Heavy can simply be held and the move will continue.
- Can now be done right before landing.
- Landing recovery has been increased.
- How the opponent is sent flying by this move has been adjusted with the opponent character’s height in mind.
- Non-recoverable time after hit has been increased.
- The movement of the attack has been decreased.
- You can now pre-emptively input a super command right when landing.

Aerial Kick (medium)
- Damage has been decreased.
- Ki gauge gain has been decreased.

Aerial Kick (medium and heavy)
- The movement of the attack has been adjusted, and after being blocked, there will be a little bounce.
- Recovery has been increased.
- The effects on hit during a camera shift have been adjusted.

No Motion Kamehameha
- When hitting at close range, the circumstances of the hit have been changed.

Z Assist
- When the opponent is close and is taking damage while airborne, they will end up further forward than they have in prior versions.

Frieza

• Airborne hurtbox
- While falling downward, hurtbox has been expanded upwards.

• Airborne Dragon Rush
- The movement during forced switch (snapback) has been adjusted.

• Standing Light Attack
- Startup is now faster.
- Movement has been extended.

• Standing Light Attack Followup
- On whiff, the timing in which you can extend to Followup 2 has been enlarged.

• Crouching Light Attack
- Startup is now faster.

• Crouching Medium Attack
- The hitstop on the first hit has been decreased.
- Movement has been extended.

• Standing Heavy Attack
- The first hit now has more active frames.
- The first hit’s hitstop has been decreased on block.
- The first hit’s knockback has been decreased.
- The initial hitbox of the move has been enlarged.
- Recovery has been decreased.
- When doing a Vanishing Move, projectiles will disappear.
- Recovery on block has been decreased.
- The input window during a camera shift has been enlarged.

• Standing Special Attack
- The non-recoverable window after the last hit has been decreased.

• Jumping Medium Attack
- The first hit’s hitstop has been decreased.
- The hitbox of the first hit has been decreased.
- The startup is now faster.
- The enemy knockback has been decreased.
- The speed of it during an airborne medium super combo has been adjusted.

• Jumping Down Heavy Attack
- The movement has been adjusted.
- When hitting an airborne opponent, it will now cause a camera shift.

• Jumping Down Special Attack
- The hitbox has been enlarged.

• Earth Breaker
- Recovery has been decreased.
- Hitstop on block has been decreased.
- The timing in which you can cancel to Vanishing Move has been changed.

• Earth Breaker (Light and Medium)
- The amount of non-recoverable time has been decreased.

• Next Time You’ll Die
- Hitbox has been enlarged.
- Knockback on first hit has been decreased.
- Recovery on whiff has been decreased.
- Recovery on block has been decreased.
- The amount of non-recoverable time on the projectile portion has been decreased.
- The grounded version now has faster startup.

• Death Saucer
- Startup is now faster.
- Recovery has been decreased.
- Damage scaling has been increased.

• Warp Smash
- The hitbox has been enlarged.

• Death Ball
- Fixed an issue where the lowest guaranteed damage of this move wasn’t consistent.

• Nova Strike
- The circumstances on hit have been changed.
- Enemy knockback has been adjusted.
- The speed when the move hits the opponent has been adjusted.
- Is now less likely to hit enemies behind the user.

• Golden Frieza
- The timing and length of time during which the ki gauge gain penalty is active has been adjusted.

Captain Ginyu

• Dragon Rush
- After a mid-combo Dragon Rush, can now cancel to Special Attack.

• Standing Light Followup 1
- Opponent knockback has been adjusted.
- If the first hit connects on the opponent, the second hit will now come out faster.
- Hitstop on the first hit has been decreased.

• Standing Heavy Attack
- Can be charged by holding the button down.
- The movement changes by pressing back while holding the button down.

• Jumping Light Attack
- The opponent’s knockback has been adjusted.
- After the first hit connects, the second hit will now come out faster.
- After the first hit connects, the second hit can now be blocked crouching.

• Standing Special Attack, Jumping Special Attack
- Will no longer happen if input while holding back.

• Standing Special Attack, Jumping Special Attack (Recoome)
- Hitstop has been increased.

• Jumping Special Attack (After Change)
- Recovery has been increased.
- Made it so that the movement from before the press will remain.

• All Ginyu Force moves
- If the Ginyu Force member spawns at the same place as the opponent is, the Ginyu Force member will now be pushed back a bit.
- When hit by an attack, they will be knocked forward.
- The timing in which a Vanishing Move can be done has been adjusted.
- When done airborne, it’s more difficult to land while the move is happening.

• Together We Are… The Ginyu Force!
- Commands that change the particulars of the move have been added.

• Together We Are… The Ginyu Force! (Recoome)
- The function to hold the button to change the move has been removed.
- The different input version now has faster startup.
- The different input version now has different knockback.
- The different input version has longer hitstop.
- The different input version has higher damage.
- The different input version has higher damage scaling.
- The different input version’s Recoome is now projectile invulnerable.

• Together We Are… The Ginyu Force! (Burter)
- Hitbox and hurtbox have both been enlarged.
- When Burter and the opponent are far apart, Burter’s attack will no longer hit.

• Together We Are… The Ginyu Force! (After Change)
- Can now be performed from Strong Jersey.

• Strong Jersey (Medium)
- The grounded version now has faster startup.
- The effects on hit have been adjusted.

• Strong Jersey (Heavy)
- The effects on hit have been adjusted.

• Z Assist
- The enemy knockback has been decreased.

• Body Change
- The startup is now faster.

Trunks

• Standing Light Attack Followup
- The movement has been decreased.

• Standing Light Attack Followup 2
- The hitbox and collision box has been expanded upwards.
- An issue where the circumstances for a camera shift was different depending on the opponent character has been fixed.

• Crouching Heavy Attack
- Can no longer be cancelled to Standing Special Attack.

• Jumping Heavy Attack
- During a camera shift, the knockback has been increased.

• Standing Special Attack
- When it hits the opponent, recovery has been decreased.
- The pre-emptive input window has been extended.

• Jumping Special Attack
- The pre-emptive input window has been extended.

• Shining Slash
- The movement of the attack has increased.
- The landing recovery after a camera shift has been adjusted.
- During a camera shift, the circumstances on hit have been adjusted.
- The damage of the grounded version has been increased.

• Shining Slash (Light)
- Recovery has been increased.

• Shining Slash (Medium)
- Recovery has been decreased.

• Shining Slash (Heavy)
- Recovery has been increased.
- Startup of the airborne version is now faster.

• Cyclone Jump
- Fixed an issue where there was a part of the extra input window where Z Combo wouldn’t happen.
- The input window for additional inputs has been extended.
- The timing in which the followup can be done now starts earlier.
- Can now do the grounded version into the airborne version.
- The airborne version can only be done once per time you get airborne.
- The airborne version no longer costs a jump.

• Cyclone Jump (Heavy)
- Movement has been increased.

• Cyclone Buster
- Non-recoverable time has been increased.
- The startup is now faster.
- Recovery has been increased.
- The window for additional inputs has been increased.

• Heat Dome Attack
- Active frames have been decreased.
- The movement has been adjusted.
- The enemy knockback has been adjusted.
- The positions after hit have been adjusted.

• Z Assist
- Non-recoverable time has been decreased.
- Knockback has been decreased.
- When at the corner of the screen, the location in which it appears has been changed.

Cell

• Standing Light Attack
- Active frames have been reduced.
- Startup is now faster.

• Standing Light Attack Followup
- When holding backwards, the reduced movement distance now goes even shorter.
- Now decelerates even if holding down.

• Standing Light Attack Followup 2
- The throw’s range has been extended upwards.
- The window for pre-emptively inputting a Super Dash has been extended.
- Non-recoverable time has been increased.
- The active frames have been reduced.
- Fixed an issue where certain timings of Vanishing Move would make it look strange.

• Crouching Light Attack
- Startup is now faster.

• Crouching Special Attack
- The time until landing and overall recovery has been adjusted.

• Jumping Special Attack
- During the camera shift of a jumping heavy attack, the startup of this move has become faster.

• Rolling Crush
- Hit effects have been adjusted.

• Rolling Crush (Light)
- The final hit will now cause a camera shift.
- The airborne version’s startup has become slower.
- The fall speed of the airborne version has become faster.
- The airborne version’s knockback has been increased.

• Rolling Crush (Heavy)
- Non-recoverable time has been increased.
- The airborne version has faster startup.

• Perfect Attack (Light)
- The second hit of the grounded version now has faster startup.

• Perfect Attack (Heavy)
- When blocked, it will draw the opponent closer.
- Effects on hit have been adjusted.
- Damage has been decreased.
- The behavior of the final hit has been adjusted.
- The final hit of the grounded version will now only hit once within a combo.

• Kamehameha
- Fixed an issue where the angled version had extended recovery when all hits didn’t land.
- The airborne version’s hitstop has been increased.
- The knockback of the airborne version has been adjusted.
- The airborne version’s hitbox has been increased.

• Z Assist
- Hitstop has been increased.
- The knockback has been adjusted.
- The hitbox has been increased.

Android 18

• Standing Light Attack
- Movement has been increased.
- Startup is now faster.
- Can no longer rapid cancel standing lights.
- Active frames have been reduced.
- The hitbox has been reduced horizontally, but increased vertically.

• Standing Light Attack Followup
- Movement has been increased.
- The startup is now slower.
- The hitbox and hurtbox have been adjusted.
- Hitback has been increased.
- Recovery has been increased.

• Standing Light Attack Followup 2
- Movement has been increased.
- Hitbox is now bigger.

• Standing Medium Attack
- Movement has been increased.

• Standing Heavy Attack
- The hit effect during a camera shift has been changed.

• Crouching Medium Attack
- Movement has been decreased.

• Crouching Heavy Attack
- The initial hitbox has been expanded upwards.

• Crouching Special Attack
- The movement has been adjusted.
- The startup is now slower.
- Recovery on block has been decreased.
- Hitstop has been adjusted.
- Non-recoverable time has been increased.

• Jumping Medium Attack
- The startup is now slower.

• Jumping Down Heavy Attack
- The movement has been adjusted.

• Jumping Special Attack
- The timing in which she stops mid-air is now earlier.

• Back Grab
- The hurtbox on whiff has been expanded.
- Made the opponent’s placement after hit consistent.
- Damage has been increased.
- Damage scaling has been decreased.

• Back Grab (Light)
- Now has faster startup.
- Movement has been decreased.
- Recovery after hit has been decreased.
- Sliding knockdown time has been increased.

• Back Grab (Medium and Heavy)
- Can now hold down the light, medium or heavy buttons.
- The timing in which button holds are allowed has been adjusted.
- Startup is now slower.
- Grab range has been increased.
- Non-recoverable time has been increased.
- During combos where it would cause a camera shift, will now knock down opponents.
- The timing in which supers or Vanishing Move can be cancelled to has been adjusted.
- Supers and Vanishing Move can now be preemptively input.

• Back Grab (Heavy)
- Knockback has been increased.

• Support Attack
- Adjusted the movement of the airborne version.

• Support Attack (Light)
- The grounded version’s cancel timing is now later.

• Support Attack (Medium)
- The grounded version now has faster startup.
- The airborne version now has landing recovery.
- The airborne version now has jumping attack properties.
- The final hit of the airborne version’s hitstop has been increased.
- The airborne version’s hitbox has been increased downward.

• Support Attack (Heavy)
- Android 17 will no longer be able to be attacked while he’s waiting.

• Support Attack (Special)
- Made it so that the way the opponent gets sent flying is dependant on the direction the energy blast goes for the grounded version.
- Android 17’s invincibility starts earlier for the airborne version.

• Barrier
- Can now go into Super even by holding the buttons down.
- When cancelled into Super, the Super will now start up faster.

• Energy Wave
- When the opponent is being damaged while airborne, this move will now start up faster and move to where the opponent currently is.

• Accel Dance
- During the rush, added an extra hitbox which will only hit opponent assists.
- Recovery has been increased.
- Fixed an issue where the lowest guaranteed damage wasn’t always consistent.

• Z Assist
- Invincibility now starts faster.

Gotenks

• Airborne Hurtbox
- While falling, the hurtbox has been expanded upwards.

• Standing Light Attack
- On whiff, the timing to cancel into its autocombo followup has become narrower.

• Standing Heavy Attack
- The movement has been decreased.
- Hitback has been increased.

• Jumping Light Attack
- If the first hit touches the opponent, the following hits can now be blocked crouching.
- Recovery has been increased.

• Miracle Super Punch
- Light, Medium or Heavy can now be held for this move.

• Miracle Super Punch (Light)
- The grounded version’s recovery has been decreased.
- The grounded version’s movement has been increased.

• Miracle Super Punch (Heavy)
- Movement has been increased.
- The knockback on the airborne version has been decreased.
- The airborne version’s recovery has been decreased.

• Great Special Rolling Kick
- Damage has been increased.
- Damage scaling added to the first hit.
- The knockback has been adjusted.
- The effects of hit during camera shift have been adjusted.
- After the last hit, Gotenks will now be facing the opponent.

• Great Special Rolling Kick (Light)
- Movement has been increased.
- The grounded version’s recovery has been increased.

• Great Special Rolling Kick (Medium)
- Movement has been increased.

• Galactic Donuts
- The non-recoverable time for a camera shift has been increased.
- Knockback has been increased.
- If only the second hit connects, a camera shift will no longer occur.
- By inputting up before the attack, can now change the hitbox of the move.
- If the first hit is Z Reflected, the second hit will no longer connect.

• DIE DIE Missile Barrage
- Ki gauge gain has been increased.

• Charging Ultra Volleyball
- The positions will no longer be different even if Piccolo is on the team.
- On whiff, Gotenks will now be unable to act until landing.

• Z Assist
- If the first hit is Z Reflected, the second hit will no longer connect.

Krillin

• Standing Heavy Attack
- Increased hitback on block.

• Standing Special Attack, Jumping Special Attack
- Damage has been decreased.
- Non-recoverable time has been increased
- Knockback has been lowered.

• Crouching Heavy Attack
- Startup is now faster.

• Jumping Medium Attack
- The second hit starts up faster.
- The first hit’s hitbox is now smaller.
- The first hit’s hitstop has been decreased.
- When doing an airborne super combo the speed has been adjusted.

• Afterimage Strike
- The conditions for a camera shift have been changed.
- The effects of a hit in camera shift have been adjusted.
- Damage has been increased.
- Hitback has been decreased.
- Recovery has been decreased.
- On hit, will now fall faster.
- During startup, will now be unable to act until landing.

• Afterimage Strike (Medium)
- Can now do backdash from the grounded version.

• Afterimage Strike (Heavy)
- The recovery when holding down the button has been decreased.
- Hitstop has been increased.

• Senzu Bean / Rock Throw
- Recovery has been increased.
- Movement has been decreased.
- Now throws the Senzu faster.
- The Rock’s hitstop has been increased.
- The non-recoverable time after a Rock has been increased.
- The Rock’s startup is now slower.
- Changed the trajectory of the Rock.
- Removed the landing recovery from the grounded version.

• Senzu Bean / Rock Throw (Heavy)
- Can now throw two Rocks.

• Kamehameha
- While in the air, can now press down to increase falling speed.

• Solar Flare
- Cancel timing is now slower.

• Destructo-Disc
- By inputting up or down, can now throw them diagonally.

• Split Energy Wave
- Recovery has been increased.
- Even when the opponent is high up, the descending part of the move will still show up within the screen.

• Ultimate Z Change
- Adjusted the appearance location.

• Z Assist
- Startup is now faster.
- Adjusted the appearance location.
- The Rock’s trajectory has been adjusted.

Kid Buu

• Airborne Hurtbox
While falling hurtbox has been extended upwards.

• Crouching Medium Attack
- The close range version has increased recovery.

• Jump Medium Attack
- When used at close range, the move’s behavior has been adjusted.

• Jump Special Attack
- The initial hitbox has been enlarged.
- Knockback has been decreased.

• Ball Attack
- Hitback has been increased.
- Knockback has been increased.
- Movement has been increased.
- Hitbox is now smaller.
- The grounded version has slower startup.
- The grounded version now has damage scaling on the first part.
- Adjusted the effects of the move in a camera shift.

• Ball Attack (Light)
- The bound after contact is now lower.

• Ball Attack (Heavy)
- Damage has been increased.

• Arm Swing
- Adjusted the effects of the move in a camera shift.

• Chocolate Beam
- Adjusted the effects of the move in a camera shift.
- The cancel timing on block is now slower.
- The window to input pre-emptive commands has been extended.

• Arm Ball
- When it starts, will remove pre-emptive movements.

• Planet Crusher
- When doing the airborne version, will be unable to act until landing.
- When doing the airborne version, falling speed has been increased.
- When doing the airborne version, the position and height will change the circumstances after hit.

Majin Buu

• Light Attack Followup
- The window to cancel to Light Attack Followup 2 is now shorter.

• Light Attack Followup 2
- Is now considered a throw.
- The active frames have been decreased.
- The movement has been increased.

• Jumping Heavy Attack
- Knockback has been increased.

• Mount Dive
- The circumstances of a camera shift have been changed.
- Changed the movement when a camera shift does not happen.
- The circumstances on hit have been adjusted.
- Damage has been increased.
- Damage scaling has been decreased.
- The grounded version will now hit opponents right above Buu.

• Mount Dive (Heavy)
- The circumstances of a hit in camera shift have been adjusted.

• Cartwheel
- The circumstances of a hit in camera shift have been adjusted.
- Movement has been increased.

• Cartwheel (Medium)
- Startup is now slower.

• Potbelly Attack
- Hitstop has been increased.
- Adjusted the trajectory of the projectile
- The hitbox has been increased downwards.
- When the move is ended because of time running out, the opponent will now be in an airborne state.

• I Hate You
- Even at far range, the amount of hits will no longer be different.
- Knockback has been decreased.

Nappa

• Standing Light Attack
- On whiff, the window in which to cancel to Standing Light Attack Followup 1 has become narrower.

• Standing Light Attack Followup 1
- Can no longer be activated from a Standing Light Attack while holding down.

• Standing Special Attack
- The physical part of the hitbox at the start of the move has been increased.
- The opponent will now always be sent flying forward.
- The beginning of the move will now deflect projectiles.
- The projectile level of hits has been decreased.
- The hitstop of the projectile part has been increased.
- The knockback on the projectile part has been increased.
- The hitbox is now bigger.

• Jumping Special Attack
- Startup is now faster.
- Non-recoverable time has been decreased.
- Recovery on block has been decreased.
- Damage scaling has been increased.

• Jumping Down Heavy Attack
- During Sparking Blast, can now jump cancel the landing part as well.
- During the move, the landing part will no longer reset your jump count.
- Startup is now faster.
- Movement has been increased.
- Knockback has been increased.
- The hitbox of the landing part has been increased.
- Can not be cancelled right before landing anymore.
- Will now camera shift on hit.

• Arm Break
- Can change the move’s properties by holding down the button.
- Damage has been increased.
- The properties of a hit in camera shift have been adjusted.
- The difference in recovery on block has been adjusted.

• Arm Break (Light)
- Will now camera shift.

• Saibamen (Heavy)
- During its activity, can change its attacks with button inputs.
- The color of this Saibaman has been changed.

• Saibamen (Slashing Attack)
- Non-recoverable time has been increased.
- Hitbox has been enlarged downwards.

• Saibamen (Sliding Attack)
- Damage has been decreased.
- Hitstop has been increased.

• Saibamen (Acid Attack)
- Damage has been decreased.
- During combos, it will not be affected by the gradual reduction of non-recoverable time that moves in combos typically are.

• Saibamen (Self-Destruct)
Damage has been decreased.

• Blazing Storm
- Changed the location of the attack.
- By holding down buttons, you can adjust the location of the attack.

• Too Bad For You
- Will cause a camera shift even in circumstances where it previously wouldn’t.
- The effects of a hit during camera shift have been adjusted.
- Damage has been reduced.
- The timing in which you can hold buttons has been adjusted.
- The first hit’s knockback has been reduced.
- The hitbox has been enlarged.

• Z Assist
- Will now always appear close.

Android 16

• Grounded Dragon Rush
- Fixed an issue where a forced change (snapback) would cause the camera to move more than intended.

• Forward Medium Attack
- The hitbox has been adjusted.

• Standing Light Attack
- Recovery has been increased.
- Hitbox has been enlarged downwards.

• Standing Light Attack Followup 2
- The throw range has been increased upwards.

• Crouching Heavy Attack
- Recovery has been increased.
- The initial hitbox has been expanded downwards.

• Jumping Medium Attack
- Damage has been decreased.

• Jumping Heavy Attack
- Circumstances of a grounded hit after a super combo have been adjusted.

• Jumping Down Heavy Attack
- Startup is now slower.
- Can no longer be blocked crouching.
- The first hit has had damage scaling added.
- Recovery has been increased.
- Hitstop on block has been increased.
- Will no longer hit opponents behind the character.
- When hitting airborne opponents, will now cause a camera shift.
- The circumstances of a hit in camera shift have been adjusted.
- During Sparking Blast, can now be jump cancelled.

• Jumping Special Attack
- Initial hitbox has been enlarged.
- Knockback has been adjusted.

• Dynamite Driver
- Opponent position after hit will now be consistent.

• Dynamite Driver (Light)
- Startup is now faster.

• Dynamite Driver (Medium, Heavy)
- The circumstances of a hit in camera shift have been adjusted.
- During a camera shift, can now be cancelled to a Super Dash or a Z Change.

• Flying Powerbomb
- The throw range has been expanded upwards.
- After hit, the opponent’s position has become consistent.
- Damage has been increased.
- During a combo, in situations where a camera shift would occur, damage has been decreased.
- During a combo, in situations where a camera shift would occur, ki gauge gain has been decreased.

• Flying Powerbomb (Medium, Heavy)
- The circumstances of hit in a camera shift have been adjusted.

• Flying Powerbomb (Heavy)
- The throw part of the attack has faster startup.
- The strike part has had its damage scaling decreased.
- The grounded version has had the damage of the strike part lowered.
- The grounded version’s first hit has had its damage scaling increased.

• Flying Slide Powerbomb
- The throw range has been enlarged downwards.
- Movement has been increased.
- Recovery has been increased.
- After movement, will now face the opponent.
- After hit, the opponent’s position will now be consistent.
- Damage has been increased.
- During a combo, in situations where a camera shift would occur, damage has been decreased.
- During a combo, in situations where a camera shift would occur, ki gauge gain has been decreased

• Flying Slide Powerbomb (Medium, Heavy)
- Startup is now faster.
- Active frames have been increased.
- The circumstances of a hit in camera shift have been adjusted.
- In a camera shift, can now be cancelled to Super Dash, Z Change or Flying Powerbomb.

• Hell Heat (Close Range Version)
- When Z Reflected, the final part of the attack will no longer occur.

• Hell Flash
- The available time to Z Change has been extended.
- On whiff, the active frames have been increased.
- The effects on hit have been adjusted.
- The airborne long-range version damage has been increased.
- The lowest guaranteed damage for the airborne long-range version has been increased.

• Z Assist
- When the main character is attacked, the hitbox will now disappear.

Yamcha

• Jumping Down Heavy Attack
- The initial hitbox has been increased.

• Wolf Fang Fist, Reverse Wolf Fang Fist, Pack Attack
- Can now be performed on whiff.
- Followups will no longer occur when holding back.
- Can now perform Wolf Fang Fist: Gale Claws as a followup.

• Reverse Wolf Fang Fist
- The timing in which to cancel to Wolf Fang Fist: Flash has become slower.

• Wolf Fang Fist: Pack Attack
- Movement has been increased.

• Wolf Fang Fist: Gale Claws
- Knockback has been adjusted.
- Before the last hit, Yamcha will now face his opponent.
- Recovery has been increased.
- The circumstances of a hit in camera shift has been adjusted.
- The final hit of the grounded version now has increased hitstop.

• Wolf Fang Fist: Gale Claws (Light, Medium)
- The grounded version has increased movement.

• Wolf Fang Fist: Gale Claws (Medium)
- The grounded version will now rise to a lower altitude on block.

• Wolf Fang Fist: Gale Claws (Heavy)
- Increased the non-recoverable time during the spin part.

• Wolf Fang Fist: Whiskers
- The timing for pre-emptive input has been decreased.
- The activation via pre-emptive input must be done towards the direction the opponent is currently at.

• Wolf Fang Fist: Finisher
- Knockback has been decreased.
- Circumstances of hit in camera shift have been adjusted.

• Wolf Fang Fist: Flash
- Recovery has been decreased.
- If you hold the Medium button, the move will not come out.

• Ultimate Wolf Fang Fist
- The lowest guaranteed damage has been decreased.

Tien

• Standing Light Attack Followup
- Damage has been decreased.
- Knockback has been adjusted..

• Standing Light Attack Followup 2
- Hitstop on hit has been adjusted.
- Hitbox has been enlarged.
- Knockback has been adjusted..

• Standing Special Attack, Jumping Special Attack
- Damage has been increased.
- Non-recoverable time has been increased.
- Knockback has been adjusted..

• Standing Special Attack
- Recovery has been increased.

• Jumping Light Attack
- If the first hit touches the opponent, following hits can be blocked crouching..

• Jumping Special Attack
- The initial hitbox has been enlarged..

• Volleyball Fist (Medium)
- Movement of the grounded version has been increased..

• Volleyball Fist (Heavy)
- Movement of the grounded version has been increased.
- Startup of the grounded version is now faster.
- The conditions for the grounded version to cause a camera shift have been changed.
- The airborne version’s damage has been increased.

• Crane Strike
- Damage has been increased.
- The circumstances of a hit in camera shift have been adjusted.
- Movement has been increased.
- Knockback has been adjusted.
- On block, landing recovery has been eliminated..

• Crane Strike (Light)
- Will now cause a camera shift.
- The airborne version now has slower startup.
- Will no longer bounce off of the opponent on hit.
- Crane Strike (Medijm)
- The airborne version now has slower startup..

• Crane Strike (Heavy)
- The grounded version now has faster startup..

• Telekinesis
- Non-recoverable time has been increased.
- Hitstop on block has been increased..

• Tri-Beam
- The amount of health lost has been reduced.
- The lowest guaranteed damage has been increased.
- Can now be performed by holding down the button..

• Neo Tri-Beam
- The amount of health lost has been reduced.
- The lowest guaranteed damage has been increased.
- Non-recoverable time has been increased.
- Knockback has been adjusted.
- The appearance location has been adjusted.

Adult Gohan

• Standing Light Attack Followup 4
- During airborne hits, the non-recoverable time has been increased.

• Crouching Heavy Attack
- When at the highest level of Release Power, can unleash grounded attacks after landing.

• Standing Special Attack
- The preemptive input window for Z Combo has been extended.

• Jumping Heavy Attack
- During a camera shift, knockback has been increased.

• Jumping Special Attack
- The input window for pre-emptive Z Combo inputs has been extended.
- Movement has been adjusted.
- When at the highest level of Release Power, can do airborne Z Combo.

• Machine Gun Kick
- Can hold light, medium or heavy for the move now.
- Movement has been adjusted.
- Damage has been decreased.
- Ki gauge gain has been decreased. - Hitbox will be active until right before landing.
- During landing recovery, can preemptively input Supers.

• Machine Gun Kick (Medium)
- Landing recovery has been reduced.

• Machine Gun Kick (Heavy)
- Movement has been adjusted, and on block will now bounce slightly off of the opponent.
- The circumstances of a hit in camera shift have been adjusted.

• Ultimate Back Attack
- Movement has been increased.
- Knockback has been adjusted.
- The conditions for a camera shift have been changed.
- The circumstances of a hit in camera shift have been adjusted.
- After the move, Gohan will now face his opponent.
- During landing recovery, can pre-emptively input Supers.
- After Release Power, if the opponent is being damaged mid-air, this move will start up faster.
- After Release Power, the grounded version performed against an airborne opponent will have less recovery.

• Ultimate Back Attack (Heavy)
- After Release Power, the airborne version has faster startup.

• Family Kamehameha
- Hitback has been decreased.

• Z Assist
- Hitstop has been increased.
- When the opponent is close and taking damage mid-air, the assist will appear further in front than usual.
- Full invincibility has been changed to jumping attack invincibility.

Hit

• Vanishing Move
- Adjusted the opponent’s position in the camera shift.

• Standing Light Attack
- The timing window to cancel to Standing Light Attack Followup 1 has become narrower.

• Standing Light Attack Followup 1
- Startup is now slower.
- Movement has been increased.

• Standing Light Attack Followup 2
- Knockback has been adjusted.
- Recovery on hit has been increased.
- The active frames on the third hit have been reduced.

• Crouching Light Attack
- Damage has been increased.

• Vital Point Attack, Tides of Time
- The time window in which you can activate with the Special Attack button has become narrower.
- The recovery after you activate with the Special Attack button has been decreased.

• Direct Hit
- The damage scaling of the first hit has been decreased.
- The damage has been decreased.
- The ki gauge gain has been decreased.

• Instant Blow
- Damage scaling of the first hit in front has been decreased.
- Damage has been increased.
- Non-recoverable time has been increased.

• Guard Breaker
- The circumstances of a hit during the camera shift when moving behind has been adjusted.
- Damage has been increased.
- The hitbox has been extended upwards.

• Time Release
- Recovery has been decreased.
- The upwards version’s non-recoverable time has been increased.
- The downwards version’s knockback has been adjusted.

• Icy Glare (Light, Medium)
- Damage has been increased.

• Realized Power
- The airborne version, when activated, makes it so no other attacks can hit when it starts.

• Death Blow
- Will now use the full ki gauge to do more damage.
- The knockback has been adjusted.
- Recovery has been increased.
- Can no longer continue to combo after hit.

Super Saiyan Blue Goku

• Standing Light Attack Followup 1
- Knockback has been adjusted.
- Non-recoverable time has been adjusted.
- Hitstop has been adjusted.

• Standing Medium Attack
- Movement has been increased.
- Recovery has been increased.
- When holding back, the amount of distance decreased is now larger.
- When holding back, the amount of recovery decreased is now larger.

• Standing Special Attack
- Damage has been increased.
- Knockback has been adjusted.

• Jumping Down Heavy Attack
- Movement has been increased.

• Jumping Special Attack
The initial hitbox is now larger.
Knockback has been adjusted.

• Divine Void Strike
- The circumstances of a hit in a camera shift have been adjusted.
- The non-recoverable time has been increased.
- The hitstop on hit has been increased.
- The recovery has been decreased.
- The movement has been increased.
- Knockback has been increased.

• Divine Void Strike (Light)
- Startup is now faster.

• Divine Void Strike (Medium)
- Active frames have been increased.
- The grounded version’s damage has been increased.

• Divine Void Strike (Heavy)
- The startup is now faster.
- Damage has been increased.
- When doing the airborne version and being at the same height of your opponent, will move to the opponent’s position.

• Super God Shock Flash
- When the throw succeeds, damage has been increased.
- When the throw succeeds, hitstop has been increased.
- The invincibility during the Instant Transmission part of the move has been removed.
- If done more than twice during the same combo, the throw part of the move will no longer connect.

• Super God Shock Flash (Light)
- Startup is now slower.

• Dragon Flash Kick
- Knockback has been adjusted.
- Movement has been increased.
- Non-recoverable time has been increased.
- Will no longer hit opponents behind the user.
- The initial hitbox is now larger.

• Dragon Flash Kick (Light, Medium)
- Startup is now faster.
- The effects of a hit have been adjusted.

• Dragon Flash Kick (Heavy)
- The behavior of the move on hit has been changed.

• Instant Transmission
- The appearance position has been adjusted.
- Movement has been adjusted.
- Recovery on block has been decreased.
- The circumstances of a hit during a camera shift have been adjusted.
- Active frames have been increased.
- The backwards version now has faster startup.

• Extreme Speed Kamehameha
- The conditions for Instant Transmission have been adjusted.
- Now has faster startup.
- Recovery has been increased.
- The time window for Ultimate Z Changed has been extended.

• X10 Kaioken Kamehameha
- Movement has been increased.
- The appearance position after an Ultimate Z Change has been adjusted.
- On hit, if you hold the button you can perform an Instant Transmission.
- During the rush, a hitbox has been added which will only hit opposing assists.

• X10 Kaioken Kamehameha (Level 5 Version)
- Changed the circumstances after hit.

• Z Assist
- When the opponent is close and being damaged in mid-air, the assist will appear further ahead than usual.
- Knockback has been adjusted.

Super Saiyan Blue Vegeta

• Wakeup
- Wakeup time has been adjusted.

• Standing Light Attack
- The visuals of cancelling on whiff have been adjusted.

• Standing Light Attack Followup 2
- Hitbox has been enlarged.

• Standing Special Attack
- Knockback against close opponents has been decreased.
- Hitbox has been enlarged.

• Crouching Light Attack
- Recovery has been increased.
- The visuals of cancelling on whiff have been adjusted.

• Crouching Heavy Attack
Active frames have been increased.

• Crouching Special Attack
- Knockback has been decreased.
- Non-recoverable time has been decreased.

• Jumping Special Attack, Jumping Down Special Attack
- Knockback has been decreased.
- Hitbox has been enlarged.

• Super Dash Kick
- After the attack, will face the opponent.
- Depending on the activation, the movement will change.
- Knockback has been adjusted.
- Non-recoverable time has been adjusted.
- Hitstop has been adjusted.
- Damage has been adjusted.
- Recovery has been increased.

• Super Dash Kick (Light)
- Startup is now faster.

• Super Dash Kick (Medium)
- Startup is now slower.

• On a Scale From One to Ten, I’ll Give you a Three
- Damage has been increased.
- Damage scaling has been increased.
- Movement has been changed.
- Active frames have been increased.
- After the move, will always face opponent.
- The circumstances of hit on a camera shift have been adjusted.

• On a Scale From One to Ten, I’ll Give you a Three (Light)
- The grounded version’s active frames have been reduced.

• Big Bang Attack
- Startup is now faster.
- Can now do preemptive input for Supers.
- Damage scaling has been increased.
- The grounded version will now move forward before the attack.
- The airborne version’s recovery has been reduced.
- The first hit’s hitstop has been increased.
- The hitstop on block has been reduced.
- Non-recoverable time has been increased.
- The hitbox has been increased.

• Niagara Pummel
- When holding the buttons, damage has been increased.
- Knockback has been adjusted.

• Final Flash
- Knockback has been adjusted.
- Non-recoverable time has been increased.
- Can no longer act until landing.
- After the airborne version, will now fall faster.

• Z Assist
- The first hit’s hitstop has been increased.
- The hitstop on block has been reduced.
- Non-recoverable time has been increased.
- The hitbox has been enlarged.

Beerus

• Standing Light Attack Followup, Standing Medium Attack, Crouching Heavy Attack and Jumping Medium Attack
- When hitting a Cataclysmic Orb, the movement of the Orb has been adjusted.

• Standing Light Attack Followup 2
- Against airborne opponents, the hitbox has been adjusted.
- When the opponent is being damaged mid-air, this move will now have faster startup.
- The hitbox has been enlarged upwards.

• Standing Medium Attack
- Startup is now faster.
- Hitbox has been enlarged upwards.

• Crouching Medium Attack
- Knockback has been adjusted.

• Jumping Medium Attack
- Active frames have been increased.
- The hitbox has been enlarged downwards.

• Jumping Down Heavy Attack
- Knockback has been adjusted.

• Jumping Special Attack
- The initial hitbox has been enlarged.
- Knockback has been adjusted.

• Cataclysmic Orb
- Light, Medium or Heavy can now be held.
- Damage has been increased.
- Damage scaling has been increased.
- Cataclysmic Orb’s damage has been increased.
- Cataclysmic Orb’s hitback has been reduced.
- When sending a Cataclysmic Orb moving with an attack, the hitstop has been increased.
- When sending a Cataclysmic Orb moving with an attack, the orb won’t disappear even if Beerus switches with it.
- The circumstances of hit in camera shift have been adjusted.
- If the airborne version’s hitbox hits, landing recovery will disappear.

• Cataclysmic Orb (Medium)
- The kick can no longer hit grounded opponents.

• Cataclysmic Orb (Heavy)
- Movement has been increased.
- Changed the appearance position for Cataclysmic Orbs.
- When doing the upwards motion, the kick can no longer hit grounded opponents.
- When doing the upwards or downwards motion, the knockback and damage has been changed.

• Fierce Attack
- Will no longer hit opponents behind the user.
- Damage scaling has been increased.
- Movement has been adjusted.
- Damage has been increased.
- During the landing part, pre-emptive inputs for Supers can now be done.
- When the grounded version hits at the edge of the screen, it is now more difficult for positions to switch.

• Wrath
- Recovery has been increased.
- After the attack, will fall faster.

Goku Black

• Standing Special Attack
- The strike part’s non-recoverable time has been increased.
- The strike part’s knockback has been decreased.
- The projectile’s speed has been changed.
- Before the attack, if you hold forward the projectile will now move faster.

• Jumping Special Attack
- The initial hitbox has been enlarged.

• God Slicer
- The projectile’s level has been decreased, meaning it can trade with ki blasts.
- Damage scaling has been adjusted.
- Damage has been decreased.
- The initial hitbox has been expanded.
- The grounded version’s recovery has been increased.

• God Slicer (Light)
- Knockback direction has been adjusted.

• God Slicer (Medium)
- Will fall faster after hit.

• God Slicer (Heavy)
- The projectile’s speed has been increased.
- Damage has been increased.
- After hit, will fall faster.

• Fierce God Kick
- Will no longer hit opponents behind the user.
- Hitback has been decreased.
- On hit, will fall faster.
- Landing recovery has been increased.
- Adjusted the effects of a hit in camera shift.

• Fierce God Kick (Light)
- Hitstop has been decreased.

• Fierce God Kick (Medium)
- Now has faster startup.
- Damage has been decreased.
- Knockback has been adjusted.

• Fierce God Kick (Heavy)
- Damage scaling has been increased.
- Fixed an issue where on hit, it would leave more recoverable life than intended.

• Binding Black Kamehameha
- Adjusted the hit effects in a camera shift.
- Damage has been increased.

• God Slicer Dance
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.

• Holy Light Grenade
- The initial hitbox has been enlarged.
- Fixed an issue where the Ultimate Z Change would act strangely if activated before the hit.
- Knockback has been adjusted
- Non-recoverable time has been increased.
- Recovery has been increased.

• The Work of a God
- Will now be unable to act until landing.

Android 21

• Wakeup
- Wakeup time has been adjusted

• Standing Light Attack, Crouching Light Attack
- Startup is now faster.

• Crouching Medium Attack
- Recovery has been increased.
- Non-recoverable time for the long range version increased.
- Knockback for the long range version adjusted.

• Crouching Special Attack
- Startup is now faster.
- Recovery has been reduced.

• Jumping Heavy Attack
- Startup is now slower.

• Jumping Special Attack
- Knockback has been adjusted.

• Hors d’Oeuvre Stab
- Will no longer hit opponents behind her.
- Movement has been adjusted.
- Knockback has been adjusted.
- The non-recoverable time on the first hit has been increased.
- The hitstop on the final part has been increased.
- Recovery has been increased.
- The startup is now faster.
- When it doesn’t lead to a camera shift, the ki gauge gain has been reduced.
- The final part’s damage has been increased.
- The final part’s damage scaling has been increased.
- The final part’s non-recoverable time has been decreased.

• Hors d’Oeuvre Stab (Light)
- When it doesn’t lead to a camera shift, the damage has been reduced.

• Hors d’Oeuvre Stab (Medium)
- When it doesn’t lead to a camera shift, the damage has been reduced.
- The grounded version’s circumstances on a camera shift have been adjusted, and will cause a wall bounce.

• Connoisseur Cut
- Movement has been increased.

• Connoisseur Cut, Aerial Connoisseur Cut
- On hit, can use each different attack button for a followup.
- Damage has been decreased.
- The aerial version’s startup is now faster.

• Absorbed Moves
- When used once, the absorbed move will now be released.
- Can now use different buttons for followups.
- When doing an absorbed move after a hit, she will now appear close to the opponent before using it.

• Absorbed Moves (Kamehameha)
- Non-recoverable time has been decreased.
- Knockback has been decreased.
- Recovery has been decreased.

• Absorbed Moves (Ki Blast Rush)
- Hit count has been reduced.
- Hitstop has been increased.
- Hitstop on block has been decreased.
- Startup is now faster.
- Damage has been increased.
- Ki gauge gain has been increased.
- The hitbox is now larger.
- Non-recoverable time has been decreased.
- Movement has been changed.
- Knockback has been adjusted.

• Absorbed Move (Exploding Energy Ball)
- Movement has been increased.
- Knockback has been adjusted.
- Hitbox has been increased.
- The available cancel window to start the move has been adjusted.
- The grounded version now has faster startup.

• Absorbed Move (Following Energy Ball)
- Startup is now faster.
- Can have two out at the same time.
- Non-recoverable time has been increased.
- At close range, the recovery on hit has been increased.

• Absorbed Move (Solar Flare)
- Has invulnerability against jumping attacks.
- Now has faster startup.
- Recovery has been reduced.
- The grounded version’s movement has been changed, so it becomes an airborne version.

• Absorbed Move (Zero Range Energy Blast)
- Has jumping attack invincibility from the start.
- The airborne version has had jumping invincibility added.
- The airborne version’s recovery on whiff has been reduced.

• Absorbed Move (Sphere Barrier)
- The barrier remains even going to a followup.
- If the followup is a Super, the Super will come out faster.
- Can activate Supers by just holding buttons.

• Absorbed Move (Sonic Warp)
- Recovery has been increased.
- When cancelled to a move, the first hit will start damage scaling.
- The appearance location has been adjusted, and the airborne version will appear grounded.

• Excellent Full Course
- Will be unable to act until landing.

Bardock

• Jumping Medium Attack
- The hitstop on the first attack has been decreased.

• Jumping Special Attack
- The knockback has been adjusted.
- Landing recovery has been reduced.

• Rebellion Spear (Medium, Heavy and Cancelled)
- The effects on hit after a camera shift have been adjusted.
- The second hit of the grounded version will no longer hit grounded opponents.
- The airborne version, if hitting an airborne opponent, will no longer knock them towards the ground.
- The airborne version’s initial part will now reach further.

• Raging Meteor
- The conditions for camera shift have been changed.
- Movement has been adjusted.
- Recovery has been increased.

• Raging Meteor (Light)
- The airborne version’s startup is now faster.

• Raging Meteor (Medium)
- The airborne version’s startup is now slower.

• Riot Javelin
- The airborne diagonal version’s time window for an Ultimate Z Change has been extended.
- The airborne diagonal version will now cause a ground bounce.
- The airborne diagonal version’s hitstop has been decreased.
- The airborne diagonal version’s lower guaranteed damage has been decreased.

• Saiyan Spirit
- Startup is now slower.
- Recovery has been increased.
- Hitbox has been adjusted.
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.

• Revenge Assault
- After the airborne version, will be unable to act until landing.

Broly

• Super Combo (Medium)
- The contents have been changed.

• Standing Light Attack Followup 2
- Can be Z Change cancelled.

• Crouching Medium Attack
- Knockback has been adjusted.

• Standing Heavy Attack
- The damage when holding buttons has been increased.

• Jumping Light Attack
- The initial hitbox has been extended downwards.

• Jumping Heavy Attack
- The non-recoverable time in a camera shift has been increased.

• Jumping Down Heavy Attack
- When hitting an airborne opponent, will now cause a camera shift.
- Adjusted the opponent’s position on hit.

• Jumping Special Attack
- Can now change the projectile’s angle by holding up.

• Lariat Express (Medium, Heavy)
- Damage has been increased.

• Lariat Express (Heavy)
- Knockdown has been adjusted.

• Gigantic Claw
- Movement has been increased.
- Effects on hit have been adjusted.

• Gigantic Claw (Light)
- Now has faster startup.

• Gigantic Claw (Heavy)
- Damage has been increased.

• Gigantic Strike
- Hit effects have been adjusted.
- Can now preemptively input Vanishing Move or Sparking Blast.

• Gigantic Strike (Medium)
- Startup is now slower.

• Gigantic Strike (Heavy)
- Damage has been decreased.

• Eraser Cannon
- The amount of hits that can be armored through have been increased.

• Eraser Cannon (Heavy + Special)
- The properties of the move have been changed.

• Gigantic Meteor
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.

• Gigantic Meteor (Light + Medium)
- Will now appear on the ground after the move finishes.

• Gigantic Meteor (Heavy + Special)
- The airborne version now has slower startup.

• Z Assist
- The hitstop on hit has been increased.
- The non-recoverable time has been decreased.

Vegito

• Vanishing Move
- The opponent’s position during camera shift has been adjusted.

• Standing Light Attack Followup 2
- The throw range has been increased.

• Standing Special Attack
- Can no longer pre-emtpively Z Change cancel on whiff.
- Non-recoverable time has been increased.
- Hitstop has been increased.
- Recovery has been increased when connecting on the opponent.

• Jumping Heavy Attack
- Damage has been decreased.

• Crouching Special Attack
- Standing Special Attack will no longer connect to a Z Combo.
- Non-recoverable time has been increased.
- During camera shift, can now cancel to Super Dash via the Special Attack button.
- Ki gauge gain has been reduced.
- On hit, the opponent’s position has been adjusted.

• Jumping Special Attack
- Knockback has been adjusted.
- During camera shift, non-recoverable time has been increased.
- During camera shift, can now cancel to Super Dash via the Special Attack button.
- Ki gauge gain has been reduced.
- On hit, the opponent’s position has been adjusted.

• Spiral Heel Shot
- Knockback has been adjusted.
- Damage has been increased.
- Damage scaling has been increased.
- Movement has been decreased.
- The movement of the grounded version has been changed.
- The landing recovery of the grounded version has been removed.
- When the first hit of the grounded version is Z Reflected, the behavior of the move has been changed.
- When the airborne version is used against an opponent that is higher up, it will now move upwards at the beginning of the move.

• Spiral Heel Shot (Medim)
- Startup is now faster.

• Atomic Buster
- Movement has been adjusted.
- Throw range has been adjusted.
- Startup is now faster.
- Recovery has been decreased.
- After hit, will be unable to act until landing.
- Effects on hit have been adjusted.

• Barrier
- The movement on defense has been adjusted.
- The throw range has been adjusted.

• Final Kamehameha
- Knockback has been adjusted.
- Non-recoverable time has been increased.
- Will not be able to act until landing.
- When using the airborne version, once the attack is over, will fall faster.

Fused Zamasu

• Standing Light Attack, Crouching Light Attack, Crouching Medium Attack
- Startup is now faster.

• Standing Light Attack Followup
- The window in which to cancel to Standing Light Attack Followup 2 has become narrower.

• Standing Light Attack Followup 2
- Has been changed to a throw move.
- Startup is now faster.
- Active frames have been reduced.
- Movement has been adjusted.

• Crouching Heavy Punch
- Startup is now slower.
- It is now easier to dash from.
- The hitbox has been enlarged.

• Standing Special Attack
- Recovery has been decreased.

• Jumping Light Attack
- The initial hitbox has been enlarged.

• Jumping Down Heavy Attack
- When hitting an airborne opponent, will now lead to a camera shift.
- The hit properties in a camera shift have been adjusted.
- Startup is now slower.

• Eternal Justice
- Damage has been increased.
- Knockback has been increased.

• Eternal Justice (Heavy)
- The hit properties in a camera shift have been adjusted.
- Changed the movement when activated from the Special Attack button.
- Startup is now slower.

• Wall of Light
- Hitstop on hit has been increased.
- Recovery on block has been reduced.

• Divine Order
- Startup is now faster.
- Recovery has been decreased.
- Knockback has been adjusted.
- Damage has been increased.
- Hit properties during camera shift have been adjusted.
- The projectile part of the move now has a bigger hitbox.
- The airborne version’s movement has been adjusted, and when used at a low height it will now occur at a set height.

• Heaven’s Flash
- During the move, if you input Jump Down Heavy Attack it must be down and no diagonals or it will not come out.
- During the move, Jump Down Heavy Attack will now cause a camera shift.
- During the move, Jump Special Attack’s non-recoverable time has been increased.
- During the move, Jump Special Attack to Jump Down Heavy Attack is now possible.
- During the move, the hit effects of Eternal Justice have been adjusted.
- During the move, Divine Order’s projectile will now come out even if you don’t hold the button down.
- During the move, the amount of time you can hold down the button for Divine Order has been increased.

• Blades of Judgment
- Movement has been increased.
- Effects on hit have been adjusted.
- If close to the edge of the screen, will now move backwards.
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.

• Divine Wrath
- Fixed an issue where attacks would hit during the time stoppage of the camera shift.

• Lightning of Absolution
- Knockback has been adjusted.
- Recovery has been increased.
- When the opponent is taking damage, the startup of this move is now faster.
- After the move, will now fall faster.

• Z Assist
- Non-recoverable time has been increased.
- Hitstop on hit has been increased.
- Knockback has been adjusted.

Base Form Goku

• Vanishing Move
- Adjusted the opponent’s position during the camera shift.

• Standing Light Attack Followup 1
- Knockback has been adjusted.
- Movement has been reduced.
- Non-recoverable time has been reduced.

• Standing Light Attack Followup 2
- The recovery difference will now always be the same.
- The startup is now faster.

• Standing Heavy Attack
- Knockback has been adjusted.

• Crouching Special Attack, Crouching Special Attack Followup 1
- Knockback has been adjusted.
- On whiff, the cancel window has become larger.
- Non-recoverable time has been increased.

• Crouching Special Attack Followup 1
- The appearance position of the projectile has been adjusted.

• Crouching Special Attack Followup 2
- The hit effects during camera shift have been adjusted.
- In a camera shift, the fireballs from Crouching Special Attack will disappear.
- Can cancel to Specials now.
- Knockback has been adjusted.

• Jumping Heavy Attack
- Knockback has been adjusted.

• Jumping Down Heavy Attack
- Movement has been increased.

• Jumping Special Attack
- The initial hitbox of the move has been enlarged.
- Knockback has been adjusted.

• Heavy Elbow
- Startup is now faster.
- Knockback has been adjusted.
- Movement has been increased.
- Non-recoverable time has been decreased.
- Hitstop on hit has been increased.
- When hit grounded, the opponent will now stay grounded instead of being knocked down.
- The hit properties in a camera shift have been adjusted.
- Recovery of the airborne version has been increased.

• Heavy Elbow (Medium, Heavy)
- Halfway through the movement it will have invincibility.
- Damage has been increased.
- Damage scaling has been increased.

• Back Throw
- On-hit properties have been adjusted.

• Kamehameha
- Now has faster startup.
- Adjusted the knockback of the angled Kamehameha.
- The non-recoverable time on the angled Kamehameha has been increased.
- The angled Kamehameha will now cause a Sliding Knockdown on hit.

• Spirit Bomb
- Now has faster startup.
- On hit, can be cancelled to Specials.
- The properties of the hit during camera shift have been adjusted.

• Kaioken
- After hit, will no longer cause a camera shift unless cancelled to Supers.
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.
- The recovery on block on light activation has been increased.

• Kaioken Finish
- Will now face the opponent.

• Super Spirit Bomb
- Now has faster startup.
- The projectile now moves faster.
- The appearance position has been adjusted.
- Fixed an issue where the lowest guaranteed damage wasn’t consistent.

• Z Assist
- Non-recoverable time has been increased.
- Hitstop on hit has been increased.
- When the opponent is close and taking airborne damage, will now appear further in front than usual.

Base Form Vegeta

• Wakeup
- Wakeup timing has been adjusted.

• Vanishing Move
- Adjusted the opponent’s position during the camera shift.

• Crouching Special Attack
- The initial hitbox of the attack has been enlarged.

• Jumping Special Attack
- The initial hitbox of the attack has been enlarged.
- Knockback has been increased.
- Damage has been decreased.
- Landing recovery has been decreased.

• Super Dash Kick (Light)
- The Vanishing Move cancel window is now later.
- Landing recovery has been reduced.

• Super Dash Kick (Medium, Heavy)
- Hit properties in a camera shift have been adjusted.
- Movement has been adjusted, so that inputs won’t be remembered after landing.
- Recovery has been decreased.

• Super Dash Kick (Heavy)
- Damage has been increased.
- It’s more difficult to end up in the corner on hit now.

• Deadly Knee Drop
- When the opponent is taking airborne damage, this move will have faster startup.
- Hit properties during a camera shift have been adjusted.

• Deadly Knee Drop (Light)
- Will now cause a camera shift.

• I have no use for Saiyans that can’t move
- On hit, can now be cancelled to Specials.
- Non-recoverable time has been increased.
- Made the opponent’s position after the attack is over consistent.

• Galaxy Breaker
- Knockback has been increased.
- Recovery has been increased.

• Z Assist
- Hitstop on hit increased.

Cooler

• Standing Light
- The timing to cancel to Standing Light Followup has been adjusted.

• Standing Light Attack Followup
- Startup is now faster.
- Hurtbox has been reduced upwards.
- Hitbox has been reduced upwards.

• Standing Light Attack Followup 2
- Knockback has been reduced.
- Hit properties have been adjusted.

• Standing Heavy Attack
- Fixed an issue where Cooler could jump cancel right before the move cancel window.

• Jumping Light Attack
- The initial hitbox has been expanded upwards.

• Crushing Stomp
- The initial hitbox has been expanded upwards.
- Damage has been reduced.

• Genocidal Uppercut
- When close to the opponent, this move will come out faster.
- Can now Z Combo to Standing Special Attack.
- Knockback has been decreased.
- Damage has been reduced.

• Death Chaser
- Adjusted the properties of hit in a camera shift.
- Adjusted the timing in which you can cancel to Supers and similar moves.
- Damage has been increased.
- Damage scaling will now happen at the end of the move.

• Death Chaser (Medium)
- The airborne version now has slower startup.
- Recovery on block increased.

• Death Chaser (Heavy)
- Recovery on bock increased.

• Death Breaker
- After using it, will fall faster.
- The initial part now has more knockback.
- The airborne version now has longer recovery.

• Death Breaker (Light)
- Movement has been increased.

• Death Breaker (Medium)
- The airborne version’s recovery has been decreased.

• Death Flash
- Startup is now faster.

• Atomic Supernova
- When the airborne version whiffs, will now be unable to act until landing.
- After the airborne version, will fall faster.

• Z Assist
- When the opponent is close and taking airborne damage, will now move forward more than usual.

Android 17

• Standing Light Attack Followup
- Movement has been increased.

• Crouching Medium Attack
- Movement has been increased.
- Knockback has been decreased.

• Standing Special Attack
- Knockback has been decreased.

• Sliding Sweep
- The attack level has been decreased.
- Now has faster startup.
- Recovery has been decreased.
- Movement has been increased.
- Knockback has been decreased.
- The hitbox has been extended upwards.
- The hurtbox has been extended upwards.

• Accel Drive, Redrive
- Non-recoverable time has been increased.
- Hitstop has been increased.
- The collison box has been expanded.

• Accel Drive (Light)
- Startup is now faster.

• Top Gear
- Damage scaling has been decreased.
- Recovery has become consistent.
- The cancellable time window has been extended.
- Non-recoverable time has been reduced.
- Hitstop has been increased.

• Second Gear
- No longer has jumping attack properties.
- Movement has been adjusted, and trajectory is now lower.
- Hitbox has been reduced.
- Hitstop has been increased.
- Hurtbox is now bigger.

• Low Gear
- Non-recoverable time has been reduced.
- Hitstop has been increased.
- Knockback has been adjusted.
- It is now less likely to go behind your opponent.

• Reverse Gear
- The hit properties in a camera shift have been adjusted.
- Damage scaling has been increased.
- Recovery has been reduced.
- Non-recoverable time has been reduced.
- The area in which it will absorb attacks has been expanded.

• Power Blitz Charge
- The Charge timing is now faster.
- Active frames have been reduced.
- Recovery has been reduced.
- Hitstop has been reduced.
- Non-recoverable time has been increased.
- Knockback has been adjusted.
- Hitbox has been enlarged.
- Cancel timing is now later.

• Barrier Explosion
- The command has been changed and can now be done grounded as well.
- Will now be invincible from the start.
- Can now only be Ultimate Z Changed on hit.
- Now has faster startup.
- After the move, will fall faster.
- Knockback has been adjusted.
- Recovery has been increased.
- The grounded version will move to the height the opponent was before starting the attack.

• Super Electric Strike
- Recovery has been increased.
- Non-recoverable time has been increased.
- Knockback has been adjusted.
- Hitstop has been adjusted.

• Z Assist
- When the opponent is close and taking mid-air damage, will go further forward than usual.
- Startup is now faster.
- The amount of hits he can withstand have been increased.
- The area in which attacks will be absorbed has been expanded.
- Hitstop has been increased.
- Non-recoverable time has been reduced.
- Knockback has been increased.

• Ultimate Z Change
- The grounded Z Change will now go to Barrier Explosion instead of Endgame.

Jiren

• Standing Light Attack Followup 1
- Can now Z Combo to Crouching Light Attack.

• Standing Heavy Attack
- Startup is now faster.

• Crouching Special Attack
- When it stops a jumping attack, it will now display “Anti Air”
- During a camera shift, will now be able to use diagonally down back Special Attack to cancel to a Super Dash.

• Jumping Medium Attack
- The first hit’s hitstop has been reduced.

• Jumping Down Heavy Attack
- The initial hitbox has been expanded.
- When it hits an airborne opponent, it will now cause a camera shift.
- Fixed an issue where if the button was held and traded with an opponent, they would be frozen.

• Jump Special Attack
- Knockback has been decreased.

• Colossal Slash
- Fixed an issue where the move would appear in a different place than Jiren himself was.

Videl

• Z Reflect
- To put her in line with other characters, she no longer has throw invincibility when she starts the dodge.
- Changed the sound of a successful dodge.

• Standing Light Attack Followup 2
- Throw range has been increased.

• Standing Medium Attack
- On hit, the timing window in which to cancel the Standing Medium Attack has been enlarged.

• Standing Special Attack, Crouching Special Attack, Jumping Special Attack, Jumping Down Special Attack
- The window in which to cancel into Vanishing Move has been adjusted.

• Frankensteiner
- Adjusted so that when you’re not the main character, it won’t hit the opponent.
- Extended the time in which you can hold the button.
- When the opponent is currently taking damage, the throw range has been extended.

• Rainbow Storm
- Fixed an issue where you could perform an Ultimate Z Change and still continue Rainbow Storm at the same time.

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