UNDER NIGHT IN-BIRTH Exe:Late[cl-r] 1.03

Spinning Blowback
Change of Facing Direction
Change of Facing Direction

VersionChanged to make dashing immediately easier after an attack performed after a dash.
Increased the GRD gauge gained when guarding against a special move with many cancel route.
Fixed an issue where the damage dealt decrease tremendously after grabbing a throw invulnerable opponent in a specificcondition.
Standardized the amount of time where the characters are unable to walk or crouch after landing.
Fixed an issue where the character performing a ground recovery is put into a standing state internally for a moment.
Ver.1.03
Removed a previous change which changed the property of low Standing A moves to whiff against jump, assault and normal
Ver.1.03
jump attacks.
Changed all low Couching A move to whiff against jump, assault and normal jump attack.
Changed the grounded normal moves and the grounded command normals to not change the direction the character faces
when performed.
Fixed an issue where the close proximity distance was measured differently for 1P and 2P.
Adjusted all fully invulnerability move to be in the counter hit state for the full duration of the move.
Adjusted the frame of head invulnerability and dive invulnerability of each anti-air moves, making it easier for them to beat out
air moves.
Adjusted the hurtbox during the startup, making it easier for the move to beat out air moves.
Changed the process of vacuum of the opponent on hit such that there is no difference between the 1P and 2P side.
Ver.1.03
Changed the Smart Steer sequence of some of the characters.
Fixed an issue where the process of Increase is done twice when a button is held for a short time.
Made a change during the Veil Off state where successfully shielding a move would increase much more GRD to the player andremoves much more GRD from the opponent.
Fixed an issue with the animation not displayed correctly.
Changed to not carry the properties of the last move's hit information, making it impossible to cancel Concentration into Cross
Cast Veil Off.
Fixed an issue where the red effect from a counter would not be displayed when grabbing an opponent in the Concentration
state.
Changed the process of GRD increase during Concentration such that there is no difference between 1P and 2P side.
Ver.1.03
Fixed an issue in the training mode where holding the D button would cause "Ground Assault" to be not performed when set as
the reversal option.
Fixed an issue where the proration is mitigated when a certain move is performed instantly out of an assault.
When a jump normal move is performed during assault, all characters will no longer be able to perform a second move until
they land.
Adjusted the startup motion of the assault, making it easier to differentiate them from dashes.
Fixed an issue where players are unable to perform the same move during a combo after performing it during assault.
Ver.1.03
Fixed an issue where multi-button press is registered during the instant Chain Shift is activated and the moment right after the
Chain Shift ends.
Added a red effect and reduce the GRD of the opponent when they are in mid-motion of a normal attack, special attack,assault, or throw when you activate Chain Shift.
When the follow-up move of the jump attack is shielded, it can no longer be canceled into anything and additional landing
recovery is added.
Fixed an issue where only the EXS gauge is depleted and the guard shield is not activated when inputting guard shield at the
moment the guard recovery ends.
Increased the distance the opponent will be pushed back on a successful guard shield.
Changed Guard Thrust to only accept inputs done during blockstun to activate. It will only activate when ← is inputed when the
D button is pressed.
Fixed an issue where certain EX special moves and lock moves behaving in an unexpected manner after they trade with
Ver.1.03
another move.
Removed a system in the game where there is a limit in gauge increase after performing a specific EX special move.
Ver.1.03(Projectiles, Setup, Lock move)
Removed a system in the game where there is a limit in gauge increase when a Setup move that is performed before a combo
Ver.1.03
ends hits the opponent after the recovery .
Standardized the first-half hit of all fully invulnerable EX special move to be not ground recoverable.
Fixed an issue where when the Infinite Worth EXS is hit at the same time as a projectile move at the end of a high proration
combo, it will not proceed into the full animation of the Infinite Worth EXS.
Adjusted the visual effect.
A new system, EXS LIMIT, is applied to the opponent when a Cross Cast Veil Off hits, or when the opponent is covered in the
red effect during Chain Shift activation which is caused by doing certain moves during the activation.
During EXS LIMIT, the character will receive less EXS gauge while getting hit by a combo.
Adjusted the EXS gauge gained to pe proportional to the damage proration.
Removed a system where damage proration is applied when the opponent is hit by an instant overhead attack such as jump
Ver.1.03
attacks that are performed at the start of a jump, or jump attacks that hit while the opponent is in standing guard recovery.
Removed the process of changing the direction faced during spinning blowback.
Adjusted the change of direction faced when being overlapped in the corner.
Ver.1.03
Adjusted the coordinate position when being overlapped in the corner.
Ver.1.03

Hit Effect

Adjusted the displaying of certain hit effects.

RIP Calculation

Adjusted the way RIP is calculated to reduce the amount of RIP deducted during a loss, based on the opponent's highest RIP
among all characters.

Dash
Guard
Throw
RecoveryStanding A
Crouching A
Additional Follow-up Moves
Close Proximity Recognition
Full invulnerability Move
Head invulnerability / Dive invulnerability
Head invulnerability
Moves that Vacuums Opponent
Smart Steer
Increase
Veil Off

Concentration

Assault

Chain Shift

ShieldGuard Shield
Guard Thrust

EXS Attacks

Infinite Worth EXS
Vorpal
EXS LIMITEXS Gauge
Damage Proration

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Ver.1.03

Version
Vital Vessel
DashAssault
Standing A
Standing B
Crouching A
Crouching B
Crouching C
Jump A
Jump C(Increase)
Dash B
Dash C
Dash C(Vorpal)
→+B
↘+B
↘+C
Strict Daze
Strict Daze(Increase)
Strict Daze(Vorpal)
Strict Daze(Vorpal・Increase)

Black Orbiter > Dark Lotus

Black Orbiter > Sinister Bend
Black Orbiter > Dark Lotus Anthesis
Red-Clad Craver(A)Red-Clad Craver(B)Red-Clad Craver(EX)Vacant Shift - First(A)Vacant Shift - First(A)Vacant Shift - First(EX)Vacant Shift - Third(A)Vacant Shift - Third(B)

Shadow Scare(A)Shadow Scare(B)Shadow Scare(EX)Dark Lotus(A)Dark Lotus(B)Increased the maximum Vital Vessel.
Slightly increase the minimum dash distance.
Changed the startup motion.
Expanded the front part of the hitbox.
Expanded the upper part of the base hitbox.
Expanded the back part of the hitbox.
Expanded the upper part of the hurtbox.
Increased the window to cancel.
Increased the window to cancel.
Expanded the back part of the tip of the hitbox.
Expanded the hitbox.
Increased the distance traveled.
Increase the active frame of the move.
Increase the active frame of the move.
Expanded the front part of the hitbox.
Increased the chip damage on guard.
Increased the chip damage on guard to be more than when normal.
Changed the second hit to be cancelable on whiff when the first hit connects on hit or guard.
Adjusted the overlapping hitbox.
Expanded the upper part of the hitbox.
Shrunk the front part of the hurtbox.
Added projectile clash property. Able to cancel into a special move or Chain Shift when successfully clashed.
Changed to be cancelable into Cross Cast Veil Off.
Increased the hit stop on the opponent on hit.
Added projectile clash property. Able to cancel into a special move or Chain Shift when successfully clashed.
Shrunk the front part of the hurtbox.
Fixed an issue which caused the projectile to explode without disappearing when "Dark Lotus" is performed while the projectileof "Black Orbiter" is in a time stop (such as during a hit stop).
Changed the timing of the whiff cancel window to be earlier.
Expanded the back part of the hitbox.
Changed the appearing position of the hitbox to be closer to the opponent when the opponent is in hit stun.
Expanded the upper part of the base of the hitbox.
Added a new move.
Changed the move to be cancelable with an EX special move on hit while in the air.
Mitigated the damage proration.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Increased the cancel window on hit.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.
Changed the timing of when the opponent will become invulnerable to follow-up attacks after being hit.
Increase the active frame of the move.
Expanded the hitbox of the move forward and upward slightly.
Increased the invulnerability duration.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.
Expanded the upper part of the hitbox.
Added foot attribute invulnerability.
Changed the landing recovery to be cancelable with EX special moves or Chain Shift.
Expanded the upper part of the hitbox.
Added foot attribute invulnerability.
Expanded the bottom part of the hitbox.
Added foot attribute invulnerability.
Added full invulnerability until the end of the motion on hit.
In addition, the subsequent hits will not occur if the first hit whiffs.
Changed so that the opponent can only be KO'ed on the final hit.
Changed to make it easier to lock the opponent in on hit.
Reduced the damage proration.
Expanded the front part of the hitbox.
Reduced the damage proration.
Expanded the front part of the hitbox.
Increased the chip damage of the projectile on guard.
Adjusted the movement functionality, making it harder to cross up the opponent during this move.
Adjusted the positioning in the corner.
Adjusted the second hit to not whiff easily when the first hit hits.
Increased the chip damage of the projectile on guard.
Adjusted the movement functionality, making it harder to cross up the opponent during this move.
Adjusted the positioning in the corner.
Adjusted the second hit to not whiff easily when the first hit hits.
Increased the chip damage of the projectile on guard.
Adjusted the movement functionality, making it harder to cross up the opponent during this move.
Adjusted the positioning in the corner.
Adjusted the second hit to not whiff easily when the first hit hits.
Increased the untechable time.
Mitigated the damage proration.
Mitigated the proration of the untechable time.
Expanded the hitbox of the continuous projectile upward.
Increased the untechable time.
Mitigated the damge proration.
Mitigated the proration of the untechable time.
Expanded the hitbox of the continuous projectile upward.

Dark Lotus(EX)Expanded the hitbox.

Pale Bringer

Expanded the hitbox of the second hit.
Changed the ending portion of the move to have invulnerability on hit.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.

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Assault
Jump
Standing C
Crouching A
Crouching B
Jump A
Jump B
Dash C→+BC>C
C > C(Increase)
Wolf Howl(1)Wolf Howl(3)6+B in midair
6+B in midair(Increase)2+B in midair
Elusive Flash

Elusive Flash > Divine Chains

Sky Fangs(A)Sky Fangs(B)Sky Fangs(B・Increase)

Moon Gyre(A)Moon Gyre(B)Rending Moon Gyre(EX)Tenacious Mist(A)Tenacious Mist(B)
Chaotic Mist(EX)Tenacious Mist > Additional input(B)Soaring Swallow(EX)Sky Fangs(A)Sky Fangs(B)Sky Fangs(B・Increase)
Twin Sky Fangs(EX)Sky Fangs > Dancing Wings
Dragon Fang
The Diviner
Divine Blaze

VersionChanged the startup motion.
Changed the jump to be more easily affected by dash momentum.
Expanded the front part of the hitbox.
Expanded the upper part of the hitbox.
Removed the foot attribute of the move.
Increased the window to cancel.
Changed to be unable to perform another move until you land after this move is performed during assault.
Increase the active frame of the move.
Expanded the upper part of the hitbox.
Mitigated the damage proration.
Expanded the upper part of the hitbox.
Adjusted the visual effect of the move.
Increased the damage.
Reduced the startup of the move.
Mitigated the damage proration.
Added head attribute invulnerability.
Mitigated the damage proration.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Reduced the opponent's recovery when the move is guarded.
Increased the untechable time.
Increased the untechable time.
Changed the counter state to last until the end of the move animation.
Changed the dodge to be not triggered by attack hitboxes that only connect during opponent's hit stun.
Reduced the startup of "Divine Chains" when a successful dodge is triggered during "Elusive Flash," and added fullinvulnerability until the end of the animation. In addition, the window to cancel after a successful dodge has been increased, andthe "Divine Chains" after a successful dodge will be done facing the opponent.
Changed the move to be uncancelable into Chain Shift on guard.
Reduced the damage.
Decreased the damage proration.
Increased the recovery.
Added full invulnerability until the end of the motion on hit.
Changed the counter state to last until the end of the move animation.
Reduced the cancel window for "Dancing Leaf."
Reduced the cancel window for "Dancing Leaf."
Fixed an issue where the EX special move cancel flag was up before the move is active.
Changed the window possible to cancel into "Dancing Leaf" to be later.
Changed the normal version and Increase version of the move to be considered different moves, not triggering the same moveproration when used in the same combo.
Expanded the hitbox at the base of the move.
Changed the projectile to disappear when it clashes with another projectile.
Adjusted the second hit to not whiff easily when the first hit hits.
Ver.1.03
Added active frames between the first and second hit.
Expanded the hitbox.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Expanded the hitbox.
Changed the blowback of the final hit on hit.
Expanded the hitbox.
Expanded the upper part of the hitbox.
Increased the damage.
Expanded the hitbox of the first hit of the move upward.
Expanded the hitbox of the second hit.
Added full invulnerability until the end of the motion on hit.
Increased the untechable time.
Changed the move to search for the opponent's position and change the distance traveled.
Changed the counter state to last until the end of the move animation.
Fixed an issue where the distance between the opponent increases when both players are close to each other after landing.
Ver.1.03
Changed the window for EX special move and Chain Shift cancel to be earlier.
Removed the limit to the number of projectile that can appear on the screen.
Changed the window for EX special move and Chain Shift cancel to be earlier.
Removed the limit to the number of projectile that can appear on the screen.
Changed the move to be Increase-able, changing the properties of the move.
Changed the window for Chain Shift cancel to be earlier.
Removed the limit to the number of projectile that can appear on the screen.
Added a new move.
Added a new move.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.
Changed the counter state to last until the end of the move animation.
Adjusted the visual effect on hit.

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Version
Vital Vessel
Dash
Ground Recovery
ThrowStanding A
Standing B
Standing C(Increase)
Crouching A
Crouching B
Crouching C
Jump C
Jump C(Increase)
Dash C↙+A→+C↘+C↓ + C in midair
Ferzen Volf
Ferzen Volf(Increase)
Eisen Nagel(A)Eisen Nagel(B)Eisen Nagel(EX)Eisen Nagel > Follow-up
Wirbelwind(A)Wirbelwind(B)Wirbelwind(EX)Drehen Durchbohren(A)Drehen Durchbohren(B)Drehen Durchbohren(EX)Drehen Durchbohren(A, 720)

Drehen Durchbohren(B, 720)

Drehen Durchbohren(EX, 720)

Verderben(B)
Verderben(EX)Sturmangriff(EX)(Air)Verderben(A)(Air)Verderben(B)(Air)Verderben(C)Werfen Erschlagen

Increased the maximum Vital Vessel.
Changed the amount of time of the dash momentum to wear off to have it last longer.
Fixed an issue where the SE and screen shake was not set.
Increased untechable time.
Reduced the recovery on hit.
Changed the blowback on hit.
Increased the hit stop on the opponent on hit and on guard.
Reduced the recovery.
Shrunk the front part of the hurtbox.
Increased the window for canceling into another normal move.
Changed the move to be Increase-able, changing the properties of the move.
Shrunk the front part of the hurtbox.
Expanded the front part of the hitbox.
Expanded the move's hitbox diagonally upward.
Shrunk the upper-part of the hurtbox.
Expanded the hitbox.
Mitigated the damage proration.
Reduced the startup of the move.
Expanded the hitbox.
Mitigated the damage proration.
Changed the move to be not air shield-able.
Changed the move to be stand unblockable.
Changed the move to be cancelable into EX special move and Chain Shift, and increased the cancel window on hit.
Fixed an issue where the move was not cancelable on guard.
Expanded the move's hitbox diagonally upward.
Shrunk the upper-part of the hurtbox.
Increased the stagger time on counter hit.
Shrunk the hurtbox at the startup of the attack.
Changed the move to be Increase-able, changing the properties of the move.
Expanded the front part of the hitbox.
Shrunk the hurtbox at the startup of the attack.
Reduced the distance of the blowback on ground hit.
Expanded the front part of the hitbox.
Reduced the distance of the blowback on ground hit.
Expanded the front part of the hitbox.
Added a new move.
Increased the window to cancel.
Increased the untechable time.
Changed to be not ground techable.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Changed the counter state to last until the end of the move animation.
Increased the damage.
Expanded the front part of the hitbox.
Increased the damage.
Expanded the front part of the hitbox.
Increased the damage.
Expanded the front part of the hitbox.
Changed the counter state to last until the end of the move animation.
Increased the damage.
Reduced the recovery.
Expanded the front part of the hitbox.
Increased the damage.
Reduced the recovery.
Expanded the front part of the hitbox.
Increased the damage.
Reduced the disatance leapt away after the move hits, landing closer to the opponent.
Reduced the recovery.
Changed the counter state to last until the end of the move animation.
Expanded the front part of the hitbox.
Decreased the damage proration.

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Ver.1.03

Increased the opponent's recovery on guard.

Ver.1.03

Changed the move to be air unblockable.
Increased the untechable time.
Shrunk the hurtbox.
Shrunk the hurtbox.
Shrunk the hurtbox.
Changed the counter state to last until the end of the move animation.

Ver.1.03

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Version
Dash
ThrowStanding A
Standing B
Standing C
Crouching A
Crouching B
Crouching C
Jump A
Jump C(Increase)
Dash B
Dash C←+B→+B→+B>→+B→ + B(Increase)↘+B→+C→ + C(Increase)
B>B→ + B in midair→ + B in midair > → + B in midair

B in midair > B in midair

Twist!

(Air)Twist!
Spin!(A)
Spin!(B)
Spin!(EX)Pulverize!(A)Pulverize!(B)Pulverize!(EX)Thrust!(A)Thrust!(B)Launch!(A)Launch!(B)Launch!(EX)(Air)Spin!(A)(Air)Spin!(B)(Air)Spin!(EX)Give Me That!

Hahahahaha! Be Devoured!

Slightly increase the minimum dash distance.
Reduced the acceleration of the dash.
Change the start of the movement to be faster.
Reduced the recovery of the dash when stopped.
Expanded the hitbox after the throw is successful.
Expanded the front part of the hitbox.
Reduced the recovery.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Increased the window to cancel.
Expanded the front part of the hitbox.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Expanded the upper part of the tip of the hitbox slightly.
Expanded the back part of the tip of the hitbox.
Increased the untechable time.
Shrunk the hurtbox at the startup of the attack.
Added head attribute invulnerability.
Shrunk the hurtbox at the startup of the attack.
Added a new move.
Changed the command to →+B(INCREASE).
Changed the move to set the Dissolve even when the move clashes with the opponent's projectile.
Expanded the hitbox.

Ver.1.03

Ver.1.03

Ver.1.03
Ver.1.03

Changed the move to search for the opponent's position and have the attack hitbox to appear slightly closer to the opponent.
Changed the move to be Increase-able, changing the properties of the move.
Mitigated the damage proration.
Expanded the hitbox.
Shrunk the hurtbox at the startup of the attack.
Reduced the recovery.
Shrunk the hurtbox at the startup of the attack.
Shrunk the hurtbox at the startup of the attack.
Increased the distance traveled.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Changed the move to set the Dissolve even when the move clashes with the opponent's projectile.
Expanded the hitbox.

Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03

Changed the move to search for the opponent's position and have the attack hitbox to appear slightly closer to the opponent.
Added a new move.
Increased the untechable time.
Reduced the startup of the move.
Increased the opponent's recovery on guard and on hit.
Expanded the hitbox.
Changed the blowback on hit.
Added ↘ input and ↙ input to the move.
Increased the untechable time.
Reduced the recovery.
Increased the hit stop on the opponent on hit.
Added ↘ input and ↙ input to the move.
Increased the untechable time.
Increased the hit stop on the opponent on hit.
Added projectile and foot attribute to the attack hitbox from the Dissolve.
Changed the move to not affect the combo start proration when the attack hitbox of "Spin!" did not connect.
Added projectile and foot attribute to the attack hitbox from the Dissolve.
Changed the move to not affect the combo start proration when the attack hitbox of "Spin!" did not connect.
Added projectile and foot attribute to the attack hitbox from the Dissolve.
Changed the move to not affect the combo start proration when the attack hitbox of "Spin!" did not connect.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Increased the untechable time.
Expanded the hitbox.
Added head and dive attribute invulnerability.
Changed the counter state to last until the end of the move animation.
Adjusted the first hit to not change the follow-up attack window even on counter hit.
Changed to have the hit stop change only when the first hit counter hits.
Adjusted the first hit to not change the follow-up attack window even on counter hit.
Changed to have the hit stop change only when the first hit counter hits.
Mitigated the damage proration.
Reduced the recovery.
Mitigated the damage proration.
Reduced the recovery.
Changed the move to release the opponent when they are hit by Veil Off while being caught by the move.
Removed the previous change where there is a limit to the increase of the EXS Gauge when the opponent is hit by "Thrust!(A,INCREASE)" or "Thrust!(B,INCREASE)" that is set up during "Launch! (EX)," after recovery.
Reduced the recovery.
Reduced the landing recovery.
Reduced the landing recovery.
Reduced the landing recovery.
Fixed an issue where when the move is performed right after Carmine is hit in the corner, the move appears in the opposite
direction.
Changed the duration of the health recovery effect on hit to be spread accross 2 seconds.
In addition, setting up Dissolves does not cost health lost while your the health is being recovered.
Reduced the recovery on hit.
Changed the counter state to last until the end of the move animation.

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Version
Smart Steer
Hit Stun
ThrowStanding B
Crouching A
Crouching C
Jump A
Jump B
Jump C
Dash C↘+B↘+C←+C↓ + C in midair
Aerial Leap

Sacred Arrow(A)Sacred Arrow(B)Sacred Arrow(EX)To Me!(A)Oblique's Edge(EX)To Me! < Thick and Fast
To Me! < Succession
To Me! < Oblique's Edge
(Air)To Me!(A)(Air)To Me!(B)(Air)Oblique's Edge(EX)Sacred Spire
Luminous Embrace

Changed the Smart Steer to not perform the EX special move on guard.
Adjusted the hurtbox of the tumble state to be similar to the other characters.
Fixed the throw to connect all of the hits irregardless of the proration of the untechable time.
Expanded the bottom part of the hitbox.
Shrunk the upper part of the hitbox slightly.
Expanded the upper part of the hurtbox.
Reduced the recovery.
Expanded the front part of the hitbox.
Reduced the opponent's recovery when the move is guarded.
Expanded the upper part of the hitbox.
Expanded the lower part of the hurtbox to reduce the difference between the actual sprite and hurtbox.
Reduced the startup of the move.
Increased the window to cancel into a normal move.
Expanded the hitbox.
Shrunk the hurtbox at the startup of the attack.
Increased the stagger time of the opponent on standing hit.
Reduced the recovery.
Expanded the upper part of the hitbox.
Changed the trajectory to be lower when performed right after a back jump.
Changed to be not ground techable.
Shrunk the hurtbox.
Changed the move to be affected by hit stops even when canceled from "Thick and Fast" and "Succession."
Increased the window to cancel.
Changed the landing recovery to be cancelable with EX special moves or Chain Shift.
Increased the damage.
Expanded the front part of the hitbox slightly when the move is in high midair.
Changed the timing of the head attribute invulnerability to be faster.
Reduced the startup of the move.
Expanded the front part of the hitbox during when the move is in high midair.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Increased the untechable time of the same move limit.
Expanded the front part of the hitbox during when the move is in high midair.
Reduced the opponent's recovery when the move is guarded.
Increased the untechable time.
Mitigated the damage proration.
Fixed an issue where Thanatos will move during time stop.
Reduced the active frame. (Only when the opponent is not in hit stun.)
Fixed an issue where Thanatos will move during time stop.
Added a new move.
Fixed an issue where Thanatos will move during time stop.
Changed the move to be cancelable to air "Aerial Leap."
Adjusted the motion of the move.
Changed the move to be cancelable to air "Aerial Leap."
Adjusted the motion of the move.
Changed the move so that Orie will be able to move midair while landing.
Increased the untechable time.
Adjusted Thanathos to not move beyond the corner when the move is performed near corner.
Fixed an issue where the move was not assigned as an EX special move.
Added full invulnerability until the end of the motion on hit.
Changed the counter state to last until the end of the move animation.
Changed the counter state to last until the end of the move animation.

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Version
Dash
ThrowStanding B
Standing C
Standing C(Increase)
Crouching A

Crouching B
Crouching C
Jump A
Dash B↘+C
Rusty Nail
Rusty Nail(Vorpal)
Mortal Slide(A)Mortal Slide(B)Mortal Slide(EX)Mortal Slide > Shadow Harvest
Grim Reaper(A)Grim Reaper(B)Grim Reaper(EX)Grim Reaper > Downward Claws

Assimilation(B)Assimilation(EX)Precise Aim(EX)(Air)Mortal Slide(A)(Air)Mortal Slide(B)(Air)Mortal Slide(EX)(Air)Precise Aim(A)(Air)Precise Aim(B)(Air)Precise Aim(EX)Turbulence
Soul Exodus

Shrunk the back part of the hurtbox.
Expanded the hitbox after the throw is successful.
Expanded the front part of the hitbox slightly.
Increased the window to cancel into a normal move.
Shrunk the hurtbox at the startup of the attack.
Shrunk the hurtbox at the startup of the attack.
Increased the window to cancel.
Increase the active frame of the move.
Reduced the recovery.
Shrunk the hurtbox at the startup of the attack.
Increased the window to cancel.
Expanded the front part of the hitbox.
Increased the untechable time of the first hit.
Shrunk the hurtbox at the startup of the attack.
Increase the active frame of the move.
Shrunk the hurtbox.
Mitigated the damage proration.
Decreased the damage proration.
Shrunk the upper-part of the hurtbox.
Expanded the front part of the hitbox.
Changed the blowback of the move on air hit to vacuum.
Expanded the front part of the hitbox.
Changed the blowback of the move on air hit to vacuum.
Removed the previous change which reduced the active frame.
Shrunk the frontal portion of the active hitbox.
Removed the previous change which reduced the active frame.
Shrunk the frontal portion of the active hitbox.
Increased the distance traveled.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Removed the previous change which decreased the damage proration.
Expanded the hitbox of the second hit.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Changed the blowback of the scond hit on hit, and adjusted the hit stop.
Adjusted the motion of the move.
Expanded the hitbox of the second hit.
Shrunk the hurtbox.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Expanded the hitbox of all the hits aside from the first.
Added projectile attribute invulnerability.
Adjusted the hit stop on the opponent on hit, making it easier to connect in a combo.
Changed the counter state to last until the end of the move animation.
Added a new move.
Mitigated the damage proration.
Expanded the move's hitbox diagonally upward.
Shrunk the upper-part of the hurtbox.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Mitigated the damage proration.
Mitigated the proration of the untechable time.
Changed the counter state to last until the end of the move animation.
Changed the counter state to last until the end of the move animation.
Expanded the back part of the hitbox.
Expanded the back part of the hitbox.
Expanded the back part of the hitbox.
Expanded the hitbox of the move during the same move limit.
Changed the move to air unblockable.
Expanded the bottom part of the hitbox when moving.
Shrunk the bottom part of the hurtbox.
Changed the move to be air unblockable.
Expanded the bottom part of the hitbox when moving.
Shrunk the bottom part of the hurtbox.
Added throw attribute invulnerability starting from the landing to right before the attack.
Changed the move to be air unblockable.
Expanded the bottom part of the hitbox when moving.
Shrunk the bottom part of the hurtbox.
Added throw attribute invulnerability starting from the landing to right before the attack.
Changed the counter state to last until the end of the move animation.
Adjusted the visual effect on hit.

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Version
DashStanding B
Crouching A
←+B
←+C
B>B
I, Soar Through the Sky
I, Estrange
I, Agitate
I, Drill Through(B)I, Drill Through(B・Increase)
I, Drill Through(EX)I, Penetrate the Clear Skies(EX)I, Capture and Devour(A)I, Capture and Devour(EX)I, Persistently Cling(A)I, Persistently Cling(B)I, Persistently Cling(B・Increase)

I, Persistently Cling(EX)I, Breathe Out(A)I, Breathe Out(B)I, Rampage
I, Resentfully Rage

Reduced the acceleration of the dash.
Shrunk the upper part of the hitbox.
Reduced the startup of the second hit of the move.
Shrunk the hurtbox.
Changed the move to be cancelable into ↘ + C.
Increased the recovery.
Changed the move to be air shield-able.
Added a new move.
Reduced the GRD decreasing effect on hit into half.
Increased the distance traveled.
Changed the move to be Increase-able, changing the properties of the move.
Reduced the opponent's recovery when the move is guarded.
Changed the counter state to last until the end of the move animation.
Changed the move to be not cancelable into Infinite Worth or Infinite Worth EXS during Veil Off.
Increased the invulnerability duration.
Added dive attribute invulnerability.
Changed the counter state to last until the end of the move animation.
Changed the move to hit the opponent in the air when the opponent is in hit stun.
Changed to whiff on opponent who are guarding in the air.
Added full invulnerability until the end of the motion on hit.
Changed to reduce the trajectory of Merkava floating after the hit, resulting in Merkava landing faster on the ground.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Standardize the set up object's jumping height.
Reduce the startup and the overall recovery of the move.
Changed the setup object to not disappear even after moving beyond the corner of the screen.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Changed the setup object to not disappear even after moving beyond the corner of the screen.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Changed the move to be Increase-able, changing the properties of the move.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Changed the setup object to not disappear even after moving beyond the corner of the screen.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Changed the move so that the falling portion at the end of the move can be adjusted by inputting left or right.
Changed the move so that the falling portion at the end of the move can be adjusted by inputting left or right.
Changed the move to be cancelable into Chain Shift on the final hit.
Changed the counter state to last until the end of the move animation.
Changed the counter state to last until the end of the move animation.

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Version
Vital Vessel
DashCharacter Traits
Guard ThrustThrow Escape
Crouching A
Crouching B
Crouching C
Dash B
Dash C↓+B>↓+B↓+B>↓+B>↓+B
Concordia
Concordia > Lumen Stella El Lance
LeviosaArmabellum

Armabellum (Crouching)
Armabellum (Aerial)
Armabellum (Aerial・Increase)
Lux Fortis
Lumen Stella(A)Lumen Stella(A・Chain Shift)

Lumen Stella(B)Lumen Stella(B・Chain Shift)
Ruber Angelus(A)Ruber Angelus(EX)Sideus Fragmentum
Transvoranse(A)Transvoranse(B)Transvoranse(EX)Decreased the maximum Vital Vessel.
Changed the start of movement to be later.
Changed the character's trait so that Vatista is unable to escape from a throw when being grabbed during a normal move or
special move.
Adjusted the visual effect of the move.
Adjusted the visual effect of the move.
Increased the window to cancel.
Adjusted the animation.
Added foot attribute.
Removed the previous change which expanded the upper hitbox slightly.
Reduced the startup of the move.
Expanded the front part of the hitbox.
Shrunk the upper part of the hitbox.
Shrunk the upper part of the hitbox.
Expanded the front part of the hitbox.
Adjusted the animation.
Added a new move.
Added a new move.
Changed the command of the move and only activates during ↓ input.
Set a limit to the number of projectile you can have on the screen.
Changed the move to be able to move forward while attacking by inputting ↘, and move backward while attacking by inputting ↙
when being canceled from another move.
Expanded the upper part of the hitbox slightly.
Changed the move to be only cancelable to Chain Shift on whiff.
Changed the move to be air shield-able.
Changed the move to be air shield-able.
Increased the input leniency of the non-charge command of the move when performing from "Mikoruseo(A)" or "Mikoruseo(B)"during Vorpal.
Mitigated the damage proration.
Reduced the recovery.
Mitigated the damage proration when Chain Shift is performed before the attack is out.
Adjusted the trajectory of the leap, causing Vatista to float mid-air a little longer.
Changed the move to be cancelable into EX special move and Chain Shift when in air.
Changed the move to be cancelable into "Leviosa" in air.
Increased the damage.
Mitigated the damage proration.
Reduced the startup of the move.
Reduced the landing recovery.
Changed the blowback on hit.
Changed the state of Vatista during the recovery to crouching.
Mitigated the damage proration when Chain Shift is performed before the attack is out.
Removed the full-body invulnerability and strike attribute invulnerability, and added head and dive attribute invulnerability.
Changed the move to be cancelable into EX special move and Chain Shift.
Reduced the amount of charge required for the command input.
Reduced the duration of invulnerability.
Fixed an issue where Sideus Fragmentum(Standing) is performed during the input of Sideus Fragmentum(Crouching).
Fixed an issue where the state of Vatista is standing when performing the crouching version of the move.
Reduced the damage.
Changed the move to be air unblockable.
Removed a previous change which causes Vatista to float to prevent her from landing when performed right before landing.
Changed the move to be air unblockable.
Lowered the damage proration of the landing portion of the attack.
Reduced the opponent's recovery when the final portion of the move is guarded.
Changed the move to be air unblockable.
Changed the move to not land immiediately when the move is performed right before Vatista lands.

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DashStanding B
Crouching B
Jump B↘+B

Rapid Descent > Additional input 1

Rapid Descent > Additional input 1
Air Backdash
Captive Segment(A)Captive Segment(B)Captive Segment(EX)Dual Piercing Vengeance(A)Dual Piercing Vengeance(B)Dual Piercing Vengeance(EX)Vanishing Confusion(A)Vanishing Confusion(B)

Vanishing Confusion(EX)Vanishing Confusion > Additional Attack 1(A)Vanishing Confusion > Additional Attack 1(B)
Vanishing Confusion > Additional Attack 1(C)Vanishing Confusion > Additional Attack 2
Transgressing Convict(A)Transgressing Convict(B)Transgressing Convict(EX)(Air)Captive Segment(EX)Dead Space of Intrusion
Dead Space of Intrusion(A)Dead Space of Intrusion(B)Piercing Penetration(A)Piercing Penetration(B)Piercing Penetration(EX)Reduced the acceleration of the dash.
Reduced the active frame.
Shrunk the front and upper part of the hitbox.
Changed the retraction of the hurtbox at the later portion of the move to be slower.
Reduced the active frame.
Expanded the back part of the hurtbox.
Increased the window to cancel.
Increased the recovery.
Reduced the active frame.
Changed the move to have added recovery on the descent when the follow-up is inputted while the opponent is outside of thesearch range.
Shrunk the bottom part of the hitbox.
Adjusted the positioning in the corner.
Added a new move.
Changed the proration of jump attacks done during air back dash to be the same as jump attacks done during assault.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Removed the previous change which causes the setup object to not disappear when a throw connects.
Removed the previous change which causes the setup object to not disappear when it comes into contact with a hitbox whichhits has been depleted.
Changed the projectile to be not affected by the hit stop on Seth.
Changed the setup object to not disappear even after coming into contact with a follow-up move.
Changed the move to have the cross up fixed irregardless of the charcters' display priority.
Changed the move to have the cross up fixed irregardless of the charcters' display priority.
Changed to not have the opponent change the direction faced during the ending portion of the move.
Changed the counter state to last until the end of the move animation.
Added projectile attribute invulnerability, and be able to cancel the move into Addtional Attack 1 or Additional Attack 2 whensuccessfully dodging a projectile.
Added projectile attribute invulnerability, and be able to cancel the move into Addtional Attack 1 or Additional Attack 2 whensuccessfully dodging a projectile.
Added projectile attribute invulnerability, and be able to cancel the move into Addtional Attack 1 or Additional Attack 2 whensuccessfully dodging a projectile.
Changed the invulnerability timing to be faster.
Adjusted the visual effect of the move.
Changed the move so that Seth is able to move in the air after the counter attack hits, and have the opponent be vulnerable tofollow-up attacks.
Increased the untechable time after the counter attack is successful.
Mitigated the proration of the untechable time.
Changed the blowback during the counter attack is successful.
Added hurtbox to the later portion of the move when Seth is able to move.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Adjusted the positioning in the corner.
Reduced the damage proration.
Adjusted the positioning in the corner.
Adjusted the positioning in the corner.
Increased the untechable time.
Adjusted the positioning in the corner.
Decreased the damage proration.
Increased the recovery.
Mitigated the damage proration.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Added hurtbox to the move when Seth is able to move.
Increased the recovery.
Added hurtbox to the move when Seth is able to move.
Changed the counter state to last until the end of the move animation.
Changed the projectile to be not affected by the hit stop on Seth.
Added a new move.
Adjusted the positioning in the corner.
Adjusted the positioning in the corner.
Increased the window to cancel on hit.
Reduced the cancel window on guard.
Changed the landing recovery to be cancelable when only the first hit hits.
Increased the landing recovery.
Shrunk the back part of the hitbox.
Expanded the hurtbox.
Added head attribute.
Added a special damage and untechable time proration when the move hits an opponent during block stun.
Increased the landing recovery.
Expanded the hurtbox of the startup.
Added dive and throw attribute.
Changed the landing recovery to be cancelable when only the first hit hits.
Changed the counter state to last until the end of the move animation.

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Vital Vessel
Standing B
Crouching B
Dash C←+B

Battoujutsu Ichi no Kata: Kiri(A)Battoujutsu Ichi no Kata: Kiri(C)(Air)Battoujutsu Ichi no Kata: Kiri(B)Battoujutsu San no Kata: Tachi
Battoujutsu San no Kata: Tachi(Increase)
Special Attacks(Battoujutsu San no Kata: Tachi > A)
(Air)Battoujutsu San no Kata: Tachi
Iki Seishin no Kamae
Iki Seishin no Kamae > Togiri
Iki Seishin no Kamae > Sazanami
Battoujutsu Ni no Kata: Saki(A)Battoujutsu Ni no Kata: Saki(EX)Sougetsu Ittou-ryu et cetera! Yae Ichirin(EX)Over Here!(A)Over Here!(B)Over Here!(C)(Air)Battoujutsu Ni no Kata: Saki(A)(Air)Battoujutsu Ni no Kata: Saki(B)(Air)Battoujutsu Ni no Kata: Saki(EX)(Air)Sougetsu Ittou-ryu et cetera! Yae Ichirin(EX)(Air)Over Here!(A)(Air)Over Here!(B)(Air)Over Here!(C)Sougetsu Ittou-Ryu Ougi: Kashou
Zero no Kata Hi-ougi: Inochi Kurenai

VersionDecreased the maximum Vital Vessel.
Shrunk the upper part of the hitbox.
Fixed an issue where it was mistakenly inputted easily while dashing.
Ver.1.03
Expanded the front part of the hitbox.
Changed the property of the counter to projectile clash when it comes into contact with the opponent's projectile instead of auto
follow-up attack, and allow the move to be canceled into special move during a successful projectile clash.
Changed the move to not perform the counter follow up and have full-body invulnerability when successfully countering a
projectile move.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Changed the blowback on hit, and floats the opponent on ground hit.
Fixed an issue which gave the move projectile attribute.
Change the blowback on hit, causing the opponent to tumble on ground hit.
Expanded the front part of the hitbox.
Changed the timing of going into the "Iki Seishin no Kamae" to be faster during Vorpal.
Reduced the startup of the move.
Adjusted the animation.
Added a new move.
Decreased the damage proration.
Ver.1.03
Changed the move to be cancelable into "Shijima."
Fixed an issue which causes the unique icon to not light up when performing a move that goes into "Iki Seishin no Kamae" rightafter releasing the stance of "Iki Seishin no Kamae."
Added a limit for special moves that can be performed after "Shijima" even without the unique icon.
Increased the input buffer window after the action.
Fixed an issue which causes the unique icon to not light up when performing moves that goes into "Iki Seishin no Kamae" rightafter activating Cross Cast Veil Off by canceling into it from "Sazanami."
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Fixed an issue where the button hold for "Iki Seishin no Kamae" cannot be done properly.
Ver.1.03
Changed the counter state to last until the end of the move animation.
Increased the input buffer window after moving.
Increased the input buffer window after moving.
Adjusted the positioning in the corner.
Ver.1.03
Increased the input buffer window after moving.
Adjusted the positioning in the corner.
Ver.1.03
Reduced the active frame.
Reduced the active frame.
Fixed an issue where the button hold for "Iki Seishin no Kamae" cannot be done properly.
Ver.1.03
Changed the counter state to last until the end of the move animation.
Increased the input buffer window after moving.
Fixed an issue where performing the air version of "Over Here!" was possible right after landing from the move performed low in
the air.
Increased the input buffer window after moving.
Fixed an issue where performing the air version of "Over Here!" was possible right after landing from the move performed low in
the air.
Adjusted the positioning in the corner.
Ver.1.03
Increased the input buffer window after moving.
Fixed an issue where performing the air version of "Over Here!" was possible right after landing from the move performed low in
the air.
Adjusted the positioning in the corner.
Ver.1.03
Changed the counter state to last until the end of the move animation.
Adjusted the visual effect on hit.

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Smart Steer

Standing A

Standing B
Standing C
Crouching C
Jump B
Jump C
Jump C(Increase)↘+B↘+C↘+C>↘+C
B>B
C>C
Domination↓ + C in midair
C in midair > C in midair

Tri-Furket

Tri-Furket(Increase)(Air)Tri-Furket(Air)Tri-Furket(Increase)

Skewer(A)Skewer(B)Skewer(EX)Interference(A)Interference(B)Interference(EX)Dismal Sign(A)Dismal Sign(B)Dismal Sign(EX)Revenant Pillar(EX)Fallen Pain(A)Fallen Pain(B)Fallen Pain(EX)(Air)Skewer > Dismal Sign
(Air)Dismal Sign(A)(Air)Dismal Sign(B)(Air)Dismal Sign(EX)Anti-Dispersive
Impalement

Changed the Smart Steer to not perform the EX special move on guard.
Reduced the cancel window.
Reduced the recovery.
Shrunk the upper part of the hitbox.
Adjusted the visual effect of the move.
Expanded the front part of the hitbox.
Shrunk the upper part of the hitbox.
Expanded the front part of the hitbox.
Increased the window to cancel.
Expanded the front part of the hitbox.
Increased the stagger duration on ground hit.
Expanded the front part of the hitbox.
Reduced the recovery.
Increased the hit stop on the opponent on hit and on guard.
Fixed an issue where the counter state ended earlier than expected.
Expanded the hitbox at the base of the move.
Expanded the inner part of the hitbox.
Increased the untechable time.
Expanded the move's hitbox diagonally upward.
Reduced the cancel window on guard.
Expanded the hitbox.
Added a new move.
Reduced the startup of the move.
Increased the hit stop on the opponent on hit.
Changed the move to increased the landing recovery and make it not cancelable when shielded by the opponent.
Increased the damage.
Changed the move to have no landing recovery on hit.
Shrunk the hurtbox.
Increased the foot attribute invulnerability duration.
Changed the blowback on hit.
Increased the damage.
Reduced the startup of the move.
Reduced the recovery.
Changed the blowback on hit.
Increased the damage.
Changed the move to have no landing recovery on hit.
Shrunk the hurtbox.
Added foot attribute invulnerability.
Changed the blowback on hit.
Increased the damage.
Reduced the recovery.
Added foot attribute invulnerability.
Changed the blowback on hit.
Changed the move to hit on crouching opponent only when the opponent is in hit stun.
Expanded the front part of the hitbox, making it able to reach beyond the screen.
Changed the move to hit on crouching opponent only when the opponent is in hit stun.
Expanded the front part of the hitbox, making it able to reach beyond the screen.
Changed the move to hit on crouching opponent only when the opponent is in hit stun.
Expanded the front part of the hitbox, making it able to reach beyond the screen.
Changed the move to not have the visual effect disappear when canceling it after the move is out.
Reduced the recovery.
Changed the move to not have the visual effect disappear when canceling it after the move is out.
Mitigated the damage proration.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Adjusted the positioning in the corner.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Adjusted the positioning in the corner.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Adjusted the positioning in the corner.
Changed the move to be air unblockable.
Added full invulnerability until the end of the motion on hit.
Increased the untechable time.
Reduced the recovery on hit.
Reduced the damage of the second hit of Lv4.
Decreased the damage proration.
Added damage proration to the second hit of Lv4.
Reduced the untechable time proration.
Changed the move to lock the opponent easier on air hit.
Reduced the amount of time needed to hold the button for Lv3 to 5.
Reduced the damage of the second hit of Lv4.
Decreased the damage proration.
Added damage proration to the second hit of Lv4.
Reduced the proration for the untechable time of the move.
Changed the move to lock the opponent easier on air hit.
Reduced the amount of time needed to hold the button for Lv3 to 5.
Reduced the damage of the second hit of Lv4.
Decreased the damage proration.
Added damage proration to the second hit of Lv4.
Reduced the proration for the untechable time of the move.
Changed the move to lock the opponent easier on air hit.
Added a new move.
Adjusted the positioning in the corner.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Changed the timing of the move becoming head, dive and projectile attribute invulnerable to be faster.
Reduced the startup of the move.
Expanded the hitbox.
Added a projectile clash property at the startup of the move.
Changed the counter state to last until the end of the move animation.

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Vital Vessel
Azhi Dahaka
Dash
Smart Steer
Throw
Standing C
Crouching A
Dash B
Dash CB>B
Snake Around
Slither Up
Slither Up > PrepareThat's Your Prey
Repel(A)

Repel(B)
Repel(B・Increase)
Repel(EX)Spew Out(EX)Come ForthConceal(A)Conceal(A・While Prepare)
Conceal(B)Conceal(B・While Prepare)
Conceal(EX)Conceal(EX・While Prepare)(Air)Repel(A)(Air)Repel(B)(Air)Repel(C)Dissect Barrage
Deep RevenanceDecreased the maximum Vital Vessel.
Darkened the body color of Azhi Dahaka when it is in the invulnerable state.
Reduced the recovery of the dash when stopped.
Changed the content of the smart steer.
Changed the opponent's state after the throw to be invulnerable to follow-up attacks if the opponent does not receive any hits
that is not from Chaos.
Reduced the knockback distance.
Increased the recovery.
Increased the recovery.
Expanded the upper part of the hitbox.
Changed the timing of getting into the air state later.
Increased the distance traveled.
Reduced the cancel window on guard.
Increased the recovery.
Increased the projectile invulnerability duration.
Adjusted the attribute, allowing throws to connect during hit.
Fixed an issue where "Slither Up" continues when Chaos is near even when the button for it has been released.
Added a new move.
Fixed an issue where it could be activated before the start of the match.
Decreased the damage proration.
Mitigated the damage proration.
Increased the recovery of Azhi Dahaka.
Expanded the move's hitbox downward slightly.
Mitigated the damage proration.
Increased the recovery of Azhi Dahaka.
Expanded the move's hitbox downward slightly.
Changed the move to be Increase-able, changing the properties of the move.
Expanded the move's hitbox downward slightly.
Mitigated the damage proration.
Added a new move.
Changed the command priority to be lower than "Conceal."
Changed the icon to be not used up when canceling from a special move while in the idle state.
Shrunk the upper part of the hitbox when the opponent is not in hit stun.
Adjusted the animation.
Reduced the recovery.
Changed the appearing position to be closer.
Changed the icon to be not used up when canceling from a special move while in the idle state.
Shrunk the upper part of the hitbox when the opponent is not in hit stun.
Changed the timing for Azhi Dahaka to be invulnerable to be faster.
Reduced the startup of the move.
Reduced the recovery.
Changed the icon to be not used up when canceling from a special move while in the idle state.
Shrunk the upper part of the hitbox when the opponent is not in hit stun.
Expanded the hitbox when the opponent is not in a hit stun.
Reduced the recovery.
Expanded the hitbox when the opponent is not in a hit stun.
Changed the appearing position to be behind the opponent.
Expanded the bottom part of the hitbox slightly.
Expanded the bottom part of the hitbox slightly.
Expanded the bottom part of the hitbox slightly.
Changed the move to be performable even when Azhi Dahaka is in the state where it cannot move or be used.
Changed the counter state to last until the end of the move animation.
Fixed an Issue where there is an unexpected behaviour when "Conceal(EX)" hits right after the move hits.

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Ver.1.03

Ver.1.03

Ver.1.03
Ver.1.03

Ver.1.03
Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Version
Jump
DashStanding C
Standing C(Increase)
Crouching B
Jump B
Jump C
Jump C(Increase)
Dash B

Dash C↘+C↑ + C in midair↓ + C in midair↓ + C in midair(Increase)

B in midair>B in midair

Chasing le Rêvé(EX)Chasing le Rêvé > Avancer With You
Chasing le Rêvé > Halte Once in a While
Plumage Dancing in the Wind(A)Plumage Dancing in the Wind(B)Plumage Dancing in the Wind(EX)Ange's Invitation(A)Ange's Invitation(B)Ange's Invitation(EX)Let the Fleur Carry Your Feelings(A)Let the Fleur Carry Your Feelings(B・Increase)

Let the Fleur Carry Your Feelings(B)Let the Fleur Carry Your Feelings(B・Increase)
Let the Fleur Carry Your Feelings(EX)(Air)Conveying My Vrai Coeur

Atmosphere of the Aether

Changed the jump to be more easily affected by dash momentum.
Increased the movement speed.
Change the start of the movement to be faster.
Reduced the recovery of the dash when stopped.
Fixed an issue where the counter state ended earlier than expected.
Expanded the upper part of the hitbox.
Expanded the front part of the hitbox.
Expanded the hitbox.
Expanded the hitbox.
Expanded the hitbox.
Changed the properties of the move when it is performed during an assault.
Shrunk the hurtbox.
Added throw attribute invulnerability starting from the landing to right before the attack.
Changed the state of Nanase during the recovery to crouching.
Mitigated the damage proration.
Mitigated the proration of the untechable time.
Added throw attribute invulnerability starting from the landing to right before the attack.
Increased the untechable time.
Expanded the upper part of the hitbox.
Changed the direction faced accordingly when Nanase crosses up the opponent during the move.
Expanded the hitbox.
Shrunk the bottom part of the hurtbox.
Increased the recovery of the opponent on guard.
Expanded the upper part of the hitbox.
Shrunk the bottom part of the hurtbox.
Mitigated the damage proration.
Reduced the startup of the move.
Expanded the hitbox.
Changed the move to increased the landing recovery and make it not cancelable when shielded by the opponent.
Fixed an issue where there is a follow-up hitbox after a trade when playing on the 2P side.
Changed the strike portion before the follow-up hitbox appears to be ground untechable.
Increase the active frame of the move.
Reduced the recovery.
Expanded the upper part of the hitbox.
Changed the state of Nanase during the recovery to crouching.
Reduced the startup of the move.
Expanded the hitbox forward.
Added throw attribute invulnerability.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Expanded the hitbox forward.
Changed the blowback on hit.
Changed the startup to be ground untechable.
Increased the untechable time.
Expanded the hitbox.
Fixed an issue where the upper hitbox was shrunk.
Expanded the hitbox.
Expanded the upper part of the hitbox.
Increased the untechable time of the second and third hit.
Expanded the hitbox.
Expanded the hitbox of the follow-up portion on hit.
Changed the move to be cancelable into air "Breeze's Liberte."
Expanded the hitbox.
Changed the trajectory of the projectile.
Changed the move to be cancelable into air "Breeze's Liberte."
Increase the active frame of the move.
Increased the number of hit.
Changed the move to be cancelable into air "Breeze's Liberte."
Expanded the hitbox.
Fixed an issue where the projectile will disappear when the move is performed high in the air.
Fixed an issue where the effect was displayed weirdly when the projectile clashes at the moment it touches the ground.
Changed the move to be cancelable into air "Breeze's Liberte."
Reduced the landing recovery.
Added a new move.
Increase the active frame of the move.
Changed the later half of the move to be air unblockable.
Expanded the hitbox.
Adjusted the visual effect on hit.
Changed the counter state to last until the end of the move animation.

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Ver.1.03
Ver.1.03

Ver.1.03

Version
Throw
While throwing ↖or←or↙
While throwing ←While throwing ↖
Standing A

Standing B

Standing C
Crouching B
Crouching C
Jump A
Jump B
Dash B↘+C
B>B
I'll Plant It Somewhere Over Here (Just
Kidding)(Increase)
How Shall I Cook You?(A)How Shall I Cook You?(B)How Shall I Cook You?(EX)You're Almost Ready to Eat(EX)I'll Plant It Somewhere Over Here(Increase)
I'll Plant It Somewhere Over Here > Caught You!(A)I'll Plant It Somewhere Over Here > Caught You!(B)I'll Plant It Somewhere Over Here > Caught You!(C)I'll Plant It Somewhere Over Here > Caught You!(D)Expanded the hitbox after the throw is successful.
Added new follow-ups by inputting ↖ or ↙.
Fixed an issue where the opponent will not be hit by the air "I'll Plant It Somewhere Over Here(EX)" that is setup from low in theair.
Fixed an issue where the opponent would not be hit by "I'll Plant It Somewhere Over Here(A)"Increase the active frame of the move.
Shrunk the upper part of the hitbox slightly.
Adjusted the visual effect of the move.
Reduced the recovery.
Expanded the hitbox at startup.
Increase the active frame of the move.
Shrunk the hurtbox at the startup of the attack.
Reduced the recovery.
Shrunk the hurtbox at the startup of the attack.
Increased the recovery.
Expanded the front part of the hitbox.
Expanded the front part of the hitbox.
Expanded the hitbox.
Increased the window to cancel.
Shrunk the hurtbox.
Added a new move.
Expanded the upper part of the hitbox.

Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Ver.1.03

Reduced the startup of the move.
Fixed the damage to be the same irregardless of the timing of the additional input.
Decreased the damage proration.
Fixed the damage to be the same irregardless of the timing of the additional input.
Decreased the damage proration.
Changed the move to vacuum the opponent even on ground hit, making it easier for a full hit.
Changed the counter state to last until the end of the move animation.
Removed the previous change where there is a limit to the increase of EXS Gauge when the opponent is hit by "I'll Plant It
Somewhere Over Here" that is set up during "You're Almost Ready to Eat," after recovery.
Changed the move to release the opponent when they are hit by Veil Off while being caught by the move.
Changed the move to be Increase-able, changing the properties of the move.
Fixed to allow input buffer.
Changed the move to be low unblockable.
Expanded the front part of the hitbox.
Added a new trait during Vorpal to allow Byakuya to perform "I'll Plant It Somewhere Over Here" after the B ver. of "Caught
You!" before landing.
Fixed to allow input buffer.
Fixed to allow input buffer.
Mitigated the damage proration.
Fixed to allow input buffer.

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Ver.1.03

Version
Dash
ThrowStanding A
Standing C
Crouching A
Crouching B
Crouching C

Jump A
Jump B
Jump C(Increase)←+B
B>B← + B in midair↓ + B in midair(Increase)
Impulsive Frustration
Echoing Reiteration
Echoing Reiteration > additional input(C)Guidance Ascension(A)Guidance Ascension(EX)Tuning Satisfaction(A)Tuning Satisfaction(B)Tuning Satisfaction(EX)Tuning Satisfaction(A) > Additional input
Tuning Satisfaction(B) > Additional input
Suppressive Restriction(A)Suppressive Restriction(B)Suppressive Restriction(EX)(Air)Sliding Affliction(A)(Air)Sliding Affliction(B)(Air)Sliding Affliction(EX)(Air)Suppressive Restriction(Air)Suppressive Restriction(A)(Air)Suppressive Restriction(B)(Air)Suppressive Restriction(EX)Reduced the minimum duration of the dash before it comes to a stop.
Changed the start of movement to be later and reduced the acceleration of the dash.
Shrunk the hitbox after the throw is successful.
Expanded the upper part of the hitbox.
Reduced the damage of the second hit.
Increased the startup and the total recovery.
Shrunk the upper part of the base of the hitbox.
Expanded the upper part of the tip of the hitbox slightly.
Shrunk the front and upper part of the hitbox.
Removed the previous change which increased the startup.
Removed the previous change which shrunk the frontal hitbox.
Increased the recovery.
Reduced the recovery.
Increased the recovery.
Changed to be unable to perform another move until you land after this move is performed during assault.
Reduced the recovery.
Expanded the front part of the hitbox.
Expanded the hitbox forward and upward.
Changed the properties of the move when it is performed during an assault.
Changed to be able to move forward during the move by inputting ↘.
Changed the height of the jump and the disatance traveled forward when performed during assault.
Decreased the damage proration.
Adjusted the visual effect of the move.
Increased the recovery.
Reduced the recovery.
Shrunk the hitbox of the base, making it harder to hit the opponent at the front.
Changed the move so that it can enter the corner when it whiffs irregardless of 1P and 2P side.
Reduced the hit stop on the opponent on guard.
Fixed an issue where the opponent was not vacuumed in when hit from the back.
Added a new move.
Reduced the startup of the move.
Reduced the recovery.
Changed the move to be able to be cancelled into normal moves and special moves.
Changed the timing of the dive attribute invulnerability to be faster.
Changed the counter state to last until the end of the move animation.
Increased the damage.
Decreased the damage proration.
Expanded the front part of the hitbox.
Increased the damage.
Decreased the damage proration.
Changed the timing of the dive attribute invulnerability to be faster.
Added full invulnerability until the end of the motion on hit.
In addition, the subsequent hits will not occur if the third hit whiffs.
Changed so that the opponent can only be KO'ed on the final hit.
Reduced the damage.
Mitigated the damage proration.
Reduced the damage.
Mitigated the damage proration.
Added head and dive attribute invulnerability.
Changed the landing recovery to be not cancelable on guard.
Changed the landing recovery to be not cancelable on guard.
Changed the landing recovery to be not cancelable on guard.
Changed the move to not normal move cancelable during the falling portion of the move on guard.
Increased the cancel window on guard.
Reduced the opponent's recovery when the move is guarded.
Shrunk the bottom part of the hurtbox.
Fixed an issue where an unexpected behaviour happens when the projectile lands, and hits the set up object of Merkava's "I,
Persistently Cling" at the same time.
Increased the cancel window on guard.
Reduced the opponent's recovery when the move is guarded.
Shrunk the bottom part of the hurtbox.

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Fixed an issue where an unexpected behaviour happens when the projectile lands, and hits the set up object of Merkava's "I, Persistently
Cling" at the same time.
Fixed an issue where an unexpected behaviour happens when the projectile lands, and hits the set up object of Merkava's "I, Persistently
Cling" at the same time.

Added a new move.
Changed the cancelable timing on guard to be faster.
Increased the damage.
Mitigated the damage proration.
Reduced the proration for the untechable time of the move.
Shrunk the hurtbox.
Changed the cancelable timing on guard to be faster.
Increased the damage.
Reduced the proration for the untechable time of the move.
Shrunk the hurtbox.
Changed the cancelable timing on guard to be faster.
Shrunk the hurtbox.

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Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Crouching
Jump
Dash
↘+C
Crouching A

Crouching B

Jump B
Jump C(Increase)
Dash C
B>B
A in midair>A in midair
Mika's Crash(Vorpal・Increase)(Air)Mika's Crash(Vorpal・Increase)Mika's Missile(A)Mika's Missile(B)Mika's Missile(EX)Mika's Missile > Mika's Homing Missile(←or→)Mika's Missile > Mika's Homing Missile(↑)
Mika's Missile > Mika's Homing Missile(↓)
Mika's Missile > Mika's Homing Missile(↖or↗)Mika's Missile > Mika's Homing Missile(↙or↘)Mika's Missile > Mika's Homing Missile(EX)(←or→)Mika's Missile > Mika's Homing Missile(EX)(↑)
Mika's Missile > Mika's Homing Missile(EX)(↓)
Mika's Missile > Mika's Homing Missile(EX)(↖or↗)Mika's Missile > Mika's Homing Missile(EX)(↙or↘)Mika's Tornado(A)Mika's Tornado(B)Mika's Tornado(EX)Mika's Tornado > Mika's Twister(A)Mika's Tornado > Mika's Twister(B)Mika's Cannon(A・Vorpal)
Mika's Cannon(B・Vorpal)
Mika's Cannon(EX)(Air)Mika's Missile(A)(Air)Mika's Missile(B)(Air)Mika's Missile(EX)(Air)Mika's Twister
Mika's Hip Attack

VersionShrunk the hurtbox.
Changed the jump to be more easily affected by dash momentum.
Reduced the acceleration of the dash.
Expanded the back part of the hurtbox.
Shrunk the hurtbox.
Shrunk the hurtbox.
Added foot attribute.
Decreased the damage proration.
Reduced the startup of the move.
Increase the active frame of the move.
Reduced the recovery.
Shrunk the hurtbox.
Reduced the opponent's recovery when the move is guarded.
Changed the properties of the move when it is performed during an assault.
Changed Mika's float on hit and guard.
Increased the window to cancel into a special move.
Changed to be able to cancel into the move from jump A even when it whiffs.
Changed to be normal move cancelable on hit.
Changed the move to increased the landing recovery and make it not cancelable when shielded by the opponent.
Reduced the startup when performed during Vorpal.
Reduced the startup when performed during Vorpal.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Expanded the bottom part of the hitbox.
Shrunk the bottom part of the hurtbox.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Mitigated the damage proration.
Expanded the bottom part of the hitbox.
Shrunk the bottom part of the hurtbox.
Changed the timing of the head invulnerability and dive invulnerability to be earlier. Increased the duration of the head and diveinvulnerability at the second half of the motion.
Changed the timing of the head invulnerability and dive invulnerability to be earlier. Increased the duration of the head and diveinvulnerability at the second half of the motion.
Increased the hit stop on the opponent on hit.
Fixed an issue where "Mika's Twister" was easily mistakenly input when inputting the Cross Cast Veil Off cancel from "Mika's
Tornado."Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Fixed an issue where "Mika's Twister" was easily mistakenly input when inputting the Cross Cast Veil Off cancel from "Mika's
Tornado."Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Changed the move to be harder to recover from during Vorpal.
Ver.1.03
Changed the move to be harder to recover from during Vorpal.
Ver.1.03
Changed the trajectory of the leap, and reduced the startup.
Mitigated the damage proration.
Mitigated the damage proration.
Expanded the bottom part of the hitbox.
Shrunk the bottom part of the hurtbox.
Mitigated the damage proration.
Added a new move.
Changed the move to be not cancelable into Infinite Worth or Infinite Worth EXS during Veil Off.

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Vital Vessel
Powered-up State
RecoveryThrow
Throw(Increase)
Throw(Sword Powered-up,Increase)
Standing A
Standing B
Standing C
Standing C(Increase)
Jump A
Jump B
Jump B(Increase)
Dash B
Dash B(Sword Powered-up)
Dash C→+B→+C↘+C
Filthy Dog!
Filthy Dog!(Increase)↓ + C in midair
Schild Zack
Kugel Blitz(A)Kugel Blitz(A・Sword Powered-up)
Kugel Blitz(B)Kugel Blitz(B・Sword Powered-up)

Kugel Blitz(EX)Kugel Blitz > Zerlegen
Wackenroder(A)Sturm Brecher(A)Sturm Brecher(A・Increase)
Sturm Brecher(A・Shield Powered-up)
Sturm Brecher(A・Shield Powered-up・Increase)
Sturm Brecher(B)Sturm Brecher(B・Increase)
Sturm Brecher(B・Shield Powered-up)
Sturm Brecher(B・Shield Powered-up・Increase)
Lohen Schneide
Lohen Schneide(B)Lohen Schneide(EX)Lohen Schneide(EX・Sword & Shield Powered-up)
Sturm Schlag(A)Sturm Schlag(A・Increase)

Sturm Schlag(A・Sword Powered-up)

Sturm Schlag(A・Sword Powered-up・Increase)

Sturm Schlag(B)Sturm Schlag(B・Increase)

Sturm Schlag(B・Sword Powered-up)

Sturm Schlag(B・Sword Powered-up・Increase)
Sturm Schlag(EX)Sturm Schlag > ZerlegenHitze Falke

VersionIncreased the maximum Vital Vessel.
Added the power-up icon.
Fixed the hurtbox of the grounded recovery from the standing state to the crouching state.
Shrunk the hitbox after the throw is successful.
Adjusted the visual effect of the move.
Changed the move to be Increase-able, changing the properties of the move.
Changed to be uncancelable until before the last hit.
Ver.1.03
Reduced the cancel window.
Shrunk the upper part of the hitbox slightly.
Shrunk the upper part of the hitbox slightly.
Reduced the recovery.
Shrunk the front and upper part of the hitbox.
Reduced the recovery.
Expanded the front part of the hitbox slightly.
Shrunk the front part of the hurtbox.
Changed the move to be Increase-able, changing the properties of the move.
Expanded the upper part of the hitbox.
Expanded the hitbox.
Shrunk the front part of the hurtbox.
Changed the state of Wagner during the recovery to crouching.
Expanded the upper part of the second hit hitbox.
Reduced the opponent's recovery on guard when the move is guarded from the first hit.
Ver.1.03
Expanded the upper part of the hitbox when the oppoent is in hitstun.
Shrunk the hurtbox at the startup of the attack.
Increased the damage.
Decreased the damage proration.
Changed the move to be Increase-able, changing the properties of the move.
Increased the cancel window on hit.
Expanded the hitbox.
Added projectile attribute invulnerability during a successful projectile clash.
Reduced the cancel window on guard.
Expanded the upper part of the base hitbox.
Shrunk the bottom part of the hurtbox.
Added foot attribute invulnerability.
Expanded the upper part of the base hitbox.
Shrunk the bottom part of the hurtbox.
Added foot attribute invulnerability.
Shrunk the hurtbox at the startup of the attack.
Changed the timing of the head attribute invulnerability to be faster.
Shrunk the hurtbox at the startup of the attack.
Changed the timing of the head attribute invulnerability to be faster.
Changed the move to be Chain Shift cancelable only on hit of the final hit.
Shrunk the hurtbox at the startup of the attack.
Changed the timing of the head attribute invulnerability to be faster.
Added full invulnerability until the end of the motion on hit.
Changed the move to not change the direction of the opponent is facing after hit.
Reduced the number of hit when the opponent is not in hitstun.
Reduced the damage.
Decreased the damage proration.
Reduced the damage.
Fixed an issue where the strike attribute invulnerability continued until Wagner lands on guard.
Mitigated the damage proration.
Reduced the damage.
Fixed an issue where the attack will whiff during the move when the shield is powered-up and a clash occurs at the beginning of
the movement.
Mitigated the damage proration.
Reduced the damage.
Fixed an issue where the strike attribute invulnerability continued until Wagner lands on guard.
Mitigated the damage proration.
Reduced the damage.
Fixed an issue where the attack will whiff during the move when the shield is powered-up and a clash occurs at the beginning of
the movement.
Mitigated the damage proration.
Fixed an issue where the powered-up effect continued to stay on after a KO.
Fixed an issue where the powered-up effect continued to stay on after a KO.
Increased the hit interval between each hit.
Fixed an issue where the powered-up effect continued to stay on after a KO.
Increased the damage dealt over time to the opponent when both sword and shield powered-up state is used.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Fixed an issue where it was hard to perform the move after "Zerlegen."Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Changed the move to be air unblockable.
Reduced the number of hit when the opponent is not in hitstun.
Changed the move to not change the direction of the opponent is facing after hit.
Expanded the front part of the hitbox.
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Version
Vital Vessel
Jump
Dash
Assault
Throw
Standing A
Standing B
Standing C

Standing C(Increase)

Crouching C
Crouching C(Increase)
Jump B
Jump C
Dash B

Dash C←+C← + C(Increase)→+C→ + C (Increase)↓+C>↓+C↓+C>↓+C>↓+C↘+C↘ + C(Increase)
B>B>B
C>C
C>C>C
C in midair>C in midair
Tidal Spin

Increased the maximum Vital Vessel.
Changed the jump to be more easily affected by dash momentum.
Increased the startup of the movement speed.
Change the start of the movement to be faster.
Reduced the recovery of the dash when stopped.
Changed the startup motion.
Added HAVOC, and increased the damage dealt when it hits an opponent in mid motion.
Changed the blowback on hit.
Adjusted the overlapping hitbox.
Shrunk the upper part of the hitbox.
Expanded the front and upper part of the hitbox.
Expanded the upper part of the hitbox.
Shrunk the hurtbox.
Adjusted the overlapping hitbox.
Mitigated the damage proration.
Expanded the front and upper part of the hitbox.
Shrunk the hurtbox.
Adjusted the overlapping hitbox.
Expanded the upper part of the hitbox.
Shrunk the hurtbox.
Expanded the front and upper part of the hitbox.
Shrunk the hurtbox.
Expanded the bottom part of the hitbox.
Expanded the bottom part of the hitbox.
Mitigated the damage proration.
Changed the timing of the foor attribute invulnerability to be faster.
Removed the previous change where the start of the movement was made faster.
Increased the window to cancel.
Changed the move to be cancelable when shielded by the opponent.
Adjusted the damage and damage proration in line with the change of the number of hits.
Increased the startup of the move.
Increased the number of hit.
Expanded the upper part of the hitbox.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.
Adjusted the hit stop in line with the change of the number of hits.
Increased the startup of the move.
Reduced the opponent's recovery when the move is guarded.
Reduced the number of hits.
Changed the timing of the foot attribute invulnerability to be slower.
Reduced the recovery.
Changed the move to be air unblockable.
Shrunk the bottom part of the hurtbox.
Increased the hit stop on the opponent on hit and on guard.
Changed the move to be Increase-able, changing the properties of the move.
Expanded the upper part of the hitbox.
Adjusted the visual effect of the move.
Fixed an issue where canceling the move into "Stance of Reversal" was not possible at certain timing during recovery.
Expanded the upper part of the hitbox.
Adjusted the visual effect of the move.
Increased the window to cancel on guard.
Reduced the recovery.
Reduced the cancel window.
Reduced the landing recovery.
Expanded the upper part of the hitbox.
Expanded the front and upper part of the hitbox.
Increased the window to cancel on hit.
Changed the window for Chain Shift cancel to be earlier.
Expanded the front and upper part of the hitbox.
Changed the move to be air unblockable.
Changed the move to be air unblockable.
Changed the move to be air unblockable.
Changed the move to increased the landing recovery and make it not cancelable when shielded by the opponent.
Increased the untechable time of the first hit.
Increase the active frame of the hitbox.
Expanded the upper part of the hitbox.
Shrunk the upper-part of the hurtbox.

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Ver.1.03

Ver.1.03
Ver.1.03
Ver.1.03
Ver.1.03

Three Precept Strike(A)Three Precept Strike(B)Three Precept Strike(B)(Increase)
Three Precept Strike(EX)Three Precept Strike > Second Precept: Crush
Three Precept Strike > Second Precept (Secret): Sever
Three Precept Strike > Third Precept: Pierce
Three Precept Strike > Third Precept (Secret): Rage
Chained Kick(A)Chained Kick(B)Stance of Reversal(A)Stance of Reversal(B)Stance of Reversal(EX)Thunder Stomp(A)Thunder Stomp(B)Thunder Stomp(B・Increase)Thunder Stomp(EX)Gale Edge(A)Gale Edge(B)Gale Edge(EX)Spiral Dual Palm Strike

Increased the window to cancel into the follow-up move.
Expanded the upper part of the hitbox.
Increased the window to cancel into the follow-up move.
Expanded the upper part of the hitbox.
Expanded the upper part of the hitbox.
Increased the distance traveled.
Expanded the upper part of the hitbox slightly.
Reduced the recovery.
Changed the move to be air unblockable.
Reduced the recovery.
Changed the move to be air unblockable.
Changed the move to be air unblockable.
Increased the window to cancel into a EX special move or Chain Shift on whiff.
Increase the active frame of the move.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Decreased the damage proration.
Reduced the proration for the untechable time of the move.
Increase the active frame of the move.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Reduced the startup of the counter state when it is performed right after a Chain Shift by you.
Removed the functionality where the properties of the move is reduced after a successful counter against a low attack.
Changed the recovery to Enkidu being able to move when the counter whiffs after a successful counter attempt.
Reduced the startup of the counter state.
Reduced the recovery.
Expanded the hitbox forward during a successful counter.
Increase the hitbox of the counter state.
Increased the recovery.
Removed the previous change where the counter stance occured faster when performed right after a Change Shift performedby you.
Removed the previous change where the counter stance occured faster.
Removed the functionality where the properties of the move is reduced after a successful counter against a low attack.
Changed the recovery to Enkidu being able to move when the counter whiffs after a successful counter attempt.
Expanded the hitbox forward during a successful counter.
Increase the hitbox of the counter state.
Adjusted the visual effect of the move.
Removed the functionality where the properties of the move is reduced after a successful counter against a low attack.
Expanded the hitbox forward during a successful counter.
Increase the hitbox of the counter state.
Changed the recovery to be fully invulnerable after a successful counter attempt.
Changed the search range of the follow-up attack after a successful counter attempt to infinite when performing the move rightafter your Chain Shift.
Mitigated the damage proration.
Reduced the recovery.
Mitigated the damage proration.
Reduced the recovery.
Changed the move to be Increase-able, changing the properties of the move.
Decreased the damage proration.
Expanded the upper part of the hitbox.
Increased the movement speed.
Reduced the startup of the move.
Reduced the landing recovery.
Changed the move to be air unblockable.
Increased the movement speed.
Reduced the startup of the move.
Reduced the landing recovery.
Changed the move to be air unblockable.
Reduced the landing recovery.
Changed the move to be air unblockable.
Increased the hit stop on the opponent on hit and on guard.
Changed the lock hitbox of the first hit to be air unblockable.
Expanded the hitnox of the projectile portion of the move.
Changed the counter state to last until the end of the move animation.

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Back stepStanding A
Standing B
Standing C

→+B
↘+C
←+C
Jump ↘ + B(Increase)
B>B
Frozen Cleave
Frozen Cleave > Frozen Cleave: Bisect
Frozen Spire(A)Frozen Spire(EX)Circular Step(A)(Increase)
Circular Step(B)Circular Step(B)(Increase)
Circular Step(C)Circular Step(C)(Increase)
Circular Step > Circular Step: Outer Edge(Increase)
Circular Step > Circular Step: Cross Sequence
Circular Step > Circular Step: Cross
Sequence(Increase)
Circular Step > Circular Step: Serpentine Tail
Circular Step > Circular Step: Serpentine Tail(Increase)
Frozen Vine

Increased the distance traveled.
Expanded the bottom part of the tip of the hitbox.
Shrunk the hurtbox.
Shrunk the hurtbox.
Reduced the recovery.
Increased the damage.
Mitigated the damage proration.
Mitigated the proration for the untechable time.
Changed to absorb GRD on hit or on guard.
Expanded the hitbox of the active frame.
Expanded the front part of the hitbox.
Reduced the landing recovery.
Reduced the recovery.
Shrunk the hurtbox.
Increased the damage.
Increased the damage.
Reduced the recovery.
Reduced the recovery.
Expanded the front part of the hitbox.
Increase the active frame of the hitbox.
Expanded the front and upper part of the hitbox.
Expanded the front and upper part of the hitbox.
Adjusted the visual effect of the move.
Expanded the front and upper part of the hitbox.
Expanded the front part of the hitbox.
Increase the active frame of the hitbox.
Expanded the front and upper part of the hitbox.
Expanded the front and upper part of the hitbox.
Adjusted the visual effect of the move.
Expanded the front and upper part of the hitbox.
Expanded the front and upper part of the hitbox.
Changed to absorb GRD on hit or on guard.

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Version
Changed the jump to be more easily affected by dash momentum.
Jump
Chain Shift
Back stepThrowStanding A
Standing B
Standing C
Standing C(Increase)
Crouching C
Jump A

Jump C(Increase)

Dash C→+B↘+C↘ + C(Increase)
Aerial Jump
Aerial Back Dash
Air Throw

Etherlite Shift

Etherlite Shift(Increase)
Auto Reload
Hollow Point(A)Hollow Point(A・Increase)

Hollow Point(A・Powered-up・Increase)
Hollow Point(B)Hollow Point(B・Increase)
Hollow Point(B・Powered-up)
Hollow Point(B・Powered-up・Increase)

Etherlite Air(A)Etherlite Air(B)Etherlite Air(EX)Etherlite Ground(A)Etherlite Ground(B)Slash Sync(EX)Warning Shot(B・Powered-up)(Air)Etherlite Air
Air Slide(A)Barrel Replica

Changed the neutral jump and aerial jump to be able to move forward and backward during each jump by inputting left and right.
Fixed an issue where the voice for Concentration was not overridden.
Changed the cancelable condition during Vorpal to be the same as when special move cancel is available.
Reduced the recovery.
Fixed an issue where the character makes an unexpected behaviour after the move whiffs.
Expanded the upper part of the hitbox.
Expanded the hitbox.
Expanded the upper part of the hitbox.
Reduced the recovery.
Reduced the recovery.
Decreased the damage proration.
Expanded the front part of the hitbox slightly.
Increased the window to cancel.
Reduced the recovery.
Reduced the damage when performed from a ground assault.
Mitigated the proration of the untechable time and damage when performed from a ground assault.
Expanded the hitbox.
Changed the properties of the move when it is performed during an assault.
Reduced the startup of the move.
Changed the move to be not air shield-able.
Changed to not increase the landing recovery when the move is shielded by the opponent.
Adjusted the overlapping hitbox.
Changed the move to be normal move cancelable.
Expanded the upper part of the hitbox.
Shrunk the hurtbox at the startup of the attack.
Shrunk the hurtbox.
Expanded the upper part of the hitbox.
Shrunk the hurtbox.
The properties of the Aerial Jump can be removed by performing specific moves in the air.
Added a new move.
Reduced the recovery.
Decreased the damage proration.
Increase the active frame of the move.
Reduced the recovery.
Expanded the hitbox.
Adjusted the visual effect of the move.
Decreased the damage proration.
Reduced the recovery.
Expanded the hitbox.
Adjusted the visual effect of the move.
Reduced the recovery.
Reduced the recovery.
Changed the move into a projectile, and added projectile attribute.
Changed the hitbox to disappear when it clashes with another projectile or when Eltnum gets into hit stun.
Added chipped damage on guard.
Changed the move into a projectile, and added projectile attribute.
Changed the hitbox to disappear when it clashes with another projectile or when Eltnum gets into hit stun.
Added chipped damage on guard.
Reduced the recovery.
Changed the move into a projectile, and added projectile attribute.
Changed the hitbox to disappear when it clashes with another projectile or when Eltnum gets into hit stun.
Added chipped damage on guard.
Reduced the recovery.
Changed the move into a projectile, and added projectile attribute.
Changed the hitbox to disappear when it clashes with another projectile or when Eltnum gets into hit stun.
Added chipped damage on guard.
Increased the damage.
Mitigated the damage proration.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Increased the untechable time.
Increased the invulnerable duration.
Adjusted the move to vacuum the opponent on hit, making it easier for the move to connect all hits.
Increased the invulnerability duration on hit.
Decreased the damage proration.
Adjusted the grab position of the opponent on hit.
Increased the untechable time.
Changed the move to be stand unblockable.
Changed the blowback on hit.
Change the opponent state to be follow-up attack invulnerable when the move is not canceled after it hits.
Expanded the front part of the hitbox slightly.
Mitigated the damage proration.
Mitigated the damage proration.
Added a new move.
Changed to not increase the landing recovery when the move is shielded by the opponent.
Changed the counter state to last until the end of the move animation.

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Version
Vital Vessel
Close Attack Proximity
Jump
Dash
Chain ShiftFar Standing C
Standing A
Crouching C
Jump A
Jump B
Dash C
A>A
Helm Crusher
Jaw Crusher
Tile Crusher
Aerial Throw
Skull Crusher(Increase)
Reflector
Reflector(Vorpal)
Reflector(Crouching)
Reflector(Crouching・Vorpal)
Reflector(Air)

Reflector(Air・Vorpal)
Blitz Shot(A)Blitz Shot(B)Blitz Shot(EX)Armor Pierce Kick(A・Increase)

Armor Pierce Kick(EX)Human Cannon(A)Human Cannon(B)(Air)Blitz Shot(A)(Air)Blitz Shot(B)(Air)Armor Pierce Kick(EX)Kamikaze

Increased the maximum Vital Vessel.
Fixed an issue where the close proximity distance was measured differently for 1P and 2P.
Changed the jump to be more easily affected by dash momentum.
Reduced the recovery of the dash when stopped.
Adjusted the motion of the move.
Expanded the upper part of the hitbox.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Mitigated the damage proration.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Changed to be unable to perform another move until you land after this move is performed during assault.
Standardized the timing the attacks can connect on a crouching opponent, and changed the move's startup to whiff on
crouching opponent when performed right after an assault.
Expanded the bottom part of the hitbox.
Increase the active frame of the move.
Expanded the front part of the hitbox.
Changed the move to be throw cancelable.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Expanded the upper part of the hitbox.
Shrunk the hurtbox at the startup of the attack.
Fixed an issue where you will go through the opponent when performing this move close to the opponent.
Expanded the hitbox.
Mitigated the damage proration.
Adjusted the motion of the move.
Changed the move to be Increase-able, changing the properties of the move.
Increase the active frame of the counter.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Increase the active frame of the counter.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Increase the active frame of the counter.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Increase the active frame of the counter.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Increase the active frame of the counter.
Fixed an issue where the landing animation is displayed wierdly.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Increase the active frame of the counter.
Fixed an issue where the landing animation is displayed wierdly.
Changed the counter attack to not counter when it comes into contact with an attack that can only hit opponent in hit stun.
Changed the move to float the opponent on ground hit.
Standardize the timing of being able to throw another projectile after the projectile hits.
Standardize the timing of being able to throw another projectile after the projectile hits.
Reduced the recovery.
Changed the move to be Increase-able, changing the properties of the move.
Increased the distance traveled.
Increased the active frame to reducethe opening of the move.
Increased the recovery.
Changed the blowback of the final hit on hit.
Adjusted the visual effect of the move.
Changed the timing of the head invulnerability and dive invulnerability to be earlier.
Increased the untechable time.
Changed the landing recovery to be cancelable with EX special moves or Chain Shift on hit.
Reduced the height increased after shooting the projectile, reducing the amount of time until Akatsuki lands.
Reduced the landing recovery.
Changed the move to float the opponent on ground hit.
Standardize the timing of being able to throw another projectile after the projectile hits.
Changed the landing recovery to be cancelable with EX special moves or Chain Shift on hit.
Standardize the timing of being able to throw another projectile after the projectile hits.
Increased the distance traveled.
Changed the move to be Chain Shift cancelable during the landing recovery only on hit.
Increased the active frame to reducethe opening of the move.
Increased the recovery.
Changed the blowback of the final hit on hit, making it impossible to follow-up after the move.
Adjusted the visual effect of the move.
Adjusted the visual effect on hit.
Changed the counter state to last until the end of the move animation.

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