Trini Kwan

General
- Fixed hit collider location to better hit airborne and juggled opponents
Tiger Strikes
- Changed animation attack order from uppercut, palm x2, kick to palm x2, uppercut, kick
- Changed uppercut hit reaction from Interrupt to Sweep
- Changed dash cancel window from after the 1st hit to after the 2nd hit
Claw Counter
- Changed to automatically transition to Counter Offense w/o receiving a Strike/Block
- Startup speed = 60 frames
- Increased recovery speed
Spinning Blades
- Increased startup speed from 47 to 30
- Changed first 3x standing hit reaction from Interrupt to Sweep
- Increased recovery speed
Flying Dagger
- No Change
Rushing Daggers (Assist)
- Increased startup speed from 50 to 37
- Changed 2nd standing hit reaction from Interrupt to Sweep
- Changed 3rd air hit reaction Knockdown
Heckyl

Dark Orbit
- Fixed boomerang’s final hit from missing the opponent when activating from the back corner next to an opponent
Hayley Foster

White Steel Slash
- Dash cancel back on startup now transitions to White Steel Slash v2 (Upward Slash Launcher)
- Dash cancel back after the 1st hit before the 2nd hit now transitions to White Steel Slash v2 (Upward Slash Launcher)
- Dash canceling to White Steel Slash v2 during EP cooldown no longer resets EP cooldown meter.
- This change removes canceling into Dash Back from startup or after the 1st hit entirely.
Arrow Blast
- Activating now resets EP cooldown meter like all Block type moves
Possesed Flames
- Dash canceling to Posseded Flames v2/v3 (forward/back) during EP cooldown no longer resets EP cooldown meter.
Orion

Silver Spear
- Changed 1st standing hit-reaction from Sweep to Interrupt
Nick Russell

Red Dragon Fire Ranger (Super Stance)
- Decreased startup speed
- Decreased Stance meter depletion speed
- Super abilities will now decrease Stance meter upon activation
- Maximum number of Super Abilities per Super Stance = 3
- Red Dragon Fire Armor will now vanish when Stance meter is depleted
- Activating when EP meter is on cooldown now allows EP meter regen
Phoenix Fury (Assist)
- Decreased startup speed from 36 to 50
- Decreased jump arc to be more visible on startup
- Changed location of Clash Icon (Breaker) to be below the feet for more visibility on startup
Robert “R.J.” James

Alpha Wolf [New]
- Changed animation so that the initial kick has been removed. The starting attack is now the jumping kick
- Changed number of hits from 3 to 4
- 1st attack’s standing hit reaction = Sweep
- 1st attack’s air hit reaction = Floor
- 2nd and 3rd standing hit reaction = Sweep
- 2nd and 3rd air hit reaction = Interrupt
- 4th standing/air hit reaction = Knockdown
- Startup speed = 38 (slower compared to the original low kick)
- Increased range (compared to the orignal low kick which has been removed)
- EP cost reduced from 4 to 3
- Damage decreased
Hunter’s Ploy
- Activating in neutral (standing still) remains unchanged
- Extrended Dodge Projectile frames up to the punch
- Activating during forward or back dash activates the V2 variant
Hunter’s Ploy V2 [New]
- Changed animation so that the initial back dash is removed
- Startup now goes straight into the forward lunging punch
- Number of hits increased from 1 to 2
- 1st attack’s standing/air hit reaction = Interrupt
- 2nd attack’s standing/air hit reaction = Knockdown
- Startup speed = 29
- Combined damage is equivalent to Hunter’s Ploy
- Dash cancel is allowed in between the 1st and 2nd hit
Wolf Beam
- Changed number of hits from 2 to 5
- Decreased startup speed from 32 to 45
- Decreased recovery speed slightly
- Changed 1st to 4th standing hit reaction to Recovery
- Changed 1st to 4th air hit reaction to Interrupt
- Changed 5th standing hit reaction to Stagger
- Changed 5th air hit reaction to Knockdown
- Increased EP cost from 2 to 3
- Increased damage
Predator Pounce
- Changed 1st attack’s air hit reaction from Stun to Floor
- Decreased gap between 1st and 2nd attack
- Startup speed increased from 52 to 45
- Damage increased
- Activating during forward dash activates the V2 variant
Predator Pounce V2 [New]
- Changed animation so that the startup is now the uppercut and the followup is the jumping bash (sequence reverse of Predator Pounce)
- Startup speed = 35
- On miss = transitions back to Idle
- On hit = automatic delayed transition to the jumping bash
- Dash cancel is allowed between the delayed transition to the follow up attack with a window of 45 frames (after landing the uppercut)
- Ability cancel is allowed between the delayed transition to the follow up attack but with a smaller window of 30 frames (after landing the uppercut)
- Combined damage is equivalent to Predator Pounce
Wolf Beam Blast (Super)
- Changed super meter gain behavior to now allow ALL dealt damage to gain super meter (except for super ability damage)
- Changed super meter gain behavior to also allow recieved damage to gain some super meter
- Recovery speed decreased slightly
Flying Pounce (Assist)
- Added Dodge Projectile throughout forward motion
- Increased recovery speed and improved cueuing window at the end of the attack
- Decreased EP cost from 5 to 4
- Increased damage
Nokrea – Psycho Pink

Evil Strikes
- Increased startup speed from 31 to 25
- Increased recovery speed
- Increased damage
- Activating from more than 1/2 dash length activates Evil Strikes V2 variant [New]
Evil Strikes V2 [New]
- Shoots 2 bolts of lightning projectile that travels full screen
- Startup = 30
- 1st standing/air hit reaction = Stagger
- 2nd standing/air hit reaction = Knockdown
- No dash cancel allowed in between hits
- Decreased damage compared to Evil Strikes
Envious Blow
- Increased startup speed from 58 to 42
- Added dodge projectile on startup until attack’s active frames
- Increased damage
Psycho Speed
- Changed range to full screen
- Startup speed at the closest range = 40 (slightly faster than original at 42)
- Startup speed at max range = 53
- Increased number of hits from 3 to 5
- Decreased EP cost from 5 to 4
- Increased damage
Hidden Hunt
- Startup speed decreased from 31 to 37
- Increased number of shots from 3 to 6
- Changed 1st projectile angle so that it can hit a standing opponents from full screen
- Increased damage
Pink Explosion (Assist)
- Changed projectile angle to a horizontal angle to better hit juggle victims
- Increased damage
Savage Mode (Super)
- Changed super meter gain behavior to now gain super meter on hit (except for super ability damage)
- Changed super meter to gain less from taking damage
- Changed super meter timer to drain instead infinite
- Activating super abilities during super mode will now drain super meter (max super ability use = 3)
(Super) Evil Strikes
- Decrease startup speed to 31
- Decreased animation speed between 1st and 2nd hit for easier Block interruption for the opponent
- Damage increased
- Activating from more than 1/2 dash length activates Super Evil Strikes V2 variant [New]
(Super) Evil Strikes v2 [New]
- Shoots 3 bolts of lightning projectile that travels full screen
- Startup = 30
- 1st and 2nd standing/air hit reaction = Stagger
- 3rd standing/air hit reaction = Knockdown
- No dash cancel allowed in between hits
- Increased damage compared to Super Evil Strikes
(Super) Envious Blow
- Increased number of hits from 1 to 2
- Increased startup speed from 58 to 37
- Added dodge projectile on startup until 2nd attack’s active frames
- Increased EP cost from 2 to 3
- Increased damage
Savage Sword
- Increased recovery speed on miss
- Increased EP gained by during followup from 1 to 2
- Increased HP gained during followup from 5% to 10% of max HP
- Increased damage
Rage Detonation
- Changed animation: removed the initial kick and the lightning bolt followup, now only includes the charging fireball animation
- Reduced number of hits from 3 to 1
- 1st attack changed to a slow moving projectile
- Startup speed = 35
- Damage increased
Antonio

General
- Fixed hit collider location to better hit airborne and juggled opponents
Barracuda Dash
- Increased startup speed from 42 to 32
- Changed 2nd hit reaction of the followup (on hit) from Interrupt to Stun
- Changed dash cancel window during the followup from after the 2nd hit to after the 1st hit
- Increased recovery speed
- Increased damage slightly
Barracuda Blur
- Increased startup speed from 23 to 17
- Increased recovery speed
- Decreased gap between 1st and 2nd attack (attacks faster)
- Changed 3rd hit reaction from Interrupt to Sweep
- Changed 4th hit reaction from Sweep to Knockdown
- Increased damage
Sheath Slash
- Increased startup from 54 to 32
- Increased range
- Increased recovery speed
- Changed first 6 hit reactions from Hover to Stun
- Decreased EP cost from 5 to 4
- Decreased damage
Barracuda Blade
- Increased startup from 54 to 40
- Changed last hit reaction from Sweep to Launch
- Increased EP cost from 4 to 5
- Increased damage
Mark of Light (Stack Counter – Status Effect) [New]
- Increased max stack from 10 to 15
- Changed decrease stack behavior from Taking Damage to Landing during juggle or transitioning from a juggled state to Bounce state
- Landing from an Air Interrupt does not reduce stacks as it does not transition to Bounce state
- Changed hitreactions based on nunber of stacks
- 1 to 8 = Interrupt
- 9 to 12 = Stagger
- 13 to 14 = Stun
- 15 = Launch
Mark of Lights (Super Ability)
- Increased startup speed from 85 to 72
- Added 4 variants increasing in aimation duration depending on stack count: 0-8, 9-12, 13-14, 15
- Decreased damage per hit
Barracuda Bite (Assist)
- Increased startup speed to 33
- Increased recovery speed
- Increased (forward dash) range significantly
- Decreased gap between 1st and 2nd attack (attacks faster)
- Added Dodge Projectile on startup till the 1st attack
- Changed 1st hit reaction from Stagger to Interrupt
- Changed 2nd hit reaction from Sweep to Stagger
- Changed 3rd (projectile) hit reaction from Stagger to Knockdown
- Changed EP cost from 4 to 3
- Increased damage