Starter scaling increased 20% -> 30% on meterless version
Air SA1 (j.236236K)
Extends a combo-only hitbox upward for juggle consistency
Forward Ashura Senku (6KKK)
Expanded throw hurtbox backwards to make it harder to avoid throws when passing through opponent
Back Walk
Speed Reduced, 0.036 -> 0.035
2MK
Can now cancel to Drive Impact 2f earlier (on the first active frame)
2HK
Pushback on block reduced for both Akuma and the opponent; easier for many characters to punish
Resso Snap Kick (6MK)
Given longer recovery on whiff, 18f to 19f, and extended hurtbox
Tenmaku Blade Kick (j.2MK)
Increased Drive Gain, 2000 -> 3000
Gou Hadoken (236P/236PP)
Forward hurtbox extended from the 3rd active frame onward
OD Gou Shoryuken (623PP)
Lowered total damage, 1900 to 1700
OD Tatsumaki Zanku-kyaku (214KK)
Slightly increased KD Advantage, +46 -> +47
Demon Swoop (236K~[2]/236KK~[2])
Has 5f extra landing recovery when crossing over opponent
Gou Hadoken (236P)
Fixed an issue where it could be used even when an OD Gou Hadoken was still on screen
Tenmaku Blade Kick (j.2MK)
Fixed bug where combo scaling was reduced when it hit immediately before landing
Gou Shoryuken/Tatsumaki Zanku-kyaku (623P/214K)
Fixed bug where Drive Gain on Perfect Parry was less than intended
Zanku Hadoken (j.236P/j.236PP)
Hurtbox expanded forward; upper half of hitbox only hits opponent in combos
This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
Ashura Senku (6KKK/4KKK)
Hurtbox expanded during movement and will not completely overlap with cornered opponent
This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent
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