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Steam News19 September 20259mo ago

Post-Season 2 Patch v2.0.7.0

Steam post image Overview ❖ v2.0.7.0 The first two items on our content roadmap (Balancing + Bug Fixes, and game optimizations) have been completed.

In this update15

Full notes

Full Dojo Masters update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

32 fixes31 additions38 changes5 removals
  • Performance
  • Events
  • Store
  • Gameplay
  • Balance
  • Fixes
changed❖ v2.0.7.0The first two items on our content roadmap (Balancing + Bug Fixes, and game optimizations) have been completed. While our efforts aren't done, we've made considerable enough progress in both departments that we are now comfortable moving forward.
changed❖ v2.0.7.0It's been a while since we've made any major patches, so we're going to take this opportunity to cover not only Season 2 changes, but list changes previously made in Season 1 that were never officially documented. First let's cover an upcoming event...
changedWatch The Tournament:Twitch View store page
changedWatch The Tournament:YouTube View store page
added❖ New Additions4 New Mission Mode missions have been added (Additional missions added each week)
changed❖ New AdditionsRevamped cleaner Stamina Bar design when Stamina exceeds 6 bars.

Dojo Masters changes

changedThe first two items on our content roadmap (Balancing + Bug Fixes, and game optimizations) have been completed. While our efforts aren't done, we've made considerable enough progress in both departments that we are now comfortable moving forward.
changedIt's been a while since we've made any major patches, so we're going to take this opportunity to cover not only Season 2 changes, but list changes previously made in Season 1 that were never officially documented. First let's cover an upcoming event...
changedTwitch View store page
changedYouTube View store page
added4 New Mission Mode missions have been added (Additional missions added each week)

Steam post image Overview

❖ v2.0.7.0

The first two items on our content roadmap (Balancing + Bug Fixes, and game optimizations) have been completed. While our efforts aren't done, we've made considerable enough progress in both departments that we are now comfortable moving forward.

*For details about the roadmap, check out our Content Roadmap post:

View on Steam

It's been a while since we've made any major patches, so we're going to take this opportunity to cover not only Season 2 changes, but list changes previously made in Season 1 that were never officially documented. First let's cover an upcoming event...

Steam post imageEvents

❖ Dojo Masters World Warrior Tournament

September 20th (8:00pm EST / 5:00pm PST)

Tournament Match Rules:

  • Matches will be a first-to-5, with Grand Finals being a first-to-10.

  • Once per set, upon losing a match, you are allowed to change your Martial Art.

Steam post image Click Here To Sign Up For The Tournament Steam post image

Watch The Tournament:

Twitch View store page

YouTube View store page

Steam post image General Changes

❖ New Additions

  • 4 New Mission Mode missions have been added (Additional missions added each week)

  • Revamped cleaner Stamina Bar design when Stamina exceeds 6 bars.

❖ Optimizations

  • Main Menu performance has been improved.

  • Overall gameplay performance improvements.

  • Performance improvements in regards to in-game Statistics leading to faster game/menu transitions.

  • Improvements to Steam Achievement/Stats checking performance.

  • Replays Mode been reworked to be more optimized (Less RAM usage) and less buggy.

  • Reworked Hitstop interactions in Free-For-All styled matches to scale down for the sake of responsiveness.

❖ General Bug Fixes

  • Fixed a major desync that could occur when getting a Knockdown when playing online.

  • Fix for DLC Character Mastery Achievements resetting.

  • Fix to Netcode to better prevent unintentional disconnects.

  • Fixed a minor bug that caused players to "not exist" for a single frame on Victory/Taunt.

  • Fixes to Training Mode FrameData Timeline and Dummy Behaviors to be more consistent/accurate.

  • Fixed a local Free-For-All displaying the wrong character icons at the Results screen.

  • Fixed a minor visual bug involving side-preference settings.

  • Wifi/Ethernet Indicators now display properly (Was previously flipped).

  • Fixed some Mission Mode loading errors.

  • Fixed a bug that could cause Mission Mode objects to spawn in other modes unintentionally.

  • Fixed a softlock when returning to certain menus after playing Co-op Survival Mode.

  • Fixed a Crash/softlock that could occur when leaving the Glossary Menu.

Balance Changes

❖ System

  • Universally, we've gone through with a fine comb to improve the general readability of gameplay.

♦ Most interactions now cause much longer Hitstop (Even more-so on Counter-Hit).

♦ Input Buffers have been tweaked to help certain actions flow a bit more comfortably.

♦ More VFX, SE, and Feed Text have been added to various interactions to better convey what has occurred.

♦ Add pushboxes to most attacks and actions to better prevent awkward player overlapping that could make certain interactions hard to visually parse in some cases.

  • Removed a Parry/Guard option-select performed by pressing [FWD]+[BWD] simultaneously:

♦ Parry now locks itself out for 3 Frames when pressing [BWD] in neutral.

♦ Parry now locks itself out for 7 Frames when pressing [BWD] while Parry Attempt is Active.

❖ Shotokan Karate

  • Retooled Super Uppercut to be more fair and reliable to execute across all input types.

  • Super Uppercut now has a "Perfect" variant which occurs when you execute the attack perfectly (Just Frame) with [FWD]+[Punch] pressed at the exact same time.

♦ This variant has different knockback properties and deals additional base and chip Damage.

  • Power Strike now has a "Perfect" variant which occurs when you release the punch at the earliest possible point when reaching max charge.

♦ This variant has different knockback properties and deals additional base and chip Damage.

  • Fixed a bug that could lead to Shotokan Karate sliding indefinitely when getting Hurt while crouching.

❖ Muay Thai

  • BWD Walk movement speed has been increased.

  • Neutral Jab can now combo into Forward Jab.

  • Neutral Kick now aggressively pushes players back.

  • Forward Kick Knockback has been adjusted to not sent air Targets downward.

  • Knee Strike has slightly increased recovery on whiff.

  • Knee Strike has increased recovery when Blocked.

  • Clinch Pummel nudge-velocity now increases in strength with each successive pummel.

  • Muay Thai is now at advantage if a Grab Release occurs during Clinch.

  • Fixed an oversight that caused Muay Thai's Pummel directions to be randomized.

  • Fixed a bug that prevented Muay Thai's Launch Protection from activating against Taekwondo's Double Kicks.

❖ Kendo

  • Stab now reliably pushes players back (Weakened at tip).

  • Stab now carries a bit of momentum.

  • Stab can no longer Cancel into itself.

  • Knockback of Late Death Blow (Launcher) has been readjusted.

  • Knockback of Auto Combo's 3rd hit has been readjusted.

  • Kendo now has a Counter-Hit state that occurs when they are interrupted during recovery of Perfect Death Blow.

  • Kendo can now more reliably Block during recovery of a Dash/Run.

  • Fixed a bug that allowed Targets to parry the second hit of Kendo's Auto Combo while in Hitstun.

  • Fixed a bug that would cause Kendo's Early Death Blow to softlock the Target in the air.

  • Fixed a bug that prevented Kendo's Reversal Counter Slash from occurring and instead Knocked them down.

  • All Weapon Attacks now count as both Punch+Kick Type Attacks.

❖ Taekwondo

  • Feint Charges reworked slightly to level down when you perform the wrong action instead of completely clearing.

  • Low Kick into High Kick now more reliably combos.

  • High Kick can now loop back into Low Kick more comfortably.

  • Spinning High Kick can now cancel into High Kick.

  • Tornado Kick is now slower on startup, but much safer when on Block.

  • Double Kicks now has laggier landing lag On Blocked.

  • Jump Kick is now much more punishable on Whiff and on Block.

  • Fly Kick now has a lingering Guard-Only Hitbox. This Hitbox does not deal CHIP.

  • Roll can now consistently slip past Sumo's Charge Tackle.

  • Reworked timing of certain animations to visually flow better (-appear smoother) on screen.

❖ Boxing

  • After getting Parried, Boxing's Spin Dash is the Yellow variant.

  • Hook now properly pushes out of targets (Preventing awkward visual overlaps).

  • Spin Dashes now consistently slip past Sumo's Charge Tackle.

  • Spin Dash charged Strong Attacks now only deal -1/2 Damage to airborne Targets instead of 1.

  • Fixed some scripting oversights in Boxing's Shuffle that would lead to a faster than normal Shuffle.

  • Fixed a VFX issue with Boxing's Shuffle

❖ Krav Maga

  • Weak and Strong Counters Attacks/Grab attempts can now be canceled into Charge Attacks on Whiff.

  • Krav Maga now takes increased Hitstop and Hitstun if they guess the wrong Punch/Kick response.

  • Total Takedown Break Points now reduce with each consecutive Total Takedown minigame that occurs.

  • Reworked Krav Maga's Movement to be generally snappier/responsive, but also scale with Charge Level.

  • Grabbing the Target from behind will initiate a new "Back Stab" behavior that forces the Target into NoTech.

  • If the Target is Weakened, the grab becomes Unbreakable.

  • Combat Roll can now consistently slip past Sumo's Charge Tackle.

  • Combat Roll charge time now reduces the higher your Charge Level.

  • Weak Kick Counter now always counts as a Low Attack.

  • Weak Kick Counter can now properly interrupt Sumo's Charge Tackle.

  • Weak Punch/Kick now deal more knockback and less Hitstun when hitting a Target who is already in Hitstun.

  • Combination Strikes now more reliably hits airborne Targets after Counters.

  • Combination Strikes is now a True Combo if the first punch hits a Target who is in Hitstun.

  • FWD Dash can now be buffered out of Hitstun and Blockstun.

  • Fixed a bug that prevented Krav Maga from Blocking during their Landing animation.

❖ Sumo

  • White Sumo Shove now deals -1/2 Damage on Counter-Hit.

  • Sumo Shove can now properly counter-hit Targets, with Yellow and Red Sweat variants placing them into a unique delayed air stalled state.

  • Sumo Shove Weak Armor property is now removed if the attack is Blocked.

  • Sumo Takedown's startup is now very briefly susceptible to getting interrupted by Low Attacks.

  • Grab now auto-counter-hits airborne Targets, preventing them from Breaking the Grab.

  • Grab Fakeout can now Juggle Airborne Targets who are in Hitstun.

  • Performing a Grab Break now briefly freezes the one who grabbed you (placing Sumo at a slight advantage).

  • Fixed a bug that would lead to Sumo getting Downed while airborne after being thrown.

  • Fixed an edge case where Sumo's Sumo Power Sweat Level Color didn't match the respective Sumo Shove strength.

❖ Kyokushin Karate

  • Kyokushin Karate is now more easily punishable if they get Parried.

  • Triangle Kick Hurtbox has been reworked. It's not less likely to be grabbed or hurt during startup.

  • Controlled Breathing OnHit healing now fully stops once you reach Combination 4 until you return to 0.

  • Controlled Breathing passive healing now goes on cooldown for half a second when Grabbed/Thrown.

  • Fixed a bug that allowed Kyokushin Karate to Block immediately after/while being Thrown.

  • Fixed an oversight that allowed Zenshin Armor Hitstop to occur to opponent when Zenshin was interrupted by a Strong Attack.

❖ Capoeira

  • Idle Ginga is now slower while Capoeira is Weakened.

  • Fixed a few instances of Capoeira returning to the wrong Ginga Stance post-action.

  • Improvements to Capoeira's Rhythm Strike VFX to be more in-style with the game's visuals.

  • Capoeira now has subtle VFX and SE when reaching Full Ginga.

  • Capoeira can now cancel FWD Step into BWD Hop (And vise-versa) sooner.

  • Capoeira's Low Profile actions now more reliably ignore most opponent pushboxes.

  • Fixed a bug that unintentionally gave Capoeira's Low Dodge an upper body Hurtbox when on the Left-Ginga.

  • Push Kick now hits slight further forward against Ground Targets.

  • Push Kick now starts up faster when performed after a Front cartwheel.

  • Capoeira's Push Kick now has new VFX to better sell the impact.

  • Compass Kick has been made more low profile on startup.

  • Crescent Kick is now more low profile on startup.

  • Capoeira's Compass and Crescent Kicks now ignore most pushboxes on startup.

  • Fixed a bug that prevented Capoeira from Blocking after being Hurt.

  • Capoeira now has additional VFX to better convey their Blocking Penalty.

  • Capoeira now takes additional Knockback when Blocking a Low Attack.

♦ This was done to bring it a bit more inline with Blocking High Attacks and to improve readability.

  • Capoeira now clears their Hurt and Block Penalties when Teching, when Grabbed, when Escaping a Grab, or having their Grab Broken.

  • Capoeira now properly transitions into the Airborne Grab Escape animation when escaping a grab while airborne.

  • Addressed an oversight that lead Capoeira to having the wrong amount of Hitstun/Blockstun when Hurt/Blocking.

  • IF Capoeira is standing-combo'd for 3 hits, they when now "Topple" off their feet to prevent infinites.

  • Fixed a bug that would cause Capoeira to briefly gain additional hurtboxes when attacks were interrupted.

  • Added a Pushbox to Capoeira's Arm(s) during the startup of Special Kicks.

  • Special Kicks now have much more recovery On Block.

  • Improvements to Capoeira's ground shadow to better reflect their movements.

  • Fixed a bug that prevented Scissor Grab from occurring when the Target is airborne.

  • Scissor Grab now tints gray after the whiffing the grab chance to better convey when you've missed.

  • Fixed a bug that caused Scissor Grab to be unbreakable even while the opponent wasn't Weakened.

  • Capoeira's Scissor Grab no longer places target into infinite NoTech.

  • Add new Feed Text "Decisive!" when Capoeira lands a Grab on a Weakened Target.

  • Capoeira's Trip Grab ("Vingativa") now properly deals Damage on the Throw Frame.

  • Capoeira's Scissor Grab and Trip Grab ("Vingativa") now properly places Target into NoTech for 3 seconds.

  • Cartwheel Strike is now low profile on startup.

  • Fixed a hurtbox alignment bug during Cartwheel Strike's Recovery.

  • Cartwheel Strike can now be performed during the Neutral Stance portion of their BWDs Hop.

  • Cartwheel Strike previously lacked full support for Rhythm Strikes, this has been fixed.

  • Add Feed Text "Bad!" when performing one of Capoeira's Special Kick from the wrong Stance.

  • Reworked Front and Back Cartwheel's Hurtboxes to be more low profile and to better avoid Grabs.

  • Front and Back Cartwheels now add to their Ginga Steps.

  • Front and Back Cartwheels now more reliably avoid highs (and some mid Attacks).

  • Front and Back Cartwheels now recover faster when at Full Ginga.

  • Front and Back Cartwheels now startup much faster when performed from Neutral Stance.

  • Back Cartwheel's anti-air Hitbox range has been increased.

  • Back Cartwheel's travel distance now lessened when performed from a Back Stance with it even further lessened while in Full Ginga.

  • Removed 3 Capoeira infinites.

  • Added more appropriate Special Indicators for Capoeira in Training Mode to represent their Rhythm Strikes ♪

Source

Steam News / 19 September 2025

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