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Steam News20 February 20264mo ago

First 2026 Patch v2.1.0.0

Steam post image Overview ❖ v2.0.9.0 For the past few months we've been hard at work updating the game's systems for the eventual new Matchmaking/Ranked system.

In this update14

Full notes

Full Dojo Masters update

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

What changed

32 fixes26 additions84 changes12 removals
  • Gameplay
  • Store
  • Maps
  • Server
  • UI and audio
  • Performance
added❖ v2.0.9.0For the past few months we've been hard at work updating the game's systems for the eventual new Matchmaking/Ranked system. One of the major things that comes with this is the implementation of Peer-To-Peer connections for matches. If you notice rather frequent random updates, just know that we're aggressively fixing things.
addedSteam post image Content RoadmapThe Season 2.5 patch has been removed from the roadmap. Many of the Season 2.5 changes have been spread out across various updates. Because of this, it no longer makes sense to list it as its own separate feature. As for the few originally planned new attacks and animations for the S1 Martial Arts, we will more than likely bundle them with some future update.
addedSteam post image Content RoadmapAdditionally, we can announce that Season 3 development is officially underway! This will include another DLC pack with new Martial Arts, Stages, and Music Tracks. Separately from the DLC pack, we currently plan for the Vault to be included in the Season 3 update. Expect more news about Season 3 sometime in March.
changedSteam post image Content RoadmapLastly, we will not be putting an expected date on when ranked will come. The currently unpredictable and time-consuming nature of upgrading our network infrastructure makes it very difficult to give estimates. Apologies for the delays.
changedWhat is it?A P2P (Peer-To-Peer) connection often allows players to have faster connections with their opponents when they live close to each other. There is still a lot of testing to be done, so we've been slowly rolling out this feature. As of right now, you can only take advantage of Peer-To-Peer connections in Custom Lobbies. Once the remaining 4 features have been implemented, we will bring Peer-To-Peer support to Matchmaking alongside the eventual Matchmaking rework.
addedWhy isn't P2P working for me?Our Peer-To-Peer system is custom, thus it doesn't rely on Steam's P2P Relay system. This is primarily due to engine limitations (And support for Steam's P2P/Relay may be added in the future). Point being, due to the nature of how the internet works (firewall, router, and ISP), a true Peer-To-Peer connection may be impossible between certain users ( Especially if your network uses CG-NAT) .
♦ Blockstun523♦ Blockstun increased, buff♦ Blockstun820♦ Blockstun increased, buff♦ Blockstun610♦ Blockstun increased, buff

Dojo Masters changes

addedFor the past few months we've been hard at work updating the game's systems for the eventual new Matchmaking/Ranked system. One of the major things that comes with this is the implementation of Peer-To-Peer connections for matches. If you notice rather frequent random updates, just know that we're aggressively fixing things.
addedThe Season 2.5 patch has been removed from the roadmap. Many of the Season 2.5 changes have been spread out across various updates. Because of this, it no longer makes sense to list it as its own separate feature. As for the few originally planned new attacks and animations for the S1 Martial Arts, we will more than likely bundle them with some future update.
addedAdditionally, we can announce that Season 3 development is officially underway! This will include another DLC pack with new Martial Arts, Stages, and Music Tracks. Separately from the DLC pack, we currently plan for the Vault to be included in the Season 3 update. Expect more news about Season 3 sometime in March.
changedLastly, we will not be putting an expected date on when ranked will come. The currently unpredictable and time-consuming nature of upgrading our network infrastructure makes it very difficult to give estimates. Apologies for the delays.
changedA P2P (Peer-To-Peer) connection often allows players to have faster connections with their opponents when they live close to each other. There is still a lot of testing to be done, so we've been slowly rolling out this feature. As of right now, you can only take advantage of Peer-To-Peer connections in Custom Lobbies. Once the remaining 4 features have been implemented, we will bring Peer-To-Peer support to Matchmaking alongside the eventual Matchmaking rework.

Steam post image Overview

❖ v2.0.9.0

For the past few months we've been hard at work updating the game's systems for the eventual new Matchmaking/Ranked system. One of the major things that comes with this is the implementation of Peer-To-Peer connections for matches. If you notice rather frequent random updates, just know that we're aggressively fixing things.

We have 4 months of updates to cover, so let's get to it!

Steam post image Events

❖ Dojo Masters World Warrior Tournament Winners!

Below are the Top-8 players from the World Warrior Tournament held on November 1st:

Steam post image Watch the Tournament VOD 🎬

*The next Tournament date will be announced sometime in March.

Steam post image Content Roadmap

Firstly, these delays have shuffled our content roadmap:

The Season 2.5 patch has been removed from the roadmap. Many of the Season 2.5 changes have been spread out across various updates. Because of this, it no longer makes sense to list it as its own separate feature. As for the few originally planned new attacks and animations for the S1 Martial Arts, we will more than likely bundle them with some future update.

Additionally, we can announce that Season 3 development is officially underway! This will include another DLC pack with new Martial Arts, Stages, and Music Tracks. Separately from the DLC pack, we currently plan for the Vault to be included in the Season 3 update. Expect more news about Season 3 sometime in March.

Lastly, we will not be putting an expected date on when ranked will come. The currently unpredictable and time-consuming nature of upgrading our network infrastructure makes it very difficult to give estimates. Apologies for the delays.

Peer-To-Peer Connections

What is it?

A P2P (Peer-To-Peer) connection often allows players to have faster connections with their opponents when they live close to each other. There is still a lot of testing to be done, so we've been slowly rolling out this feature. As of right now, you can only take advantage of Peer-To-Peer connections in Custom Lobbies. Once the remaining 4 features have been implemented, we will bring Peer-To-Peer support to Matchmaking alongside the eventual Matchmaking rework.

How do I know if P2P is working?

When in an online match, if you see a subtle golden frame around the connection status icon, a P2P connection of some kind has been established.

Why isn't P2P working for me?

Our Peer-To-Peer system is custom, thus it doesn't rely on Steam's P2P Relay system. This is primarily due to engine limitations (And support for Steam's P2P/Relay may be added in the future). Point being, due to the nature of how the internet works (firewall, router, and ISP), a true Peer-To-Peer connection may be impossible between certain users (Especially if your network uses CG-NAT).

Can my network be adjusted to allow for P2P?

Short Answer: Yes and No

Long Answer: Since Peer-To-Peer is a handshake between both players, it is very dependent on how that handshake goes. With that said, the following things can improve your chances of having a functioning P2P connection:

  • Router/ISP Port Forward (TCP+UDP) on Ports 6121~6170

  • Add Inbound and Outbound (TCP+UDP) rules for Dojo Masters in your OS' Firewall.

  • Avoid 2-Router setups (🌐Internet ←→ Main Router ←→ Second Router ←→ 🖥️PC).

  • If all else fails, we've discovered that using a VPN can sometimes help.

General Changes

❖ New Additions

  • 4 New Mission Mode missions have been added:

| Counter-Parry Champ | Only Offense! | Self Imposed Handicap | Knee KO |

  • Mission Mode Instant Retry Screen has been implemented:

*You can also press your assigned [Start] button on Mission failure to retry as well.

  • RING-3 has been completely redone to have a more accurate design and to have better contrast:

  • Now accessible in Free-For-All as well.

  • 6 Stages have been updated to be usable in Free-For-All:

❖ Gameplay

  • Adjusted overlap pushout values across the board to better avoid unreadable interactions.

♦ Reduces the amount of instances where player sprites overlap each other.

  • Implemented a new off-screen prevention system that aggressively pushes actions from clipping past the wall.

♦ Leads to more readable interactions, less visual overlap, and reduces unintended cross-up shenanigans.

  • Most Air Attacks and Actions now apply more Hitstop when interrupted.

♦ This change gives the hurt player more time to react and potentially Tech the fall.

  • Implemented a new Hit-Priority System to Hitboxes which allows us to make certain attacks intentionally lose/win against others.

❖ Menus

In our ongoing effort to redo all of the menus to match our current standards, the following menus have been reworked:

  • Online Menu:

  • Profile Menu:

*You can now choose a profile Clan/Icon to represent yourself.

  • Lobby Hub:

*While still a WIP, this will make finding non-matchmaking matches easier.

❖ Optimization/Improvements

  • The game should now inform you when an update to the game is available.

  • Aggressively optimized Kyokushin Karate and Capoeira's scripts to lag less on low-end PCs.

♦ Sumo will go through the same optimizations in the future.

  • Massive improvements to Rollback Netcode:

♦ Improvements are substantial enough that default Input Delay is now 0 instead of 3.

♦ You can now choose between a "Smooth", "Responsive", or "Fixed" online experience in settings.

*The game will default to "Smooth" connection.

♦ Dynamic Input Delay logic has been massively improved to better handle unstable connections.

♦ Performance improvements in high rollback connections.

♦ Better Desync prevention systems.

♦ Netcode now takes up less network bandwidth on average.

♦ In-game connection status now more accurately reflects connection quality.

♦ Minor improvements to Steam Achievement checking to reduce performance costs when playing online.

  • Custom Lobbies:

♦ Spectating experience in unstable connections has been made smoother (No more aggressive jitters).

♦ Spectators can now jump into an in-progress match if a round-reset/transition occurs.

♦ Fixed a Spectator softlock that could occur when joining spectating mid-match.

♦ Fixed a Spectator softlock that could occur in high ping connections.

  • We've added a new opt-in Discord Integration feature which ties Matchmaking to Dojo Masters' Discord Server when a player enters Matchmaking or creates a Custom Lobby.

*You will be prompted to enable/disable this feature when you go ONLINE for the first time.

  • Most of our servers have been upgraded to support IPv6 connections.

  • Minor improvements to legacy matchmaking system.

  • Results Screen Kudos button now displays a button tooltip when the opponent initiates the Kudos.

  • General Menu UX improvements.

❖ Replays

  • Massive improvements to Replay buffering system to allow for Replays to load in a fraction of the time.

♦ Really long Replays that used to take 2 minutes to load now load well under 20 seconds.

  • Temporarily removed the Replay File count limit in prep for Replays Menu rework.

  • Fixed a bug that prevented Warrior Spirit cosmetic from loading properly in Replays.

❖ Bugs

  • Potential fixes for Invisible Character Sprites when playing online (Mainly occurring in Custom Lobbies).

  • Fixed a frame-perfect oversight that allowed for unblockables due to the order in which the game checks/processes inputs.

  • Fixed some scripting issues across the cast that led to excessively expensive processing which could lead to unintended slowdowns when canceling certain actions.

  • Fixed some Training Mode related issues involving Hurt-Recovery and Block-Recovery Dummy Behaviors.

  • Fixed a memory issue that could cause Lesson (Tutorial, Trial, and Mission) to preload incorrectly.

  • General Lesson (Tutorial, Trial, and Mission) scripting bug and softlock fixes.

  • Fixed a bug that allowed harder Arcade Mode Enemy Stamina to carry over when restarting from the Pause Menu.

  • Fixed an audio bug that would cause users who don't own the DLC to occasionally/randomly play broken music tracks.

  • Fixed an oversight that could lead to leftward velocity behaving differently than rightward velocity.

  • Fixed a Neutral Dash Macro directional bug that affected Training Mode Dummy, Replay Takeover, and P3 and P4 inputs.

  • Fixed a handful of bugs involving the Free-For-All Results menu.

  • Minor Korean Localization corrections.

  • Minor Chinese Simplified and Chinese Traditional Localization corrections.

  • Stage ESTATE-2's nighttime variant animation now loops properly.

Balance Changes

❖ Shotokan Karate

  • Grab attempt is now treated like an active "Punch" in Counter-Hit evaluations.

  • Low Kick Range against Air Targets has been reduced to avoid "Ghost Hits".

  • All grabs have been given more visual pauses to better sell the impact of the throw as well as make the throw easier to react to.

*This example only displays the Takedown Grab adjustments.

  • Input Buffer after an Uppercut and Super Upper now clear to prevent players from accidental performing Crouch during recovery.

❖ Muay Thai

  • Added more Cancel cases for Muay Thai to allow for more reliable actions.

  • Limb Pushboxes are now less likely to push out of Capoeira's Idle.

  • Neutral Punch:

♦ Blockstun increased 5 → 23

♦ Knockback On Blocked has been reduced.

  • Push Kick:

♦ Blockstun increased 8 → 20

♦ Recovery reduced by 1 Frame for smoother animation flow.

  • Side Kick:

♦ Blockstun increased 6 → 10

  • Knee Strike:

♦ You can no longer Cancel recovery landing animation after being blocked.

♦ Removed an unintended lingering Hitbox.

♦ When parried, Knee Strike becomes easier to punish with Mid/Low Attacks.

♦ When Parried, Knee Strike now loses its Armor.

♦ Now crosses up when Blocked at close range.

♦ Hitbox range slightly increased against air Targets in Hitstun.

  • Clinch:

♦ Added new VFX to signify the Perfect Sweep Timing.

♦ Perfect Sweep Timing now changes based on state of Target (Neutral, Counter Hit, Airborne).

♦ Increased Input Buffer for Sweep and Pummel to account for new Hitstop reworks.

♦ Grounded grab range has been slightly reduced.

♦ Anti-Air grab range increased.

♦ Made less likely to be interrupted by Air Attacks.

♦ Active Frames reduced.

♦ Clinch is now treated like an active "Punch" in Counter-Hit evaluations.

  • Hurt High and Hurt Low Reactions now hold on the previously interrupted action's image for a moment.

❖ Kendo

  • Kendo's attacks now lose their Poke Pushbox when Hurt/Interrupted.

  • Kendo's Bokken now has more Hitstop when clashing.

  • Hurt High and Hurt Low reactions have had their upper body Hurtbox made more narrow.

❖ Taekwondo

  • Roll can no longer be hurt on Cross-up on Taekwondo's backside.

  • Removed an wrongly labeled Hitbox from High Kick that was causing it to hit low.

  • Low Kick startup is now less likely to push out of Sumo's body, which previously caused the attack to whiff at certain distances.

  • Jump Kick:

♦ Now less likely to hit when crossing up the Target.

♦ Now much easier to be Anti-Air Grabbed.

♦ Recoil when blocked has been increased.

♦ Late Guard-Only Hitbox now has low Hit-Priority.

♦ Late Guard-Only Hitbox recoil has been standardized to be more predictable.

  • Jumping Double Kicks:

♦ Now less likely to hit when crossing up the Target.

♦ Range slightly reduced against Low Profile and Pseudo-Low Profile Targets.

❖ Boxing

  • Jab now properly hits Pseudo-Low Profile Targets (Ex. Capoeira's Dodges)

  • Fixed an oversight that lead to Hook (Specifically the right hand variant) to have a lingering Hitbox.

  • Fixed an oversight that caused Boxing's Backward Duck to wrongly transition into Neutral Duck.

  • Fixed a bug that was preventing Boxing's Duck/Dodge recovery from scaling with Weakened State.

  • Perfect Dodge now more reliably avoids most Pushboxes (Limbs) to allow for proper follow-ups.

  • Perfect Dodge on successful activation now adds additional Hitstop to the Target.

♦ Neutral +15

♦ Forward +20

♦ Backward +10

  • Boxing now experiences +10 extra Hitstop when Parried while Weakened.

  • Spin Dash can no longer be hurt on Cross-up on Boxing's backside.

❖ Krav Maga

  • All Counters have been given high Hit-Priority.

  • Weak Kick/Counter:

♦ Addressed an untracked hitboxes which lead to unintended knockback values during juggles.

♦ The successful counter's follow-up Kick now hits Air Targets much closer to the ground.

  • Strong Grab/Counters:

♦ Grab Attempts now reach further downward against Air Targets in Hitstun.

♦ Fixed oversights that left a 1-frame gap in which Krav Maga could be hurt regardless of Attack Type.

  • Removed a lingering Hurtbox from Strong Counters that lead to unintended interruptions.

  • Combination Strike:

♦ Fixed a bug that prevented the second hit from working if the first hit was Blocked.

♦ Knockback is lessened against Air Targets in Hitstun.

♦ Both strikes now hit Air Targets much closer to the ground.

  • Weak Counters now ignore Poke like attacks' Pushboxes during startup/active.

  • Strong Counters now ignore Poke like attacks' Pushboxes during startup/active.

  • Total Takedown now ignores Poke like attacks' Pushboxes during startup/active.

❖ Sumo

  • Grab:

♦ Fixed a bug that caused Sumo's Grab attempt after a Fakeout to always Counter-Hit.

♦ Grab now has a high Hit-Priority.

  • Grab Fakeout:

♦ Now applies more Hitstop and visual shake when Blocked.

♦ Juggle properties are now tied to Sumo Power Levels (High values Juggle More).

  • Sumo Charge/Tackle:

♦ Fixed a system behavior that caused Sumo's Charge Tackle to clear the Hitstun of the Target.

♦ Sumo Power now builds faster when Tackling Targets who are actively performing an attack.

♦ Sumo's Head is now less grabbable at mid range.

  • Sumo Shove:

♦ Reduced all Shove Levels' upward knockback against air targets who're in Hitstun.

♦ Should no longer hit when crossing up the Target.

♦ Fixed a minor error in Sumo's script that allowed Red Shove at the end of Yellow Sumo Power Levels.

  • Sumo Takedown:

♦ No longer has redirection frames on Grab Attempt.

♦ Grab attempt now only lasts 15 Frames.

♦ A whiffed Sumo Takedown now transitions into a pseudo-Grab Fakeout (without a juggle/forced-block hitbox).

  • Punch Parry animation now more aggressively pushes Targets away.

❖ Kyokushin Karate

  • Fixed a scripting error with Kyokushin Karate's Combination number which would lead to seemingly random outcomes when performing the same action (Ex. Spinning High Kick becoming Side Kick at Combination >2 after Overdrive).

  • Increased the amount of Hitstop Kyokushin Karate's attacks apply, allowing for more time to properly buffer actions without accidental feints.

  • Body Blow:

♦ No longer hits low when crossing up the Target.

♦ Now hits Air Targets who cross-up.

  • Snap Jab:

♦ Momentum is now capped at 2 units when canceled into. This is to prevent unpredictable velocities.

♦ Experiences Less Pushout when interacting with Pokes during recovery.

  • Low Kick can now more reliably juggle Air Targets in Hitstun.

  • Sweep is now less punishable by air and rising attacks (Ex. Muay Thai's Knee Strike).

  • Side Kick:

♦ Fixed a recent scripting error that prevented the user from Feinting Side Kick.

♦ Now more aggressively pushes out of Targets when Blocked.

  • Spinning High Kick:

♦ Recovery is 1 Frame faster.

♦ Zenshin → Spinning High Kick now launches ground targets slightly higher for longer.

♦ No longer hits low when crossing up the Target.

  • Front Kick:

♦ Recovery when Blocked has been increased when performed from a Zenshin → Sprint Cancel.

♦ It's now easier to land against Air Targets who are in Hitstun on the tip of Kyokushin Karate's foot.

♦ Zenshin → Front Kick has had its knockback against Air Targets reduced.

♦ Added a Hurtbox to make it slightly more susceptible to being interrupted to offset its frequency.

♦ Input Buffer now clears after performing a Front Kick. Making it easier to avoid accidentally dashing a second time.

  • Triangle Kick:

♦ Comes out 2 Frames faster when performed from a Sprint Canceled attack/action.

♦ Now hits slightly further against Air Targets in Hitstun.

  • Jumping Back Kick will now properly execute if you attempt Wheel Kick while not at your Stamina Limit.

  • Wheel Kick can no longer be interrupted by landing before the active frames (Ex. Against Sumo's Charge Tackle).

  • Sprint:

♦ Fixed Sprint lacking Hurtboxes on legs.

♦ Upper body is now less likely to push out of lingering Pushboxes.

  • Zenshin:

♦ Active Combination Number now reduces by 1 when Zenshin armors through an attack.

♦ Zenshin now more reliably avoids most poking Pushboxes to allow for proper armored follow-ups.

♦ Zenshin follow-ups now avoid most poking Pushboxes (Does not apply to Sprint Cancel).

♦ Zenshin now has the Punch+Kick Property, making them susceptible to getting counter-hit.

  • Kyokushin Karate's limbs and upper torso during attacks are now far less likely to be grabbed.

  • Fixed Turn animation lacking an upper body Hurtbox when manually turning.

  • Low Hurt reactions now have an air-only hurtbox on upper body, making it easier to hit Kyokushin Karate with rising attacks during grounded knockback.

  • Fixed Air Hurt Reactions lacking Hurtboxes.

  • Fixed an oversight that could cause Kyokushin Karate to begin sliding in a seemingly random direction when hurt at high Combo counts when their horizontal velocity was 0.

  • Minor correction was made to the Controlled Breathing text in Kyokushin Karate's Trial to be slightly more accurate.

  • New Training Mode Acts added for Kyokushin Karate.

❖ Capoeira

  • Minor improvements to Capoeira's inputs when crossing up via a Front Cartwheel or Back Cartwheel.

  • Capoeira's Blocking Penalty is slightly reduced when blocking an air attack.

  • Slightly adjusted Air Hurt Reaction Hurtboxes.

  • Capoeira now gains half a Ginga after a Tech.

  • Capoeira now gains some Ginga after landing a Hit.

  • Palm Slaps:

♦ Back Stance Palm Slaps have much more startup when performed immediately out of a Forward Dodge.

♦ Hitbox is now active for 2 Frames longer.

♦ Neutral Stance Palm Slap Hitbox range slightly increased.

♦ Hitbox range of Rhythm Strike Palm Slaps from Back Stance against grounded Targets in Hitstun has been reduced.

♦ Palm Slaps from Back Stance now deal slightly more Blockstun.

♦ Hurtboxes have been refined to be slightly more accurate and useful for block pressure.

♦ Recovery animation now pulls back attacking hand faster on whiff.

♦ Now aggressively pushes out against Air Targets after the Attack has hit.

♦ Palm Slaps after a Front Cartwheel has been made slightly worse to prevent an infinite.

♦ Fixed a discrepancy that caused Left Hand Palm Slaps to travel further forward.

  • Push Kick:

♦ Forward momentum on kick slightly increased while in Rhythm Strike.

♦ Hitbox range slightly increased.

♦ Hitbox is now less likely to hit when crossing up the Target.

♦ Hurtbox range has been adjusted to more reliably avoid most low attacks on lifted leg.

♦ Hurtbox on lifted leg now ignores certain high horizontal/straight attacks to make the attack a bit more useful.

♦ Adjusted Hurtboxes to avoid pushing out of Pokes, which prevented interactions from occurring.

♦ Now experiences more Pushback after landing two Rhythm Strikes.

♦ Now pushes out against Air Targets after the Attack has hit.

♦ Can be canceled into Back Cartwheel earlier.

♦ Can be canceled into Front Cartwheel earlier (But not as fast as into Back Cartwheel).

♦ Performing a Push Kick after a Front Cartwheel now depletes some of your Ginga when the Kick Hits.

  • Compass Kick:

♦ Hitbox range against grounded Targets in Hitstun has been slightly increased.

♦ Increased Hitstop when hitting Air Targets.

♦ Now less likely to get interrupted by lows that look like they shouldn't connect.

♦ Now more likely to be hurt by Air Attacks after being parried.

♦ Now less likely to get grabbed by high grabs.

♦ Can Cancel into Front Cartwheel and Back Cartwheel earlier while in Half-Ginga or higher.

♦ Slightly adjusted input buffer when performed from a Forward Dodge to hopefully prevent accidental Crescent Kicks.

  • Crescent Kick:

♦ Hitbox range against grounded Targets in Hitstun has been slightly increased.

♦ Increased Hitstop when hitting Air Targets.

♦ Now less likely to get interrupted by lows that look like they shouldn't connect.

♦ Now more likely to be hurt by Air Attacks after being parried.

♦ Now more likely to be Hurt by Air Attacks after a whiff or when blocked.

♦ Now less likely to get grabbed by high grabs.

♦ Can now trade with certain Air Attacks where previously it would phase through them.

♦ Can Cancel into Front Cartwheel and Back Cartwheel earlier while in Half-Ginga or higher.

  • Cartwheel Strike:

♦ Fixed a Hurtbox labeling oversight which caused Cartwheel Strike to wrongly get hurt by High Attacks in cases where it shouldn't have.

♦ Startup Hurtboxes now completely ignore Kendo's Stab.

*This change might affect interactions vs other martial arts.

♦ Halved the Input Buffer window to prevent the action from executing in situations it shouldn't.

♦ Fixed an oversight that prevented buffering of Cartwheel Strike from a Front Cartwheel or Back Cartwheel.

  • Scissor Grab ("Tesoura"):

♦ Given low Hit-Priority (Meaning it can be interrupted by almost any attack)

♦ Fixed a mirror match bug where a traded grab would produce different outcomes for both players.

♦ If the Grabbed Target breaks free, Capoeira is now placed into a Rhythm Strike state.

♦ Grab Break Indicator now displays when not in the Unbreakable state.

♦ Scissor Grab should be less likely to get interrupted by low attacks.

  • Trip Grab ("Vingativa"):

♦ Given low Hit-Priority (Meaning it can be interrupted by almost any attack)

♦ Grab Break Indicator now displays when not in the Unbreakable state.

  • Front Cartwheel:

♦ Ginga gain after a successful Front Cartwheel has been doubled.

♦ Front Cartwheel from Forward Dodge now has slightly more startup.

♦ Becomes more low profile when performed after a Rhythm Strike.

♦ Now less likely to hit when crossing up the Target.

♦ Now less likely to get hurt when crossing up the Target.

♦ Startup is now less likely to be interrupted by mid grabs.

♦ Slightly more low profile when performed after a Rhythm Strike ("Bad Stance" penalty cancels this out).

  • Back Cartwheel:

♦ Ginga gain after a successful Back Cartwheel has been doubled.

♦ Becomes more low profile when performed after a Rhythm Strike.

♦ Less likely to get hurt when crossing up the Target.

♦ Can now more reliably anti-air Targets.

♦ Startup is now less likely to be interrupted by mid grabs.

♦ Slightly more low profile when performed after a Rhythm Strike ("Bad Stance" penalty cancels this out).

  • Performing a Front Cartwheel or Back Cartwheel repeatedly in rapid succession now penalizes you. This penalty is increased if you perform the same directional Cartwheel as opposed to flipping between the two.

  • Backward Dodge is now less likely to be grabbed from its front side.

  • Landing on the ground now more aggressively pushes you out of overlapping Target(s).

  • Idle animation is now less likely to push out of short-ranged attacks with Pushboxes (This previously allowed Capoeira to avoid getting hit by things that should've hit them).

  • Minor change to " Bad Stance " audio feedback to be more distinct.

  • Rhythm Strike mechanic now disables while Downed.

  • New VFX when Capoeira's " Topple " mechanic begins kicking in.

  • Minor fixes for Capoeira's Training Mode Acts.

Source

Steam News / 20 February 2026

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