 What's going on everybody, Dato Doi here with another Dragon Ball Fighters video, and this one's a pretty big one, as the details for the new balance patch have been revealed. Let's not waste any time and jump right into the details, starting with a couple of the new game modes, that being Fighters Cup and Party Battle. So really cool that these two features are getting implemented really early, Fighters Cup is a monthly competition where players can fight and collect points for their respective Z-Union. Overall I thought this was kind of the idea with Z-Union when it was first implemented, so I'm glad this is being built upon in this update, and it's something that I'm sure we're going to see a lot of, you know, like Goku and Vegeta up top, and the few of us in the less popular Z-Unions are really going to have to strive for some points here. And then pretty interesting Party Battle, co-op fights where three players can join forces to defeat fearsome bosses. Now obviously we're going to be doing this on the channel with the people shown in my other party matches. This was speculated to be in the game as soon as people were able to break the boundaries on the map and they could see the game modes that hadn't been added yet. Really interested to see how Party Battle is done. But the game modes really aren't the things we were looking for here, we're more interested in the character changes, and for majority of the characters the changes are pretty minimalistic. Really there's only a few that really matter. Let's start with Beerus just because this is on the lower end of being something significant. Reduce the recovery frame of Beerus' down medium attack to match with other moves. There's more of a quality of life change than anything. I don't really play Beerus a lot, but even I noticed that when you did that down medium it was like you were committing to a full relationship or something. That took forever to recover from. Moving on to Krillin which isn't too important, but since I play him I thought I might as well put him in the video. Now Krillin Z assist will always throw all a rock, unless a player is inputting left when he appears on the screen. Really wish they would have just said Krillin's assist is now the hidden missiles, unless you hold left, but I guess getting the rock is better than nothing. Now this pretty much means that you can use Krillin's assist offensively from the get-go, even though it has very limited uses I would say. For Frieza we see we got an extension on the inner part of the hitbox for Frieza's crouching heavy attack, basically making his 2H a little bit stronger, which is, you know, a good thing. I've heard a lot of Frieza's players complain about that. The three biggest ones that we were looking for this patch, Android 16, Vegeta and Gohan Adult. Let's start with 16 because he got the shaft in this one, or not really the shaft, he's still a very strong character, but nowhere near as strong as he was once. Now players will be able to recover from the ground when hit by Android 16's dynamite driver. Let's put this in practical terms, before any time Android 16 would touch you, he would be able to set up a combo in which he could dynamic driver you into the ground, and that was un-techable, that was a true hard knockdown, you just had to lay there and take the mix up. And that was a scary mix up too, meaning that Android 16's really took the momentum and ran with it. As soon as they landed a hit, that won't happen anymore, and that seems to be a theme with this patch which we'll get to later. So the second part here for Android 16 is that they removed the invincibility to range attacks from 16, standing heavy, jumping heavy, and crouching heavy. Really this makes Baroli's armor a little better by default. Really this isn't too big of a change, but it's nice to know that if you fire a Kamehameha, Android 16's not going to be able to punish you just for being himself. Also good to know that you're going to be able to zone him a little bit better when you're in the air and he's on the ground with some ki blast or something. Overall making Android 16 a character that you have to think a lot more with. Now for Vegeta Super Saiyan, it's kind of like a details kind of thing, because what we have here is very good for people that don't play Vegeta. Reduce the duration of blocks then for Vegeta's assist, depending on how much this is, because Vegeta's assist is still going to be amazing in combos, so I don't think he's going anywhere. But how much have they reduced the duration of the blocks then is the real question for how much he's going to be seen in high level competitive play. Personally I think he's still going to have a lot of his slots simply because of how good it is in combos. And I'm not sure how much you can actually reduce the duration of blocks then. I really need to see it live. Like I want to see what your options are when you block it. So this is a change that could be really significant or not a big deal at all and we might see Vegeta reign supreme for another couple of months. Moving on to Gohan Adult, we have a couple of things that are really important to keep in mind. Modified the property of Gohan Adult's down light attack to match with other light attacks. Basically before it was scaling like a medium attack, so his combos were doing much more damage than they should have been. Now they have been toned back to fit with other light attacks which is a good thing. Modified Gohan Adult's heavy version of mid-air ultimate back attack so the opponents are now able to ground recover when hit. Again just like we saw with Android 16, Gohan anytime he touched she was able to knock you down a hard knockdown for free and then mix you up afterwards which is bad because Gohan has very strong mixups. So now you can tech out of that makes Gohan up you know a little less oppressive and reduce the frame advantage of Gohan's adult's heavy version of machine gun kick when it's blocked by an opponent. No more blocking for you know 70 years. Now you just have to block for a couple of years. Realistically with assist Gohan is still going to have you in some pretty nasty setups but now he's not going to be able to do it with his heavy version which was a big problem. A small change to get booed now he does a little less damage with his candy beam setups. Really nothing that most players are going to be affected by except at a really high level and the last change that I would say this is is that go tanks is re-stand might have gotten a bit of a change. Really that's not going to hurt too many people outside of the extreme go tanks players up at the top level. As for Cell, nothing happened. Cell got pretty much left alone which is why you see a lot of people talking about Cell this patch. He's pretty much good to go still gonna be the same as always. Cell players can breathe a sigh of relief and then to finish it off Piccolo's assist is no longer different in the way that it acts where you don't get cross-up protection so now as Piccolo's assist is more in line with everybody else's. Overall the patch wasn't as big as I thought it was going to be with the way they were hyping it up or at least the people in the community were including me it wasn't that big of a deal honestly uh but it will shake things up a little especially if the Vegeta's assist is more than what uh we're thinking it is. Very interested to see how it all plays out. Overall I want to hear your guys's thoughts on these patch notes and if you're excited for these new game modes I actually really am I'm looking forward to playing those so let me know your thoughts on all of this down in the comments below. If you like videos like this and want to see more make sure to leave a like and subscribe to the channel. I'm Dato Doya and I'll see you in the next video.