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Hello, saw new update and interesting stuff for Hakumen. Copied from @HiagoXYZ on Twitter. If this isn't the place for them I apologize. And formatting is awkward. I'm not well versed in the game to say if these are good or bad. What do you all think? 

Dash: inertia effect for moves when hopping has increased

6A/6B: can be canceled into 632146C

j.C: only cancelable on hit; hitbox increased upwards

Drive: special cancelable when activated against projectiles

Drive: damage reduced, but now special cancelable

5D: emergency untech time reduced

j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows

j.D (cont): untech time decreased on successful counter; can use jump normals/specials when descending

j.D (cont): on successful counter your jumps reset (you can jump twice/airdash again)

Backthrow: follow-up time is universal for all characters

236B: visual effect on 2nd hit changed (no changes to hitbox)

j.214C: guard crush time increased

214D: hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul

214D (cont): spends 2 magatama

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