My work centers around the treatment of diseases and injuries related to the musculoskeletal system. I specifically treat those with end stage joint disease of the hip and knee who are interested in joint replacement, as well as those who were previously reconstructed and may require complex revision. I emphasize individualized care and personalized education to patients and their families. The conversation is centered on respect for each person's disease or injury and goals of care. Patients who are empowered with knowledge often do better and heal faster. I strive to ensure that patients have a clear understanding of the conditions at hand and the optimal treatment strategy that will allow them to safely regain independence and maximize their activity.
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Clear 1.1.7 Dmg Game
- General
SPECIALTIES
- General Orthopaedics
- Joint Replacement
PATIENTS SEEN
Accepts adultsLANGUAGES
- English
MEDICAL INTERESTS
Aseptic necrosis of the hip, Degenerative joint disease, Fracture, Hip dislocation, Hip fracture, Hip replacement, Inflammatory arthritis, Joint injection, Joint replacement, Knee replacement, Osteoarthritis, Post-traumatic arthritis, Psoriatic arthritis, Rheumatoid arthritisPERSONAL INTERESTS
Quality time with family and loved ones, sports, travel, trying new cuisine. - Education
EDUCATION
School Loyola University Stritch School of Medicine
Graduation Date 06/2013
Degree MD
Honors Cum Laude, Research HonorsRESIDENCY
School Loyola University Medical Center
Title Chief Resident, AAOS Resident Assembly DelegateFELLOWSHIPS
School University of Virginia Medical Center
Specialty Adult Reconstruction - Hip and Knee - AAOS
- AAHKS
Name Excellence in Research - Loyola University Medical Center
Date 06/2018Name Cum Laude, Brown University
RESEARCH
- Increasing Public Interest in Stem Cell Injections for Osteoarthritis of the Hip and Knee: A Google Trends Analysis. Journal of Arthroplasty. 2019 Jun;34(6):1053-1057. doi: 10.1016/j.arth.2019.03.002. Epub
- Dedifferentiated Chondrosarcoma: A Survival Analysis of 159 Cases from the SEER Datatbase (2001-2011). Journal of Surgical Oncology. 116(2):252-257. 2017. [PMID 28420036]
- Normal Pressure Hydrocephalus is Associated with Increased Risks of Postoperative Complications Following Total Knee and Total Hip Arthroplasty. Journal of Arthroplasty. 2019 Apr 20. doi: 10.1016/j.a
- Shoulder Arthroplasty in Transplant Recipients: Complications and Mortality. Journal of Surgical Orthopaedic Advances. 28(1):1-7. 2019. [PMID 31074736]
- No Consensus on Implant Choice for Oligometastatic Disease of the Femoral Head and Neck. Journal of Bone Oncology. 2018 Feb 27. [PMID 29850399]
- Ankle Fusion in Patients with Chronic Hepatitis C. Foot and Ankle Surgery. 2019 Jan 21. pii: S1268-7731(18)30267-4. doi: 10.1016/j.fas.2019.01.001. [PMID 30712992]
- Binge alcohol treatment of adolescent rats followed by alcohol abstinence is associated with site-specific differences in bone loss and incomplete recovery of bone mass and strength. Alcohol 42(8):649-656. 2008. [PMID 19038696]
- Binge alcohol exposure modulates mesenchymal stem cell recruitment to the site of injury. Journal of Orthopaedic Trauma. 26(12): 712-718. 2012. [PMID 23010646]
- Beta-Adrenergic stimulation increases macrophage CD14 expression and E. coli phagocytosis through PKA signaling mechanisms. Journal of Leukocyte Biology. 88(4):715-24. 2010. [PMID 20643814]
- Evaluation of Common Fractures of the Hip in the Elderly. Current Geriatrics Reports. 5(1):38-43. 2016.
- Current Concepts Review Update: Charcot Arthropathy of the Foot and Ankle. Foot and Ankle International. 2016 Nov;37(11):1255-1263. Epub 2016 Oct 7. [PMID 27765871]
- A Novel Technique to Remove Posterior Intra-Articular Bodies Within the Hip Through an Anterior Approach. Techniques in Orthopaedics. Published Ahead of Print. 2018 Sept 18.
- A Novel Technique to Remove Posterior Intra-Articular Bodies Within the Hip Through an Anterior Approach. Techniques in Orthopaedics. Published Ahead of Print. 2018 Sept 18.
- Chapter 75: Prevalence, Prevention and Economic Implications of infection after Total Knee Arthroplasty. The Knee 2nd ed.
- Based on 38 reviews
The Patient Satisfaction Rating score is an average of all responses to care provider related questions on our independent rating system, the Press Ganey Patient Satisfaction Survey.
Responses are measured on a scale of 1 to 5, with 5 being the best score. Learn more about our patient satisfaction survey.
Ease of scheduling appointments
38 ratingsProvider showed concern
38 ratingsProvider explained things clearly
38 ratingsProvider included you in decisions
38 ratingsLikelihood of recommending this provider
36 ratingsComments are collected in our Press Ganey Patient Satisfaction Surveys. Patients are de-identified to protect confidentiality and patient privacy. Learn more about our patient satisfaction survey.
Dr spoke well, I understood him, and he showed genuine care.
spent time explaining everything. he was very empathetic and attentive to my concerns.
Liked him as a doctor immediately. Still batting 100% with DMG doctors.
outstanding doctor. Knowledgeable, caring but professional, efficient
This ortho is very nice. Both times I have seen him I have been 100% satisfied with everybody in his office.
Dr. strotman was fantastic! Very friendly, concerned and explained everything thoroughly.
Clear 1.1.7 Dmg Download
- Reverted to pre patch 1.0.6, but slightly nerfed to not be so ridiculous (but not overnerfed either).
- Angle: 76 -> 75
- KBG: 89 -> 99
- ThrowLw
- Angle: 106 -> 105
- Roy (Credit to SilentDo0m http://pastebin.com/SPyEqmhV)
- Walk Max Velocity: 1.15 -> 1.2
- Initial Dash Velocity: 1.4 -> 1.5
- Air Acceleration: 0.03 -> 0.05
- Jump V Initial Velocity: 30.97 -> 33.97
- Hop V Initial Velocity: 13 -> 15
- Attack11
- Hitbox Duration: Frame 5 to Frame 8 -> Frame 4 to Frame 8
- IASA: Frame 50 -> Frame 42
- Sourspot: Angle: 361 -> 20
- IASA: Frame 39 -> Frame 36
- AttackLw3
- Hitbox Duration: Frame 7 to Frame 9 -> Frame 6 to Frame 9
- Sourspot: Angle: 30 -> 80, BKB: 40 -> 80, KBG: 40 -> 60
- AttackS4
- Startup slightly reduced: Frame 7.92 (Frame 12 with 0.66* FSM) -> Frame 6.96 (Frame 12 with 0.58* FSM)
- Autocancel Window: Frame 36 -> Frame 28
- AttackAirB
- Autocancel Window: Frame 32 -> Frame 30
- AttackAirHi
- Sourspot: DMG: 6 -> 7, BKB: 10 -> 50, KBG: 70 -> 55
- AttackAirLw
- Autocancel Window: Frame 55 -> Frame 44
- DMG: 5 -> 7, Angle: 117 -> 150, BKB: 70 -> 60, KBG: 45 -> 75
- SpecialS1
- Angle and Knockback values edits to match Marth's SpecialS1
- Sourspot: DMG: 2 -> 3
- SpecialS2Hi/SpecialS2Lw/SpecialS3/SpecialS3Hi/SpecialS3Lw
- BKB changed to 50
- DMG increased by 1
- SpecialS4Lw
- Ending Hit: DMG increased by 1 for all hitboxes
- SpecialAirHi: DMG, Angle, BKB, and KBG values edited to match the grounded version.
- Mewtwo (Credit to SilentDo0m http://pastebin.com/vs5EsRjP)
- Attack11
- Active hitbox Frames increased to 3 Frames from 1 Frame.
- Attack100 (D22A1537)
- DMG: 1 -> 1.2, BKB: 14 -> 20, KBG: 30 -> 35
- AttackEnd:
- DMG: 2 -> 4, KBG: 100 -> 120, Active Frames: 1 -> 3.
- AttackS3S/Hi/Lw:
- DMG: 10/9/8 -> 11/10/9, BKB: 20 -> 32, IASA: 36 -> 32
- AttackS4
- Sourspot: KBG: 90 -> 100
- AttackLw4:
- Hitbox size increased by 0.5 units and lowered by 0.5 units.
- Catch/CatchDash/CatchTurn:
- Startup: 9 Frames -> 7.2 Frames (9 Frames with a 0.8* FSM).
- Charizard (Credit to SilentDo0m http://pastebin.com/nXNkedTc)
- Initial Dash Velocity: 1 -> 1.5
- Ground Traction: 0.04 -> 0.055
- JumpSquat: 6 Frames -> 5 Frames
- Jump V Initial Velocity: 32 -> 35
- Hop V Initial Velocity: 15.43 -> 16.5
- Air Speed: 0.92 -> 1
- Air Acceleration: 0.05 -> 0.065
- AttackS3S/Hi/Lw
- Sweetspot: DMG 11 -> 12, KBG 100 -> 96
- AttackHi3
- Startup reduced: Frame 9 -> Frame 8.1 (Frame 9 with 0.9* FSM)
- Lingering hitbox added from Frames 14 - 21: DMG: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
- AttackLw3
- Startup reduced: Frame 8.8 (Frame 11 with 0.8* FSM) -> Frame 7.15 (Frame 11 with 0.65* FSM)
- Sourspot made into Sweetspot: DMG: 14 -> 20, BKB: 60 -> 50, KBG: 94 -> 84, Effect: Normal -> Fire
- AttackHi4
- Hitbox on Frame 6 edited to hit both grounded and aerial foes.
- Added a second hitbox on Frame 6 on Charizard's body with similar properties to the first hitbox.
- Landing Lag reduced: 20 Frames -> 16 Frames
- Active Frames increased: Frame 9 - 26 -> Frame 5 - 29
- IASA: Frame 60 -> 50
- AttackAirF
- IASA: Frame 47 -> 37
- AttackAirB
- Landing Lag reduced: 20 Frames -> 18 Frames
- Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
- Active Frames: Frame 12 to Frame 16 -> Frame 10 to Frame 16
- Autocancel window: Frame 38 (34 Frames) -> Frame 34 (30 Frames)
- Landing Lag reduced: 33 Frames -> 28 Frames
- ThrowHi
- Multihit hitlag: 1 -> 0.2
- Detection hitbox no longer clangs.
- DMG: 15 -> 16 (Total DMG: 19 -> 21)
- KBG: 84 -> 90
- SpecialHi
- All hitbox sizes (except final hitbox) increased by 0.5 units
- Hitbox placements adjusted to be closer to Charizard's body (moved backward by 3 units)
- Multihit hitbox angles adjusted: 72/90/90 -> 366/90/90
- Bayonetta
- Startup: Frame 3.5 (Frame 7 with 0.5* FSM) -> Frame 5.95 (Frame 7 with 0.85* FSM)
- Starting hitbox size reduced by 1 unit. SDI: 1 -> 1.25
- Multihit and ending hitbox sizes reduced by 2 units. SDI (multihits): 1 -> 1.5
- Up Air
- BKB: 20 -> 30
- Hitbox duration: Frame 18 to Frame 20 -> Frame 18 to Frame 21
- Reverted to 1.1.3
- Shulk (Credit to SilentDo0m http://pastebin.com/iQDjF4Ku)
- Attack11
- Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
- Hitboxes lowered and increased in size by 0.5 units.
- DMG: 3.5 -> 3
- Attack12
- Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
- WKB: 52 -> 42
- Attack13
- Startup Reduced: Frame 12 -> Frame 7.92 (Frame 11 with 0.72* FSM)
- Active Frames: Frame 12 to Frame 15 -> Frame 11 to Frame 15 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- Sourspot adjusted to match sweetspot.
- AttackDash
- Startup Reduced: Frame 15 -> Frame 10.95 (Frame 15 with 0.73* FSM)
- IASA: 53 -> 48
- AttackS3
- Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
- Active Frames: Frame 12 to Frame 14 -> Frame 10 to Frame 14 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- IASA: 40 -> 38
- AttackLw3
- Startup reduced: Frame 10 -> Frame 6.93 (Frame 9 with 0.77* FSM)
- Active Frames: Frame 10 to Frame 12 -> Frame 9 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- AttackS4
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
- Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
- Hit 2: KBG: 115 -> 125
- AttackHi4
- IASA: 68 -> 60
- AttackAirN
- Startup reduced: Frame 13 -> Frame 9.88 (Frame 13 with 0.76* FSM)
- Active hitbox frames increased by 3. Hitbox termination: Frame 31 -> Frame 34
- Autocancel: Frame 80 -> Frame 57
- AttackAirF
- Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
- DMG: 8/6.5 -> 9.5/8. KBG, 100 -> 90
- Startup reduced: Frame 18 -> Frame 15.84 (Frame 18 with 0.88* FSM)
- Autocancel: Frame 79 -> Frame 48
- AttackAirHi
- Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
- Second hit activation: Frame 24 -> Frame 19
- Lingering hitbox added: Active Frames: Frame 21 to Frame 30, DMG: 6, Angle: 88, BKB: 35, KBG: 100
- Startup reduced: Frame 14 -> Frame 11.9 (Frame 14 with 0.85* FSM)
- First hit edited to hit both grounded and aerial foes and active Frames extended by 2
- Second hit activation: Frame 23 -> Frame 19
- Hit 2 (Hitbox ID 0x1): BKB: 10 -> 40
- Lingering hitbox added: Active Frames: Frame 21 -> 32, DMG: 6, Angle 85, BKB: 20, KBG: 100
- DMG: 10/9/16/14 -> 12/12/20/20, KBG: 100 -> 96
- SpecialSLanding
- Ledge Grab window: Frame >40 -> Frame >37
- Hitboxes added to Frames 14 to 16. DMG: 5, Angle 86/52, WKB: 62/58, KBG: 100
- (Frames 12 to 14) WKB: 78/80 -> 80/78
- SpecialHiAdd
- KBG: 94 -> 80
- SpecialLwAttack
- Aerial Version Intangability: Frame 9 to Frame 44 -> Frame 1 to Frame 45.
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- Attack12
- Startup: Frame 7 -> Frame 4.97 (Frame 7 with 0.71 FSM)
- BKB: 80 -> 70, KBG: 70 -> 80
- AttackS3
- Hitbox added to Frames 16 to Frame 18. DMG: 5.5, Angle: 361, BKB: 30, KBG: 100
- AttackHi3
- Hitbox1: BKB: 50 -> 40, KBG: 80 -> 90
- Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
- IASA: Frame 41 -> Frame 38
- AttackS4
- Startup: Frame 17 -> 14.96 (Frame 17 with 0.88* FSM)
- Further multihit hitbox moved forward by 2 units
- Multihit: DMG: 0.8 -> 1, Rehit Rate: 4 Frames -> 3 Frames
- Final Hit: KBG: 150 -> 165
- AttackAirN
- Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
- Horizontal Momentum: -1 -> -0.5
- IASA: Frame 56 -> Frame 46
- AttackAirB
- Hitbox sizes increased by 1 unit.
- Landing Lag: 22 Frames -> 18 Frames
- Autocancel: Frame 60 -> Frame 50
- Landing lag has an added hitbox (2 Frame duration). DMG: 4. Angle: 72, BKB: 40, KBG: 180
- Landing Lag: 28 Frames -> 22 Frames
- Active Frames: Frame 20 to Frame 21 -> Frame 20 to Frame 22
- Sourspot: Angle: 361 -> 270, BKB: 30 -> 20, KBG: 90 -> 80
- Spike hitbox made to hit grounded foes, increased in size and moved down by 0.5 units.
- Spike hitbox: BKB: 2 -> 30
- BKB: 42 -> 32, KBG: 130 -> 140
- ThrowLw
- Full Charge: DMG: 22 -> 23, BKB: 20 -> 30, KBG: 64 -> 74
- SpecialN (Laser Blaze)
- Initial hit made to cause flinching, while the later hit has been kept as a flinchless hitbox.
- SpecialHi (Cannon Uppercut)
- Ground only hitbox edited to hit air foes, Air only hitbox removed.
- Endlag decreased by 20% (FSM ot 0.8* added)
- Cloud (Credit to SilentDo0m http://pastebin.com/0gHvnZwj)
- Limit Break Air Mobility: 1.32 -> 1.22
- Attack11
- Hitbox ID 0x2 extended by 1 unit.
- DMG: 3.5 -> 4.5
- AttackHi3
- Hitbox Duration: Frame 6 to Frame 10 -> Frame 4 to Frame 10.
- Startup: Frame 6 -> Frame 6 (Frame 4 with 1.5* FSM)
- Leg Intangibility removed.
- AttackHi4
- Startup: Frame 5 -> Frame 8 (Frame 5 with 1.6* FSM)
- Landing Lag: 18 Frames -> 19 Frames
- DMG: 14/14/13/13 -> 16/16/14.5/14.5, KBG: 90/100/83/83 -> 90/100/88/88
- AttackAirLw
- Non Spike hit: KBG: 105 -> 95
- Lingering Hitbox Frames: Frame 14 to Frame 43 -> Frame 14 to Frame 39
- SpecialN/SpecialAirN (Projectile)
- Hitbox sizes increased by 1 unit and extended upward by 2 units.
- SpecialS1
- Angle: 75/105/367 -> 366 BKB: 30 -> 0, WKB: 0 -> 80, KBG: 35/35/40 -> 100
- SpecialS2
- DMG: 3 -> 2, Angle: 107/78 -> 366, BKB: 43 -> 0, WKB: 0 -> 80, KBG: 25 -> 100
- SpecialS3:
- Hitbox ID 0x1: BKB: 130 -> 80, KBG: 25 -> 50
- SpecialS3 (Limit Break)
- Final Hit: DMG: 10 -> 9, Angle: 50 -> 60, KBG: 153 -> 140
- SpecialLw (Finishing Touch)
- Hitbox on Frames 20 to 21 KBG increased to match earlier hitboxes.
- Palutena (Ideas taken from the Palutena boards on SmashBoards)
- Air Speed: 0.91 -> 0.975
- Attack11
- Startup: Frame 7 (Frame 11 with 0.5* FSM that ends on Frame 8) -> Frame 5.94 (Frame 11 with 0.54* FSM)
- Hitbox Duration: 12 Frames -> 14 Frames
- Lingering Hit: DMG: 5 -> 6, KBG: 70 -> 80
- Startup: Frame 17 -> Frame 10.88 (Frame 17 with 0.64* FSM)
- Hitbox Durations: 23 Frames -> 16.1 Frames (0.7* FSM)
- Hit 1: DMG: 6/4 -> 5 BKB: 43 -> 0, WKB: 0 -> 75, KBG: 65 -> 100
- Startup: Frame 10 -> Frame 8 (Frame 10 with 0.8* FSM)
- Endlag reduced by ~10% (0.9* FSM after hitboxes terminate).
- Startup: Frame 14 -> Frame 9.94 (Frame 14 with 0.71* FSM)
- Endlag reduced by ~15% (0.85* FSM after hitboxes terminate).
- Air only hitbox removed and ground only hitbox edited to hit air foes.
- Hitbox ID 0x0: Size increased by 1 unit and lowered by 0.5 units.
- Hitbox sizes increased and extended by 2 units.
- IASA: Frame 68 -> Frame 58
- AttackHi4
- Startup: Frame 18 -> Frame 12.96 (Frame 18 with 0.72* FSM)
- IASA: Frame 72 -> Frame 62
- Windbox size increased by 4 units.
- Landing Lag: 20 Frames -> 15 Frames
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- All hitboxes DMG increased by 1.
- AttackAirHi
- IASA: Frame 59 -> Frame 49
- *Pending* Hitbox duration: Frame 10 to Frame 11 -> Frame 9 to Frame 12
- ThrowB
- DMG: 8 -> 10, KBG: 60 -> 80
- ThrowLw
- Searching Hitbox: Size increased by 25 units.
- Projectile(s): BKB: 20 -> 40, KBG: 42 -> 50
- SpecialS (Reflect Barrier)
- Startup: Frame 8 -> Frame 7 (Frame 8 with 0.875* FSM)
- BKB: 10 -> 30
- Intangability Frames: Frame 16 to Frame 31 -> Frame 11 to Frame 36
- SpecialLw (Counter)
- Counter Activation Frames: Frame 10 to Frame 32 -> Frame 7 to Frame 32.
- Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
- Sweetspot: BKB: 40 -> 45, KBG: 75 -> 80
- Little Mac (Credit to SilentDoom. http://pastebin.com/9bJwLQYd)
- Jump Initial Velocity: 26 -> 30
- Attack11
- IASA: Frame 22 -> Frame 17
- Attack12
- Jab 3 window: Frame 9 -> Frame 4.
- IASA: Frame 22 -> Frame 18
- Attack100
- Hit1 (Hitbox ID 0x0): Angle: 60 -> 35, WKB: 50 -> 30
- Windbox: WKB: 24 -> 50, KBG: 100 -> 80
- AttackAirN
- Autocancel: Frame >25 -> Frame >15
- AttackAirB
- Landing Lag: 22 Frames -> 14 Frames
- IASA: Frame 42 -> Frame 28
- Catch/CatchDash/CatchTurn
- Startup: Frame 9/10/11 -> Frame 6.91 (Frame 9 with 0.77* FSM)/9 (Frame 10 with 0.9* FSM)/9.9 (Frame 11 with 0.9* FSM)
- Grabbox sizes increased by 1 unit and extended forward by 1.5 units
- ThrowF
- Throw: Angle: 45 -> 25, BKB: 45 -> 35, KBG: 104 -> 90
- ThrowHi
- Multihit: DMG: 1 -> 2.5
- SpecialLw (Counter hit)
- King Dedede (Ideas taken from the Dedede boards on SmashBoards and Zikkh)
- Air Mobility: 0.63 -> 0.72
- Walk Max Velocity: 0.98 -> 1.08
- Initial Run Velocity: 1.36 -> 1.46
- Attack11
- Startup: Frame 10 -> Frame 4.8 (Frame 8 with 0.6* FSM)
- Active Frames: Frame 10 to Frame 12 -> Frame 8 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
- should hit)
- Hitboxes moved from root bone over onto the hammer.
- Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
- IASA: Frame 38 -> Frame 34
- Attack12
- Startup: Frame 11 -> Frame 6 (Frame 10 with 0.6* FSM)
- Hitboxes moved from root bone over onto the hammer.
- Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
- AttackEnd
- Startup: Frame 6 -> Frame 3 (Frame 6 with 0.5* FSM)
- AttackDash
- Knockback-based Heavy Armor added on Frame 7 until Frame 28.
- Horizontal momentum is boosted by 2 units on Frame 28.
- AttackHi3
- Startup: Frame 9 -> Frame 6.93 (Frame 9 with 0.77* FSM)
- Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
- AttackHi4
- Hitbox Duration: Frame 17 to Frame 25 -> Frame 16 to Frame 21
- Endlag reduced by 20% (0.8* FSM added to Frame 25)
- AttackAirN
- Landing Lag: 30 Frames -> 25 Frames
- Endlag reduced by 20% (0.8* FSM added to Frame 20)
- AttackAirB
- Final Hit: KBG: 150 -> 165
- AttackAirLw
- Sweetspot sizes increased by 2.
- Sourspot size reduced by 2 and moved upward 10 units.
- Catch/CatchDash/CatchTurn
- Grabbox sizes increased by 0.5 units and extended by 1 unit
- ThrowF
- Hit: DMG: 4 -> 5
- Throw: DMG: 5 -> 6, BKB: 70 -> 60, KBG: 72 -> 75
- ThrowLw
- IASA (End): 78 -> 63
- SpecialS
- Startup: Frame 29 -> Frame 24.94 (Frame 29 with 0.86* FSM)
- Endlag reduced by 15% (0.85* FSM added after Frame 29)
- SpecialLwStart
- Shield Damage: 0 -> 15