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Patch comes out August 3rd ONLY IN ARCADES

Translation by
@HiagoXYZ
@RideTheIcening
@superscience890
@kasouinshelter
@gookie_monster
@vlionmagnusv
@vibratingsheep
@orochifame96​ ​(KF from discord)
@kikered
@iw2ma
@onizato_1
@greatfernman

System changes ​@greatfernman


- Special hurtboxes during hitstop like spin and slide are standardized
- More hitstun on crouching opponents
- Standardized wallsplat hurtboxes (other than tager and susanoo)
- Fixed some negative penalty bug idk
- Amount of barrier consumed when activating it reduced
- Cooldown on barrier gauge regen is shortened
- Uhhh amount of meter gain on IB increased
- Unchanged crush trigger shorter window to combo charged version is
uncharged
- Active flow now only triggers on the following:
When an attack hits (not on block)
Activating overdrive
Hitting with EA
When Opponent gets negative penalty
- When overdrive is being activated, the player is unaffected by outside
influence (like magnetism and wind)
- EA is now minus on block
- EA as minimum damage
- Ground* throws and command throws changed so you can’t throw people
behind you
- Air throw ranges all standardized (other than tager)
- Some EAs and astral animations changed

Amane ​@vibratingsheep
- standing hurtbox while being hit has been extended forward
- stand C, crouch C, 6C, damage reduced
- all Ds except 6D do more chip damage, combo correction adjusted
- 6D no longer has its combo correction changed by your Spiral Level
and its combo correction has been changed
- 214C projectile will now move to the outer edges of the screen
Arakune ​@HiagoXYZ
- Air hurtbox increased downwards
- D moves' curse gain reduced on block
- j.A: can't repeat on whiff anymore
- Throw/Backthrow: adjusted how the opponent is blown away; both throws
are the same; follow-up time is universal to all characters
- Curse bugs: CAN'T BE USED DURING ANY TECH, OD OR EA
ACTIVATION
- Curse bugs: fixed a bug where bugs (:thinking:) wouldn't disappear when
Arakune got hit under certain circumstances.
- OD: when you don't enter curse right on OD activation, the curse gauge
depletion speed won't get slower but it'll still get slower if you activate OD
while in curse or you activate curse while in OD
- 236D (in AND out of curse): total recovery reduced; cloud will disappear if
Arakune blocks a move
- j.236C: proration adjusted; COMBO TIME LEVEL REDUCED
- 22A/B/C: curse gain reduced on block
- 236236D (ground/air): knockback reduced; the bug comes back faster in
OD version

Azrael​ ​@RideTheIcening

(​http://www.twitlonger.com/show/n_1sq1n9k​)
-2D pulls in on hit
-3D/6D adjusted how the opponent is blown away on hit. Better frame
advantage after normal hit (w/o WPs). (so I assume better oki on 2C 6C).
-Growler: will not be affected by dash intertia (no growler slide). Starter
proration decreased
-Valiant/hornet: Proration in combo is worse
IMPORTANT: Valiant/hornet change is only for the fully charged version!
-Panzer strike: startup is slower. The rising part blows away further, so the
second hit will hit more often. The falling hit blows less far on hit, and will
result in a ground bounce. Also, the 2nd hit will not hit opponents behind
AZ.
-BHS: during the charge, AZ can withstand attacks but will still receive
damage (kind of like a GP?). OD version now has the same startup

Bang ​@HiagoXYZ
- 6A: you can use it up to 2 times during a blockstring; 6A > 5B gatling
added
- 6C: now a Fatal Counter
- 3C: floats less on CH; unable to emergency tech; hitbox increased
upwards
- D moves: prorate buffed
- 5D: hitbox increased downwards
- 2D: opponent floats the same height as normal hit on CH
- Explosion during Drive: Bang doesn't jump as high after explosion; you
can't move while descending but you land faster doesn't hit multiple times
on block (only hits once now); fixed a bug where the sprite would last on
screen
- j.623B: inwards hitbox increased
- Bumper: the bumper's scarf changes as you use its charges; it'll always
set up a bumper on screen when used in the corner
- j.22A: removed height limitation; can be used right after jumping
- 236236D: able to grab opponents who've just started jumping/landing;
less recovery on whiff (ground ver. only)

Bullet ​@vibratingsheep
- 5B 6B can only be dash cancelled while in Heat Up
- 6A knockback reduced, can now gatling into 6B
- 2C first hit will now knock down on anti-air hit and be untechable
- 2C second hit launches higher
- You can now gatling from 2C, 6A, 6B into D moves
when you hit and special cancel, it will calculate your new heat level before
the special comes out5D j.D horizontal hitbox reduced
- Adjusted their guard stun in the air and on the ground to be the same
- When 5D and j.D are blocked, she can take air actions, BUT
if the opponent is grounded and she did 5D, she can't move until landing
- After hitting 5D or j.D, they bounce lower, and the cancel timings come
later
- And they fixed a bug where some situations made her get counterhit
- 2D active faster, less recovery, trajectory changed
- Added block stun to the non-Heat Up version and made it uncancellable
on block
- 6D hitbox reduced, active faster, trajectory changed made it more active,
reduced recovery
- added guard stun to the non-Heat Up version, and can't be cancelled on
block
- Piercing Engage: less wall stick on Heat 1 hit
- Cutting Sheer now has SMP applied to it
- Snap Hands Fist has an easier time grabbing people below Bullet now
and made it less affected by character so it's less character-specific on
timings etc
- Flechette Engage launches less and now launches straight up
non-OD Rage Agressor is now considered a different move than OD Rage
Aggressor

Carl ​@HiagoXYZ
- Doll gauge: doll's recovery rate after breaking has been slowed down
- j.A: slower startup
- Doll can't be used during any kind of techs, OD and EA.
- Doll normals now cost more gauge (except 6D)
- 6D: cost reduced; damage reduced
- 3D: combo time level reduced
- j.214C: P1 nerfed
- 236236: Nirvana won't hit behind her

Celica ​@HiagoXYZ
- Added an visual effect for when she has gray health?
- Airdash now shorter (travels less AND doesn't last as much)
- Standing stagger frontal hurtbox increased
- 3C: upwards hitbox increased
- D moves: the amount of gray health you get increases the more D moves
you use; gray health gain in OD now same as normally doesn't get gray
health on blocked D moves but you can special cancel them; can't cancel
moves on late recovery
- 2D/6D: P2 nerfed
- D moves (2nd hit): P1 nerfed, P2 buffed
- 2D (2nd hit): now a 2-hit move - a front and a rear hit (?)
- j.214A: travel speed and landing recovery decreased
- 214B: opponent doesn't blow away as far and floats less
- 214C: won't hit behind (backfire not included)
- 214C (backfire): won't hit forward; vacuum effect added

ES ​@iw2ma
-crouch block increased hurbox upwards
-downed state increased hurbox upwards
- 2a increased hitbox inwards
- 5C reduces recovery, reduced upwards float on hit
- 3c increased hitbox and hurtbox upwards
- 2D reduced recovery
- OD ver. 2D reduced recovery, 2nd part of Crest activation is now same as
other D moves
- Forward throw reduced enemy blowback
- Air projectiles knockback is now same as grounded projectiles (reduced
knockback)
- 214C will now hit enemy towards the direction she’s facing even with back
part of 214C hit
- 214A the moment where she can move out of 214a is now same against
every character
- 623146D increased effectiveness time

Hakumen ​@HiagoXYZ
- 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 untech time decreased on successful counter; can use
jump normals/specials when descending 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, spends 2
magatama

Hazama ​@HiagoXYZ
- Aerial D moves: goes into "long-range" version faster
- Drive~A followup: total recovery reduced when used after aerial D moves
- Drive~B followup: projectile invul added while in movement
- Throw: opponent blows away less on successful throw
- Drive~B followup: projectile invul added while in movement
- Throw: opponent blows away less on successful throw
-214B: active frames increased; follow-ups can be done faster (doesn't
change anything on hit, but reduces the gap on block)
- 214D~B: landing recovery reduced
- 623D: active frames increased
- 236236B: faster startup (rofl)
- OD 632146C: fixed a bug where you wouldn't get an overdrive finish

Hibiki​ ​@onizato_1
- Hibiki’s lying-face-down hurtbox has been raised

- J.2D and OD J.2D had their movement changed

- OD J.2D will no longer get counter hit


- His counter assault keeps counterhit state the entire way through now

- 236A can now be done in the air, and you can still do A followup.
- Ground version of 236A spends more time airborne and moves farther
horizontally

- 236A, A follow-up has slower startup, only hits grounded opponents, and
you can cancel into jump attacks or air specials on the way down

- 236A, B follow-up behaves differently now, it doesn't keep as much


momentum from the 236a and has less pushback on block

- 236A, C follow-up does more damage when you hit higher up on the
screen
- 236A, D follow-up is no longer projectile invulnerable
- j.214A can be done after j.236A, moves faster than regular j.214A
- 214A/B have collision on both hibiki and the bunshin.
- 214A has less recovery, movement speed adjusted, reduced overall
frames, easier to hit crouching opponents but it will blow them back further,
making it harder to combo off.
- 623C air ok, has less invuln.

Izanami ​@vlionmagnusv
- Crouching hurtbox during combo is extended forward
- Air hurtbox is extended downward
- 2B: 1. Before attack comes out, hurtbox extend forward(no longer f1
low profile?)
2. Attack level lowered
3. Recovery frames extended
- 5C: 1. Attack level lowered
2. Startup is faster but doesn’t move forward as far
3. When hitting an air opponent, they float lower
- 5CC and 2CC: better scaling
- 6B: special cancel and gatling limited only on hit now (except when she is
in float)
- 3C: gatling limited only on hit (except when she is in float)
Less blow back on hit
- All D attack: proration and scaling adjusted (doesn’t mentioned how)
During OD and air tech, emergency tech, or wake up, you can’t
buffer D attacks anymore
- 4D: bits less active and fly distance shortened (no longer full screen?)
- 214A: on normal hit, it only wall bounces in the corner (counter hit still
wallbounce mid-screen)
- Ribcage: Cost barrier on activation now
Last until barrier reaches 0 (in training it’s 10 sec if you set barrier to
infinite)
Fixed sometimes it will break burst
- Ribcage release: more barrier recovery on hit
- 63214C: before animation starts removes ribcage now
- 63214D and 41236D: more reload time until it comes back to Izanami
- Both time stop super: removes ribcage
When time stop ends, they no longer slips out
- Astral: remove ribcage before animation starts

Izayoi ​@HiagoXYZ
- Gain Art dash/airdash: landing recovery increased
- 6A: forces crouch on ground hit
- 6[B]: trans-am's bits will attack now
- 623B~A: once it starts you lose the invul immediately
- OD Astraea: only does all hits if you successfully hit (otherwise it's only
the 1st one); adjusted damage
- Strike Fall: min damage removed
Trans-Am: only invul during superflash; fixed malfunction where bits
wouldn't move properly

Jin ​@HiagoXYZ
- 5B: slower startup
- 2B: increased active frames, less recovery; total frames remain the same
- OD C attacks: fixed a bug where the opponent would get hit in a way not
intended under certain conditions
- 623B: changed the direction opponent flies to on normal hit; increased
untech time; worse prorate; COMBO TIME LEVEL REDUCED
- 623C: increased untech time
- 22C: area of effect (to successfully hit opponent) reduced; JIn won't get
knocked back once the move starts (easier to use in corner)
- j.214C: worse prorate
- j.214D: Jin floats upwards before the 2nd hit; because of that change, the
move's static difference is worse
- 632146D: hitstop increased on the last hit; minimum damage reduced
Kagura ​@HiagoXYZ
- Aerial spinning hurtbox increased downwards
- 2C: hitbox increased downwards
- 6B: faster startup; more active frames; less recovery; hitbox increased
downwards; Drive cancelable
- 6C: floats less on hit
- 3C: P2 nerfed
- j.B: opponent's hitstun motion on air hit has changed
- j.C: faster startup; landing recovery removed; opponent falls faster on air
hit
- Drive stances can follow-up into moves faster
- 2D~B: 1st hit float reduced; increased emergency untech time; 2nd hit
attack level and recovery reduced, 2nd hit blows farther away and floats
more
- 6D~C: untech time increased
- 2D~C: slower startup, however because of the stance change, if you do it
asap the total startup is faster than before
- [2]8B: P2 nerfed
- [2]8C: P2 adjusted
- [8]2C (follow-up ver.): damage increased; can't emergency tech; landing
recovery reduced
- EA: fixed a bug where its reach would change depending on the situation
Kokonoe ​@HiagoXYZ
- Graviton gauge recovers faster
Fixed a bug where the magnetic pull for left/right side differed
- 236D: You can press D to activate previously set up gravitons during
special moves; they disappear faster once activated
- 236B: fixed a bug where the opponent would blow away in a different
direction if a graviton or 236D was in effect during it
- 214214X: normal ver.'s P1 now the same as OD ver.; combo time level
reduced

Lambda ​@HiagoXYZ
- j.C: faster startup; up/downwards hitbox increased in the first 3 hits
- 5D: downwards hitbox increased
- aerial D moves: up/downwards hitbox increased; longer window for
gatling cancels
- Backthrow: you change sides with the opponent
- 236B~6A: opponent now blows away in the opposite direction as Lambda;
landing recovery reduced she now slips through the opponent on both hit
and block

Litchi ​@HiagoXYZ
- Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH
- Daisharin: can't use it during any kind of tech, during OD activation or EA
- Renchan (projectile part): less hitstop; floats less on air hit
- Renchan B (Litchi part): less recovery; because of the projectile change
it's more unsafe on block and worse on hit
- Renchan C (Litchi): slower startup; less recovery; total frames have
increased but she moves faster after throwing staff
- Renchan C (Litchi): because of the projectile change it's more unsafe on
block, but still the same on hit
- Kanchan (charge): faster startup after the crossup; will crossup even in
the corner

Mai ​@kikered
- 5x[b]~8a/c - Behavior on CH now the same as normal hit. Now also
comes out with ~9a/c input.
- 5x[b]~6a/c - Bigger wallbounce on normal hit. Fatal counters.
- 5cc - Doesn't hit opponents behind her.
- 236a - Better p1, worse p2. Upper hurtbox expanded. Pulls in airborne
opponent on tip hit. Damage decreased on followup hits of OD version.
- 236b - Better p1, worse p2. Upper hurtbox expanded. Damage decreased
on followup hits of OD version.
- 236c - Better p1, worse p2. Damage decreased on followup hits of OD
version.
- 214a - p2 applied on both the dive and the shockwave.
- 214b - p2 applied on both the dive and the shockwave. Less blowback on
the dive when hitting airborne opponent.
- 214c - p2 applied on both the dive and the shockwave. Less blowback on
the dive when hitting airborne opponent.
Makoto ​@gookie_monster
- air hurtbox on hit increased hurtbox upwards
- 6c increased enemy blowback on hit and reduced their float. Increased
untech time.
- 3C enemy will float higher on hit.
- 2D reduced enemy blowback on hit
- 236A projectile will last less, and lowered speed. Also, shorted distance
- j.623C is air blockable now.
- infinite rush increased hitbox upwards except for the final hit. Reduced
recovery. Enemy floats higher on final hit
- Star gazer reduced enemy float on hit.
- cosmic ray changed hit stop. On guard, less hit stop for opponent only
and is worse on block no. (no change for hit)
- Shooting star low and throw invul on startup. Wall bound on counter hit
even on midscreen. Increased wall stick time on corner.
- Worsened P1, for the move being the first hit of a combo lowered combo
rate

Mu ​@HiagoXYZ
- Standing stagger frontal hurtbox increased
- 5B: attack level reduced (untech time remains the same)
- 6B: 1st hit untech time increased
- 236D: faster startup; recovered increased; total frames in ground ver.
unchanged; air ver. takes longer for Mu to start descending
- 6C: P2 nerfed

Naoto ​@superscience890
- 5B Startup moves naoto moves farther forward, Bigger hitbox below,
hitbox around his head increased
- 2C untech time up
- 6A Removed hitbox around head
- 6B Can be gatling'd from 5B, 2B, 5C
- 6C Goes farther, slower start up
- 6C lost foot invincibility, can go under, can't hit crouching opponents, can
be cancelled into specials and(?) normals.
- 6C Can be gatling'd from 5D, 2D, 6D
- All D moves After inputting any D move, if you press and hold D again,
charged D won't come out
- 236B Bigger hurtbox above him on startup, Floats higher if it hits in the air
- 236B > 236B Increased active frames, reduced recovery
- 236B>236B Has a bigger hitbox higher up, does not float as high on hit in
air, is not in air when doing move
- 236B>236B>236C Startup faster, Smaller hitbox lower after initial hitbox,
worse proration
- 623C longer untech time, increased recovery
- Sway non enhanced version reduced recovery, no changes to enhanced
- Phantom Pain - command change 8A (from 28A), bigger hitbox
- Phantom Pain increased time to follow up after hit, counter hit follow up
time hasn't changed
- Slash Kaid Does not float as high on air hit,
- Enhanced Slash Kaid On hit from far away, increased stagger time
- Enhanced Slash Kaid When hitting an opponent downed when close, it
now staggers like it does on far hit

Nine​ ​@kasouinshelter
- During crouching increased hurtbox
- In the air increased hurtbox
- Any dash or air dash movement and timing have been changed
- Forward teleport can teleport further but increased recovery
- Increase recovery and count as negative move
- 2nd teleport decreased invul, counter hit before animation finishes, also
count as negative more for all directions
- 5a increased recovery
- 5b increased recovery
- 2a increased recovery and hurtbox
- 2b increased hurtbox
- 2c increased recovery and hurtbox
- 6a faster startup but increased active and recovery
- 6b faster startup but increased recovery
- 6c faster startup but increased active and recovery
- 3c faster startup but increased recovery and hurtbox
- throw full invul during throw animation
- air throw ( all character’s air throw become same expect tager)
- DP increased damage after power buff
- any lv ice d attack decreased pushback, removed freeze time after DP but
increased damage
- any lv wind d attack increased pushback
-skull removed invul, skull now is considered as an attack, more attack
pattern after it’s activated??
- Lightning ball moves faster at beginning then becomes slower and slower
- Mirror moves faster at the beginning then becomes slower and slower,
can be set up behind opponent
- orbs cross faster startup if not charged but less plus frames and less
active frames
- kunzite only appears in front of nine, 2nd hit is not mid anymore.
Decreased hitstun on block (kunzite will not track anymore and less
advantage on block, nothing changed after hit)
- Timer increase opponent’s recovery frame
- Raider removed invul part from the animation (was there invul????)
- DP increase recovery and hitstun on block (means more risk if whiffs)
- 236236b removed invul before flash but add invul during and after flash
only attack once on block, less recovery, opponent position has been
changed in order to combo
- 236236c removed opponent’s invul after rc the first hit (now can do combo
after it)

Noel ​@HiagoXYZ
- Standing stagger frontal hurtbox increased
- 5B: can't use 5B twice in the same string
correction: before, 5B and 2B (together) could be used up to two times per
string; THEY REMOVED THAT LIMITATION but 5B can only be used once
per string
- 2B: can be used up to 2 times per string
- 2C: stagger time and untech time increased
- 6A: jump cancelable on block; floats less on hit
- j.B: added rear hitbox (crossups now?)
- j.2C: hitbox increased upwards
- 4D: body invul now starts from 1f; COMBO TIME LEVEL
REDUCED!!!!!!!!!!!!!!!!
- j.D: the move's trajectory won't change regardless of how you jump; faster
startup; has Body invul while it's moving
- 214A: prorate buffed; untech time increased; follow-up time is universal
for all characters

Nu ​@HiagoXYZ
- 3C: floats higher on hit
- j.C: faster startup; first 3 hits' up/downwards hitbox increased
- 5D: downwards hitbox increased
- All aerial Ds: up/downwards hitboxes increased
- Backthrow: you change sides with the opponent on damage
- 236D: cancelable into 214A/B/C on block
- 214A/B/C: you can buffer dash cancels now
- EA: startup and active frames now the same as other chars' EA; recovery
and static difference are worse than other chars' EA
- OD 632146D: all hits can finish a round now

Platinum ​@HiagoXYZ
- Standing stagger frontal hurtbox increased
- Powered-up Items now have bonus proration
- Hammer (powerup included): faster startup
- Cat (power-up): P2 nerfed
- Bomb, Missile (power-up included): changed P2 (doesn't specify better or
worse)
- Box: removed bonus proration
- Box (power-up): P1 on 2nd hit nerfed
- 236A (movement): no longer invul to things like Nine's normals, only
projectiles; moves faster horizontally
- 236B/C: P2 buffed

Rachel ​@HiagoXYZ
- Standing stagger frontal hurtbox increased
- 2C: blows opponent farther away on CH
- j.B: not an overhead anymore
- j.2C: landing recovery decreased; only cancelable on hit; COMBO TIME
LEVEL INCREASED
- Wind: no matter which direction you use it, it'll add to the negative penalty
- Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD
STARTUP OR DURING EA
- Frog: when hit by a projectile, the frog will get knocked back
- 214B: bats appear faster; they're blown up in a different way by wind; the
AoE in which bats deal damage has been increased
-214B: damage increased when touched by a bat, but the max damage has
been decreased; Rachel's meter won't increase when they hit
- 214B: when Rachel is damaged the move disappears (won't disappear on
block)

Ragna ​@HiagoXYZ
- Air hurtbox increased upwards
- 2D: Now a low.
- 6A: Startup faster
- 6B: Stagger time increased
- 6D: Normal version's startup faster (same as OD ver.); reduced inertia
from dashing
- 214B (air/ground): Untechable time increased.
- 214D: Body/Foot/Projectile invul added while in movement; sliding time
increased
- j.214C: can't emergency tech its last hit on ground hit anymore, same for
both ground and air CH hit
Relius ​@HiagoXYZ
- ​6B: faster startup; less float on hit; air untech time increased; added
bonus proration
- Throw/Backthrow: blows away less on hit
- Doll normals: can't be used during any kind of tech, OD or EA
- 236A: invul to burst added while moving
- j.236C: height restriction lessened; can TK it now
- j.214B: summons doll closer; P1 nerfed; can't emergency tech on ground
hit; can emergency tech on CH air hit (OD ver. not included)
- 236236D: Ignis won't hit behind her

Susanoo ​@orochifame96
(KF from discord)
*susanoo p2 is now correspondent to attack level
overall he got increased p2
- this basically addresses his questionable damage output. He could
possibly be hitting MUCH harder now off of each of the stray hits.
*6b has bigger hitbox above
- 6b(1) has bigger hitbox below
less recovery
damage reduced
- pressure buffed. Less recovery combined with the crouching hitstun
change may lead to new confirms:( hitbox changes will most likely make his
optimized routes universal. Increasing his damage further.
*5c less recovery
- probably won't die as often for throwing out 5C now.
*2c(1) jump cancellable
- quality of life change. Nice to have.
*3c worse p2
- considering that he got overall buffed p2, this does not matter that much.
*forward throw has less hitstop and less launch
- this could make certain routes easier to pull off, but we may also lose
some too.
*DP has longer invuln
active frame hitboxes are all-around bigger
-THANKFUCKINGGOD
*oshiyaku zanka faster startup
bigger hitbox downwards
I believe this is orb? he'll get a better abare option but the input makes it
questionable.
*tachikiru senjin bigger hitbox backwards
- this should be sword? basically consistent backwards sword routes.
*uchikuruu kishin no sengeki higher minimum damage
fixed a bug where certain attacks during animation wouldn't hit
*they actually made the damage not fucking ass. Good shit.
Overall: They pretty much greatly increased his damage potential and
made his routes consistent. 5C and 6B buffs are very welcome. No buffs to
his lows kinda leaves me disappointed. We'll have to wait and see if they
add more. Also keep in mind that his bad matchups got nerfed considerably
as well as the system got changed a bit, so bear that in mind when looking
at these.

Tager ​@HiagoXYZ
- 5A: less knockback on air hit
- 5B: inwards hitbox increased
- j.B: adjusted how the opponent is blown away on CH
- j.2C: upwards hitbox right after startup increased
- 360B (Wedge): follow-up time is universal for all characters
- 236A: P1 nerfed
- 236B: recovery increased; P1 nerfed; staggers on ground hit; floats higher
on air hit
- Sledge follow-up: they're considered different special moves when done
from 236A, 236B, or 214D
- 214D follow-up: faster startup

Taokaka ​@HiagoXYZ
- 3C: prorate buffed
- j.B: active frames and recovery increased
- 4D: stagger on ground hit increased; now a Fatal Counter
- 236C~B: less recovery on block and whiff; not a Fatal Counter anymore
- j.236B: hitbox increased up/downwards

Terumi ​@orochifame96
(KF from discord)
*terumi negative penalty resistance increased
- I never really had a problem with negative penalty but i'll take it.
*2d has greater pull effect
- this is good, but i really wanted that startup reduction lol.
*4d hitbox moved downwards
od 4d less untech
- Universal OD routes maybe? Also potential damage nerf.
*jagaku 1st hit range adjusted
cannot hit opponents far away or opponents too high
jagaku will now do followup animation even at low opponent heights
jagaku higher blockstun, so has better frame advantage
- basically a pressure buff. Safer alternative to 6C when frame trapping at
certain points. Sweet spot for blowback was adjusted. You can get the full
animations at lower heights which is good for ending combos while scoring
more meter.
*tsuishouga has faster startup but less blockstun
lower damage but forces crouch
less knockback
hitbox is slightly reduced from above
- Overall buffed. You can keep pressure much better after a successful hit
during pressure. May be able to followup on CH with combos. Since it is
faster, it can frame trap even better than it did before from 5B, making it
harder to disrespect. Hitbox nerf hopefully shouldn't affect corner routes
due to startup reduction/character hurtbox changes.
*garengeki now pulls in the opponent during attacks
only wallbounces in corner
- basically fixes an issue where getting followups could be inconsistent
depending on how far you were from your opponent when you hit them with
22C. Wall bounce means his corner routes have most likely changed.
- Overall: Slight pressure buffs, probably lower OD damage, new routes.
Overall mostly the same character. I'm pretty satisfied with it although i
really wanted that 2D startup reduction. His bad matchups got touched
considerably, so that will also help alot for him.

Tsubaki ​@HiagoXYZ
- 6B: opponent blows away a lot on air hit, but floats less; can't emergency
tech on CH
- 6BB: opponent floats higher on CH
- 2CC: downwards hitbox increased; makes opponent float on ground hit
now
- 3CC: fixed a bug where she wouldn't be on CH state
- CT: won't step back after hitting the opponent
- 22B: attack level reduced (prorate worse & more unsafe on block)
- 623C: P1 nerfed; P2 buffed
- 623D: untech time increased
- 236236C/D: min damage reduced
- j.214214D: Fixed a phenomenon where you'd "stagnate" mid-air after
using it? (actually don't quite get it but seems like a bugfix)
Valkenhayn ​@RideTheIcening
-6A floats lower and closer on hit, untech time increased, recovery
decreased
-Wolf Gauge cooldown is now a fixed 120f, regardless of whether you're in
the air or on the ground (previously you had to be on the ground).
- Wolf 5C floats higher on hit (easier to combo?)
-Wolf grab recovers 25% wolf gauge on hit.
- In wolf form, landing during j.D active frames will result in Valk changing
to human form after landing.
- [Atm, you will remain in wolf form if you press j.D extremely late, just
before landing. In 2.0 the human transformation is always guaranteed]
- Wolf grab recovers 25% wolf gauge IMMEDIATELY AFTER the damage
is dealt, which means you can probably recover THEN 3C cancel for a
combo!

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