(Dhalsim S2) |
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Official patch notes can be found at https://game.capcom.com/cfn/sfv/adjust/ | Official patch notes can be found at https://game.capcom.com/cfn/sfv/adjust/ | ||
{{Changelist StreetFighterV|Universal Changes|Header| | {{Changelist StreetFighterV|Universal Changes|Header| | ||
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* The number of frames necessary to complete a charge has been increased from 6F to 10F (takes longer for charge moves) | * The number of frames necessary to complete a charge has been increased from 6F to 10F (takes longer for charge moves) | ||
* V-Reversal input delay and established frame for crouching block has been shortened by 1F. | * V-Reversal input delay and established frame for crouching block has been shortened by 1F. | ||
* It is no longer possible to escape throws while inputting up during the throw escape. (this was to prevent the "jump back OS") | * It is no longer possible to escape throws while inputting up during the {{throw}} escape. (this was to prevent the "jump back OS") | ||
* Invincible reversals reworked; in general light versions are throw invincible, medium versions are air invincible, and heavy versions are invincible on 3f | * Invincible reversals reworked; in general light versions are {{throw}} invincible, medium versions are air invincible, and heavy versions are invincible on 3f | ||
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* S3 released | * S3 released | ||
* Increased the active frames from 2F to 3F | * Increased the active frames from 2F to 3F | ||
* Upon V-Trigger activation, the counter for combo damage scaling has been increased from 1 to 2 when used in a combo | * Upon V-Trigger activation, the {{counter}} for combo damage scaling has been increased from 1 to 2 when used in a combo | ||
* Many characters' throw's (Ryu) were modified to prevent looping, almost entirely removing precise throw loops from the game | * Many characters' throw's (Ryu) were modified to prevent looping, almost entirely removing precise {{throw}} loops from the game | ||
* Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs | * Many characters' light attacks had hit/hurtboxes adjusted to be worse anti-airs | ||
* V-Trigger 2's were introduced for all characters | * V-Trigger 2's were introduced for all characters | ||
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* S3.5 released | * S3.5 released | ||
* Added to the combo scaling when a Crush Counter has been triggered.(making them less damaging overall) | * Added to the combo scaling when a Crush Counter has been triggered.(making them less damaging overall) | ||
* Changed so that if the throw escape command is entered at the same time as a special move upon getting thrown, the throw escape will not be performed | * Changed so that if the {{throw}} escape command is entered at the same time as a special move upon getting thrown, the {{throw}} escape will not be performed | ||
* Many light attack's hit and hurtboxes were reduced while air attacks hit/hurtboxes were increased to reduced prevalence of anti-air light attacks | * Many light attack's hit and hurtboxes were reduced while air attacks hit/hurtboxes were increased to reduced prevalence of anti-air light attacks | ||
* October 2018: Input delay reduced about 1f on average, stabilized from the variable delay introduced in Arcade Edition | * October 2018: Input delay reduced about 1f on average, stabilized from the variable delay introduced in Arcade Edition | ||
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* S4 released | * S4 released | ||
* Characters will be KO'd if vitality is reduced to zero even if they have white gauge remaining (IE can be killed through armor) | * Characters will be KO'd if vitality is reduced to zero even if they have white gauge remaining (IE can be killed through armor) | ||
* Stun damage taken is reduced by 50% if armored through | * Stun damage taken is reduced by 50% if {{armored}} through | ||
* Damage is increased by 1.2x against moves that are invincible by 1f and recover in a counter hit state such as EX Shoryuken | * Damage is increased by 1.2x against moves that are invincible by 1f and recover in a {{counter}} hit state such as EX Shoryuken | ||
* All V-Trigger activations can no longer go through moves during the invincible screen freeze | * All V-Trigger activations can no longer go through moves during the invincible screen freeze | ||
* Fixed bug that caused recovery for characters hit during V-Trigger screen freeze to be reduced by 1f | * Fixed bug that caused recovery for characters hit during V-Trigger screen freeze to be reduced by 1f | ||
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* Collision boxes during wake up and downed animation standardized across all characters | * Collision boxes during wake up and downed animation standardized across all characters | ||
* Fixed bug where opponent stunned in freeze state would not return to normal | * Fixed bug where opponent stunned in freeze state would not return to normal | ||
* Fixed bug where if a throw was inputed during 5f window for rapid canceling a light a throw would be performed instead of the rapid cancel move | * Fixed bug where if a {{throw}} was inputed during 5f window for rapid canceling a light a {{throw}} would be performed instead of the rapid {{cancel}} move | ||
* Fixed a bug where if using a move with armor, and upon taking damage from an attack following a guard-break attack from the opponent, guard-break scaling would be applied to the second attack. | * Fixed a bug where if using a move with armor, and upon taking damage from an attack following a guard-break attack from the opponent, guard-break scaling would be applied to the second attack. | ||
* Fixed a bug where when using an attack that draws the opponent in closer (such as Zangief's VTI Cyclone Lariat), and a certain part of the attack hits, after the hit the character would be moved to an unnatural position. | * Fixed a bug where when using an attack that draws the opponent in closer (such as Zangief's VTI Cyclone Lariat), and a certain part of the attack hits, after the hit the character would be moved to an unnatural position. | ||
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* Crouch MP hitbox reduced | * Crouch MP hitbox reduced | ||
* Crouch MK hurtbox reduced | * Crouch MK hurtbox reduced | ||
* Crouch HP hitbox expanded, hurtbox reduced, reduced startup from 12f to 11f, crush counter only happens on first active frame, adjusted float value for mid-air hit | * Crouch HP hitbox expanded, hurtbox reduced, reduced startup from 12f to 11f, crush {{counter}} only happens on first active frame, adjusted float value for mid-air hit | ||
* Crouch HK active frames increased from 1f to 2f on first hit | * Crouch HK active frames increased from 1f to 2f on first hit | ||
* Jump LK hitbox expanded, hurtbox reduced | * Jump LK hitbox expanded, hurtbox reduced | ||
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* Stun increased from 1050 to 1075 | * Stun increased from 1050 to 1075 | ||
* Hurtbox and collision box adjusted during spinning state (after some crush counters) | * Hurtbox and collision box adjusted during spinning state (after some crush counters) | ||
* Forward throw distance increased after successful throw | * Forward {{throw}} distance increased after successful {{throw}} | ||
* Stand LK startup increased from 5f to 6f, has more pushback on block | * Stand LK startup increased from 5f to 6f, has more pushback on block | ||
* Crouch LP startup changed from 5f to 6f, recovery increased from 10f to 12f, downwards hitbox reduced on 2nd and 3rd active frames | * Crouch LP startup changed from 5f to 6f, recovery increased from 10f to 12f, downwards hitbox reduced on 2nd and 3rd active frames | ||
* Crouch LK no longer special cancelable, pushback on hit increased, V-Trigger cancel advantage increased to +11/+8 on hit/block from +10/+7 | * Crouch LK no longer special cancelable, pushback on hit increased, V-Trigger {{cancel}} advantage increased to +11/+8 on hit/block from +10/+7 | ||
* Vroom Vroom (LP > LP) pushback on hit/block increased | * Vroom Vroom (LP > LP) pushback on hit/block increased | ||
* Abi Hammer (f+MP) adjusted so only 3rd active frame can | * Abi Hammer (f+MP) adjusted so only 3rd active frame can {{otg}} | ||
* Ontario Drop (f+KKK) startup increased from 16f to 17f, opponent blowback on hit reduced | * Ontario Drop (f+KKK) startup increased from 16f to 17f, opponent blowback on hit reduced | ||
* EX Giant Flip (hcb+PP) damage reduced from 120 to 80, stun reduced from 200 to 150 | * EX Giant Flip (hcb+PP) damage reduced from 120 to 80, stun reduced from 200 to 150 | ||
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** EX | ** EX | ||
*** Knockdown time after first hit increased | *** Knockdown time after first hit increased | ||
*** Blowback on counterhit and regular hit unified to be that of regular | *** Blowback on {{counterhit}} and regular hit unified to be that of regular | ||
*** Damage for regular version increased from 130 to 140 | *** Damage for regular version increased from 130 to 140 | ||
*** Damage for mashed version decreased from 170 to 160, Stun on mashed version decreased from 230 to 200 | *** Damage for mashed version decreased from 170 to 160, Stun on mashed version decreased from 230 to 200 | ||
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*** Damage for regular version increased from 120 to 150, stun for regular version increased from 150 to 200 | *** Damage for regular version increased from 120 to 150, stun for regular version increased from 150 to 200 | ||
*** Damage for charged version increased from 170 to 200, stun increased from 220 to 250 | *** Damage for charged version increased from 170 to 200, stun increased from 220 to 250 | ||
*** Combo counter adjusted | *** Combo {{counter}} adjusted | ||
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** HP version has projectile and hit invincibility 3f-6f | ** HP version has projectile and hit invincibility 3f-6f | ||
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* Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170 | * Forward {{throw}} positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170 | ||
* Stand LP hurtbox expanded | * Stand LP hurtbox expanded | ||
* Stand MP collision box adjusted | * Stand MP collision box adjusted | ||
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* Crouch HP adjusted to hit opponenets behind Akuma | * Crouch HP adjusted to hit opponenets behind Akuma | ||
* Crouch HK collision box adjusted | * Crouch HK collision box adjusted | ||
* Jump MP startup increased from 5f to 7f, damage decreased from 60 to 50, special cancelable, causes knockdown when hit air-to-air | * Jump MP startup increased from 5f to 7f, damage decreased from 60 to 50, special cancelable, causes {{knockdown}} when hit air-to-air | ||
* Jump HP upper hitbox reduced, horizontal and lower hitbox expanded, hurtbox reduced | * Jump HP upper hitbox reduced, horizontal and lower hitbox expanded, hurtbox reduced | ||
* Jump HK hurtbox reduced | * Jump HK hurtbox reduced | ||
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* Added V-Trigger 2: Shiretsu Hasshi | * Added V-Trigger 2: Shiretsu Hasshi | ||
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* Stand LP upward hitbox reduced | * Stand LP {{upward}} hitbox reduced | ||
* Stand MK recovery increased from 16f to 18f; in Cody Patch on block increased from -2 to -4 | * Stand MK recovery increased from 16f to 18f; in Cody Patch on block increased from -2 to -4 | ||
* Crouch LP upwards hitbox reduced | * Crouch LP upwards hitbox reduced | ||
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* V-Trigger 2 | * V-Trigger 2 | ||
** Hyakkigosai (?) behavior on whiff unifed with EX Version | ** Hyakkigosai (?) behavior on whiff unifed with EX Version | ||
** Cannot cancel into Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff | ** Cannot {{cancel}} into Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff | ||
* Fixed bug where when canceled into from special moves, Akuma retained invincibility while able to move | * Fixed bug where when canceled into from special moves, Akuma retained invincibility while able to move | ||
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* Size of forward hurtbox while crouching decreased, hitbox when changing directions adjusted | * Size of forward hurtbox while crouching decreased, hitbox when changing directions adjusted | ||
* Forward throw stun decreased from 170 to 120, EX meter gain decreased, collision box no longer moves forward during animation | * Forward {{throw}} stun decreased from 170 to 120, EX meter gain decreased, collision box no longer moves forward during animation | ||
* Back throw collision box no longer moves forward during animation | * Back {{throw}} collision box no longer moves forward during animation | ||
* Stand LP 3rd active frame hitbox removed, knock back distance when used as an AA increased, upwards hitbox decreased, hurtbox increased | * Stand LP 3rd active frame hitbox removed, knock back distance when used as an AA increased, upwards hitbox decreased, hurtbox increased | ||
* Stand MP | * Stand MP recovery increased from 12f to 14f (no change to advantage), pushback distance on block increased, advantage on VTC decreased from +12 to +10, motion timing when special canceled increased by 2f, hurtbox increased to same size as hitbox | ||
* Stand LK motion start point increased when canceled or hit during it, start timing increased by 1f when special canceled into | * Stand LK motion start point increased when canceled or hit during it, start timing increased by 1f when special canceled into | ||
* Stand MK startup increased from 8f to 9f | * Stand MK startup increased from 8f to 9f | ||
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* Added V-Trigger 2: Rage Boost | * Added V-Trigger 2: Rage Boost | ||
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* Back throw damage increased from 140 to 160 | * Back {{throw}} damage increased from 140 to 160 | ||
* Stand LP active frames increased from 2f to 3f, recovery reduced from 8f to 7f, upward hitbox reduced | * Stand LP active frames increased from 2f to 3f, recovery reduced from 8f to 7f, {{upward}} hitbox reduced | ||
* Stand HK forces opponent to hit, allowing DDT to allows connect | * Stand HK forces opponent to hit, allowing DDT to allows connect | ||
* Crouch LP upward hitbox reduced | * Crouch LP {{upward}} hitbox reduced | ||
* Crouch HP float on hit increased | * Crouch HP float on hit increased | ||
* Lariat can now be special canceled | * Lariat can now be special canceled | ||
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* Health increased from 1000 to 1025 | * Health increased from 1000 to 1025 | ||
* Hurtbox decreased while crouching, adjusted hurtbox when character changes directions | * Hurtbox decreased while crouching, adjusted hurtbox when character changes directions | ||
* Forward throw damage decreased from 120 to 110, stun decreased from 170 to 120, CA meter gain decreased | * Forward {{throw}} damage decreased from 120 to 110, stun decreased from 170 to 120, CA meter gain decreased | ||
* Stand LP advantage on block increased from +2 to +3 | * Stand LP advantage on block increased from +2 to +3 | ||
* Stand MP damage increased from 60 to 70, increased airborne time by 1f when opponent hit in air | * Stand MP damage increased from 60 to 70, increased airborne time by 1f when opponent hit in air | ||
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* Crouch HP damage on air hit increased from 70 to 80 when hit on active frames 2-5 | * Crouch HP damage on air hit increased from 70 to 80 when hit on active frames 2-5 | ||
* Crouch LK active frames increased from 2f to 3f | * Crouch LK active frames increased from 2f to 3f | ||
* Crouch MK changed from high to low, forward hitbox decreased | * Crouch MK changed from {{high}} to low, forward hitbox decreased | ||
* Stomping Combo (crMK > MK) pushback on block decreased | * Stomping Combo (crMK > MK) pushback on block decreased | ||
* KKB > Buffalo Pressure (MK+MK > K) active frames increased from 2f to 3f, on block disadvantage decreased from -8 to -6, counter window reduced | * KKB > Buffalo Pressure (MK+MK > K) active frames increased from 2f to 3f, on block disadvantage decreased from -8 to -6, {{counter}} window reduced | ||
* Buffalo Headbutt (f+PPP) startup increased from 15f to 16f, pushback on block extended, forward movement distance decreased, advantage and blowback decreased on hit | * Buffalo Headbutt (f+PPP) startup increased from 15f to 16f, pushback on block extended, forward movement distance decreased, advantage and blowback decreased on hit | ||
* Screw Smash (previously d,u+K) | * Screw Smash (previously d,u+K) | ||
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** MP version advantage increased from +2 to +3 | ** MP version advantage increased from +2 to +3 | ||
** HP version advantage decreased from +3 to +2, pushback distance on hit decreased | ** HP version advantage decreased from +3 to +2, pushback distance on hit decreased | ||
** EX version > KKB cancel window extended on first hit | ** EX version > KKB {{cancel}} window extended on first hit | ||
* Turn Punch (hold 2 buttons then release) | * Turn Punch (hold 2 buttons then release) | ||
** Level 1 -6 has throw invincibility frames 1-18 | ** Level 1 -6 has {{throw}} invincibility frames 1-18 | ||
** Level 1-3 changed to upper and projectile invincibility on frames 3-18 | ** Level 1-3 changed to upper and projectile invincibility on frames 3-18 | ||
** Level 4-6 changed to attack and projectile invincibility on frames 3-18 | ** Level 4-6 changed to attack and projectile invincibility on frames 3-18 | ||
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* Hurtbox fixed so collision boxes no longer shrink in reverse direction if Balrog turned around while crouching, which let characters cross up after mid air hit when normally should not be able to | * Hurtbox fixed so collision boxes no longer shrink in reverse direction if Balrog turned around while crouching, which let characters cross up after mid air hit when normally should not be able to | ||
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* Forward throw damage increased from 110 to 130, stun increased from 120 to 150, situation after hit changed so Balrog is further away from opponent | * Forward {{throw}} damage increased from 110 to 130, stun increased from 120 to 150, situation after hit changed so Balrog is further away from opponent | ||
* Stand LP hitbox expanded | * Stand LP hitbox expanded | ||
* Stand MP adjusted to allow hitting behind Balrog | * Stand MP adjusted to allow hitting behind Balrog | ||
* Stand MK collision box adjusted | * Stand MK collision box adjusted | ||
* Stand HP startup increased from 11f to 12f, collision box adjusted | * Stand HP startup increased from 11f to 12f, collision box adjusted | ||
* Stand HK hitbox reduced, hurtbox expanded, recovery increased from 19f to 22f, pushback distance after crush counter increased | * Stand HK hitbox reduced, hurtbox expanded, recovery increased from 19f to 22f, pushback distance after crush {{counter}} increased | ||
* Crouch LP hitbox expanded | * Crouch LP hitbox expanded | ||
* Crouch HP hurtbox reduced, collision box adjusted | * Crouch HP hurtbox reduced, collision box adjusted | ||
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* Screw Smash (f,d,df+P) collision box adjusted | * Screw Smash (f,d,df+P) collision box adjusted | ||
* Turn Around Punch | * Turn Around Punch | ||
** Level 1 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, advantage on hit increased from +1 to +2, collision box adjusted | ** Level 1 {{throw}} invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, advantage on hit increased from +1 to +2, collision box adjusted | ||
** Level 2 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from -1 to -2, collision box adjusted | ** Level 2 {{throw}} invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from -1 to -2, collision box adjusted | ||
** Level 3 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from 0 to -2, advantage on hit decreased from +3 to +2, collision box adjusted | ** Level 3 {{throw}} invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from 0 to -2, advantage on hit decreased from +3 to +2, collision box adjusted | ||
** Level 4 throw invincibility removed on frames 1-18, disadvantage on block increased from +1 to -2, damage reduced from 160 to 140, collision box adjusted | ** Level 4 {{throw}} invincibility removed on frames 1-18, disadvantage on block increased from +1 to -2, damage reduced from 160 to 140, collision box adjusted | ||
** Level 5 throw invincibility removed on frames 1-18, disadvantage on block increased from +2 to -2, damage reduced from 200 to 160, collision box adjusted | ** Level 5 {{throw}} invincibility removed on frames 1-18, disadvantage on block increased from +2 to -2, damage reduced from 200 to 160, collision box adjusted | ||
** Level 6 throw invincibility removed on frames 1-18, frames 3-18 adjusted to be upper/projectile invulnerable only, disadvantage on block increased from +3 to -2, damage reduced from 240 to 180, collision box adjusted | ** Level 6 {{throw}} invincibility removed on frames 1-18, frames 3-18 adjusted to be upper/projectile invulnerable only, disadvantage on block increased from +3 to -2, damage reduced from 240 to 180, collision box adjusted | ||
** Level 7 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +4 to -2, damage reduced from 300 to 210, collision box adjusted | ** Level 7 {{throw}} invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +4 to -2, damage reduced from 300 to 210, collision box adjusted | ||
** Level 8 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +5 to -2, damage reduced from 360 to 240, collision box adjusted | ** Level 8 {{throw}} invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +5 to -2, damage reduced from {{360}} to 240, collision box adjusted | ||
** Level 9 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +6 to -2, damage reduced from 420 to 270, collision box adjusted | ** Level 9 {{throw}} invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +6 to -2, damage reduced from 420 to 270, collision box adjusted | ||
** Level 10 damage decreased from 500 to 350, collision box adjusted | ** Level 10 damage decreased from 500 to 350, collision box adjusted | ||
* Buffalo Swing/Buffalo Pressure (MP+MK > P/K) V-Gauge gain decreased | * Buffalo Swing/Buffalo Pressure (MP+MK > P/K) V-Gauge gain decreased | ||
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* VT2 | * VT2 | ||
** B3 can be canceled into from all V-Skill follow-ups, recovery after Under Impact (LK > MK) unified with VT1 | ** B3 can be canceled into from all V-Skill follow-ups, recovery after Under Impact (LK > MK) unified with VT1 | ||
** No Mercy can be combed into from normals, recovery after throw reduced by 8f, forward hitbox expanded when canceled into, distance after hit in corner increased | ** No Mercy can be combed into from normals, recovery after {{throw}} reduced by 8f, forward hitbox expanded when canceled into, distance after hit in corner increased | ||
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* Crouch LK startup increased from 4f to 5f, increasing total move length by 1 | * Crouch LK startup increased from 4f to 5f, increasing total move length by 1 | ||
* Crouch MK startup increased from 10f to 11, upper hitbox shrunk, lower hitbox expanded | * Crouch MK startup increased from 10f to 11, upper hitbox shrunk, lower hitbox expanded | ||
* Crouch HK advantage on V-Trigger cancel changed from -19 to -2 | * Crouch HK advantage on V-Trigger {{cancel}} changed from -19 to -2 | ||
* Jump MP lower hitbox reduced | * Jump MP lower hitbox reduced | ||
* Bull Charge (f+HP) damage reduced form 100 to 80, less pushback on block, disadvantage on block increased from -5 to -8 | * Bull Charge (f+HP) damage reduced form 100 to 80, less pushback on block, disadvantage on block increased from -5 to -8 | ||
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* Stand MP collision box adjusted | * Stand MP collision box adjusted | ||
* Stand HP collision box adjusted | * Stand HP collision box adjusted | ||
* Stand MK kara cancel removed, collision box adjusted | * Stand MK kara {{cancel}} removed, collision box adjusted | ||
* Crouch LP pushback on hit/block increased, collision box adjusted | * Crouch LP pushback on hit/block increased, collision box adjusted | ||
* Crouch MP hitbox reduced | * Crouch MP hitbox reduced | ||
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* Killing Head | * Killing Head | ||
** (all versions) recovery increased by 8f on whiff | ** (all versions) recovery increased by 8f on whiff | ||
** Killing Head EX throw invincibility removed | ** Killing Head EX {{throw}} invincibility removed | ||
* Heavy Bull Head (qcf+HP) damage increased from 120 to 140 | * Heavy Bull Head (qcf+HP) damage increased from 120 to 140 | ||
* Bull Horn (hold any button) | * Bull Horn (hold any button) | ||
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* Adjusted hurt box when changing direction while crouching | * Adjusted hurt box when changing direction while crouching | ||
* Forward throw damage reduced from 130 to 120, reduced CA meter gain, adjusted collision box moving forward during animation, second hit adjusted when KO's | * Forward {{throw}} damage reduced from 130 to 120, reduced CA meter gain, adjusted collision box moving forward during animation, second hit adjusted when KO's | ||
* Back throw damage reduced from 140 to 130, adjusted collision box moving forward during animation | * Back {{throw}} damage reduced from 140 to 130, adjusted collision box moving forward during animation | ||
* Stand MP advantage on block increased from +2 to +3, hurtbox added to feet 6-13f, hurtbox expanded forward, reduced pushback on hit and block. | * Stand MP advantage on block increased from +2 to +3, hurtbox added to feet 6-13f, hurtbox expanded forward, reduced pushback on hit and block. | ||
* Stand HP advantage on hit reduced from +11 to +9 when canceled into V-Trigger | * Stand HP advantage on hit reduced from +11 to +9 when canceled into V-Trigger | ||
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* Strike Back (f+KKK) recovery decreased from 29f to 24f, no longer knocks opponent down on hit, advantage changed to +2/-2 on hit/block | * Strike Back (f+KKK) recovery decreased from 29f to 24f, no longer knocks opponent down on hit, advantage changed to +2/-2 on hit/block | ||
* Cannon Spike (DP+K) | * Cannon Spike (DP+K) | ||
** LK version has throw and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible | ** LK version has {{throw}} and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible | ||
** MK version has throw and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible | ** MK version has {{throw}} and hurtboxes on 1-2f, 3-6f are now physical/projectile invincible | ||
** HK version has hurtbox 1-7f, is throw invincbile 1-7f | ** HK version has hurtbox 1-7f, is {{throw}} invincbile 1-7f | ||
** EX version juggle potential increased | ** EX version juggle potential increased | ||
* Cannon Strike (QCB+K in air) | * Cannon Strike (QCB+K in air) | ||
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** Cannon Strike follow-up block stun increased by 2f, meter gain on hit and block increased | ** Cannon Strike follow-up block stun increased by 2f, meter gain on hit and block increased | ||
** EX Cannon Strike damage increased from 60 to 80, position of hitbox slightly lowered and size greatly reduced, hurtbox expanded, landing recovery increased from 9f to 13f | ** EX Cannon Strike damage increased from 60 to 80, position of hitbox slightly lowered and size greatly reduced, hurtbox expanded, landing recovery increased from 9f to 13f | ||
** EX Version > Cannon Strike bug fixed to correctly counter hit if canceled into from Lift Combination | ** EX Version > Cannon Strike bug fixed to correctly {{counter}} hit if canceled into from Lift Combination | ||
** Razer Edge Slicer follow up meter gain increased on hit and block | ** Razer Edge Slicer follow up meter gain increased on hit and block | ||
** Fatal Leg Twister (LP+LK against grounded opponent) stun increased from 200 to 250, increased CA gain, active frames reduced from 4f to 2fg | ** Fatal Leg Twister (LP+LK against grounded opponent) stun increased from 200 to 250, increased CA gain, active frames reduced from 4f to 2fg | ||
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* Cannon Spike | * Cannon Spike | ||
** LK version has hurtbox 3-6f, throw invincible 1-6f, limited follow up attacks when hit at base | ** LK version has hurtbox 3-6f, {{throw}} invincible 1-6f, limited follow up attacks when hit at base | ||
** MK version has hurtbox 3-6f, invincible to airborne attacks 1-6f, limited follow up attacks after hit to base | ** MK version has hurtbox 3-6f, invincible to airborne attacks 1-6f, limited follow up attacks after hit to base | ||
** HK version has attack and projectile invincibility on 3-6f | ** HK version has attack and projectile invincibility on 3-6f | ||
** EX version downwards hitbox expanded | ** EX version downwards hitbox expanded | ||
* Added air throw - Neck Spiral | * Added air {{throw}} - Neck Spiral | ||
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* Forward throw stun reduced from 200 to 150 | * Forward {{throw}} stun reduced from 200 to 150 | ||
* Back throw damage increased from 130 to 140 | * Back {{throw}} damage increased from 130 to 140 | ||
* Air throw damage increased from 130 to 150 | * Air {{throw}} damage increased from 130 to 150 | ||
* Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted | * Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted | ||
* Stand MK recovery increased from 13f to 15f | * Stand MK recovery increased from 13f to 15f | ||
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* Hurtbox expanded upwards while crouching | * Hurtbox expanded upwards while crouching | ||
* Stun increased from 900 to 950 | * Stun increased from 900 to 950 | ||
* Forward throw damage increased from 120 to 130, stun decreased from 150 to 120 | * Forward {{throw}} damage increased from 120 to 130, stun decreased from 150 to 120 | ||
* Back throw damage increased from 140 to 150 | * Back {{throw}} damage increased from 140 to 150 | ||
* Crouch LK pushback on hit increased | * Crouch LK pushback on hit increased | ||
* Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials | * Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials | ||
* L Cannon Spike invincible to airborne attacks on 1-6f | * L Cannon Spike invincible to airborne attacks on 1-6f | ||
* '''VT1''' | * '''VT1''' | ||
** Can cancel Cannon Spike into Cannon Strike on hit | ** Can {{cancel}} Cannon Spike into Cannon Strike on hit | ||
* '''VT2''' | * '''VT2''' | ||
** Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter | ** Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter | ||
** Delta Twist (HP+HK > P) hurtbox expanded downwards | ** Delta Twist (HP+HK > P) hurtbox expanded downwards | ||
** Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased downward hurtbox | ** Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased {{downward}} hurtbox | ||
| | | | ||
| | | | ||
Line 566: | Line 566: | ||
* Hurtbox adjusted when changing directions while standing/crouching, expanded while crouching | * Hurtbox adjusted when changing directions while standing/crouching, expanded while crouching | ||
* Stun reduced from 1000 to 950 | * Stun reduced from 1000 to 950 | ||
* Forward throw range expanded, stun reduced from 170 to 150, decreased meter gain | * Forward {{throw}} range expanded, stun reduced from 170 to 150, decreased meter gain | ||
* Back throw range expanded | * Back {{throw}} range expanded | ||
* Air throw range shrunk, hurtbox expanded downwards | * Air {{throw}} range shrunk, hurtbox expanded downwards | ||
* Stand LP pushback on hit and block increased, hitbox shrunk, cancels into specials 5f later, moved position of animation after being counter hit or when canceled into a special | * Stand LP pushback on hit and block increased, hitbox shrunk, cancels into specials 5f later, moved position of animation after being {{counter}} hit or when canceled into a special | ||
* Stand MP active frames increased from 2f to 3f, moved position of animation after being counter hit or when canceled into a special | * Stand MP active frames increased from 2f to 3f, moved position of animation after being {{counter}} hit or when canceled into a special | ||
* Stand HP recovery increased from 16f to 18f, disadvantage on block increased from -3 to -5 | * Stand HP recovery increased from 16f to 18f, disadvantage on block increased from -3 to -5 | ||
* Stand LK startup increased from 4f to 5f, 1f added to overall animation, hitbox shrunk, hurtbox expanded, knockback on hit against aerial opponent increased | * Stand LK startup increased from 4f to 5f, 1f added to overall animation, hitbox shrunk, hurtbox expanded, knockback on hit against aerial opponent increased | ||
Line 583: | Line 583: | ||
* Yokusenkyaku (f+HK) advantage on hit increased from +3 to +4 | * Yokusenkyaku (f+HK) advantage on hit increased from +3 to +4 | ||
* Kakurakukyaku (df+HK) active frames increased from 6f to 7f, lower hitbox shrunk, hurtbox around hitbox expanded | * Kakurakukyaku (df+HK) active frames increased from 6f to 7f, lower hitbox shrunk, hurtbox around hitbox expanded | ||
* Yosokyaku (d+MK in air) fixed to register correctly when counter hit during specific frame of animation | * Yosokyaku (d+MK in air) fixed to register correctly when {{counter}} hit during specific frame of animation | ||
* Rankyaku (MP+MK) adjusted to give V-Gauge instead of CA Gauge for follow up jumping attacks when not in V-Trigger | * Rankyaku (MP+MK) adjusted to give V-Gauge instead of CA Gauge for follow up jumping attacks when not in V-Trigger | ||
* Sohakkei (f+PPP) startup increased from 10f to 12f, recovery increased from 20f to 24f, advantage on hit increased from +1 to +2, invincibility increased from 1-15f to 1-25f | * Sohakkei (f+PPP) startup increased from 10f to 12f, recovery increased from 20f to 24f, advantage on hit increased from +1 to +2, invincibility increased from 1-15f to 1-25f | ||
Line 592: | Line 592: | ||
** HP version startup increased from 41f to 44f | ** HP version startup increased from 41f to 44f | ||
* Hyakuretsukyaku (qcf+K) | * Hyakuretsukyaku (qcf+K) | ||
** All versions can be performed by pressing 3 kick buttons and ending on specific strength or 2 kicks for EX, knockback distance and duration on air counter adjusted to make easier to hit airborne opponents | ** All versions can be performed by pressing 3 kick buttons and ending on specific strength or 2 kicks for EX, knockback distance and duration on air {{counter}} adjusted to make easier to hit airborne opponents | ||
** LK version damage reduced from 80 to 60, advantage on hit increased from +3 to +4, expanded pushback on hit for the last hit, fixed bug where when hit during 1f of animation would not register as counter hit | ** LK version damage reduced from 80 to 60, advantage on hit increased from +3 to +4, expanded pushback on hit for the last hit, fixed bug where when hit during 1f of animation would not register as {{counter}} hit | ||
** MK version startup increased from 10f to 11f, damage decreased from 100 to 80, stun decreased from 100 to 120, advantage on hit increased from +2 to +3 | ** MK version startup increased from 10f to 11f, damage decreased from 100 to 80, stun decreased from 100 to 120, advantage on hit increased from +2 to +3 | ||
** HK version damage decreased from 120 to 100, advantage on hit increased from +1 to +2 | ** HK version damage decreased from 120 to 100, advantage on hit increased from +1 to +2 | ||
** EX version stun increased from 150 to 200, pushback decreased, distance Chun moves forward during animation increased | ** EX version stun increased from 150 to 200, pushback decreased, distance Chun moves forward during animation increased | ||
* Airborne Hyakuretsukyaku (qcf+K in air) | * Airborne Hyakuretsukyaku (qcf+K in air) | ||
** All versions knockback distance and duration on air counter adjusted to make easier to hit airborne opponents | ** All versions knockback distance and duration on air {{counter}} adjusted to make easier to hit airborne opponents | ||
** LK version startup increased from 7f to 8f, damage decreased from 80 to 70, advantage on hit decreased from +4 to +3, advantage on block decreased from +1 to -2, upper hitbox shruunk | ** LK version startup increased from 7f to 8f, damage decreased from 80 to 70, advantage on hit decreased from +4 to +3, advantage on block decreased from +1 to -2, upper hitbox shruunk | ||
** MK version startup increased from 8f to 10, damage decreased from 100 to 90, advantage on hit reduced from +4 to +3, advantage on block reduced from +1 to -2, upper hitbox shrunk | ** MK version startup increased from 8f to 10, damage decreased from 100 to 90, advantage on hit reduced from +4 to +3, advantage on block reduced from +1 to -2, upper hitbox shrunk | ||
Line 654: | Line 654: | ||
* Stand LP upwards hitbox reduced | * Stand LP upwards hitbox reduced | ||
* Stand MP upwards hitbox reduced | * Stand MP upwards hitbox reduced | ||
* Forward throw distance after hit increased | * Forward {{throw}} distance after hit increased | ||
* Rankyaku (MP+MK) can now be canceled into | * Rankyaku (MP+MK) can now be canceled into | ||
* Yousenkyaku crush counter advantage decreased from +19 to +18, recovery increased from 13f to 18f | * Yousenkyaku crush {{counter}} advantage decreased from +19 to +18, recovery increased from 13f to 18f | ||
* '''VT1''' | * '''VT1''' | ||
** Yousenkyaku recovery increased from 13f to 18f | ** Yousenkyaku recovery increased from 13f to 18f | ||
Line 684: | Line 684: | ||
* Health increased from 900 to 925 | * Health increased from 900 to 925 | ||
* Hurtbox fixed while crouching and changing direction | * Hurtbox fixed while crouching and changing direction | ||
* Forward throw recovery increased by 5f, damage reduced from 120 to 110, stun reduced from 170 to 120, decreased meter gain | * Forward {{throw}} recovery increased by 5f, damage reduced from 120 to 110, stun reduced from 170 to 120, decreased meter gain | ||
* Back throw separation distance increased | * Back {{throw}} separation distance increased | ||
* Stand LP hitbox on active frames 2-3f increased, hurtbox expanded up and forwards during first active frame, distiance airborne opponents knocked back increased when hit | * Stand LP hitbox on active frames 2-3f increased, hurtbox expanded up and forwards during first active frame, distiance airborne opponents knocked back increased when hit | ||
* Stand MP advantage on hit increased from 0 to +2, increased size of hitbox upwards, reduced size of hurtbox downware during active frames, can now cancel into CA | * Stand MP advantage on hit increased from 0 to +2, increased size of hitbox upwards, reduced size of hurtbox downware during active frames, can now {{cancel}} into CA | ||
* Stand HP startup reduced from 20f to 16, hurtbox added to arms before they fully extend, projectile invincibility frames changed from 17-33f to 15-35f, total frames reduced from 44f to 42f, can now cancel into CA | * Stand HP startup reduced from 20f to 16, hurtbox added to arms before they fully extend, projectile invincibility frames changed from 17-33f to 15-35f, total frames reduced from 44f to 42f, can now {{cancel}} into CA | ||
* Stand LK startup reduced from 5f to 4f, total duration reduced by 1f | * Stand LK startup reduced from 5f to 4f, total duration reduced by 1f | ||
* Stand MK advantage on hit increased from 0 to +2, increased size of hitbox forward, reduced size of hurtbox in upward direction during active frames, can now cancel into CA | * Stand MK advantage on hit increased from 0 to +2, increased size of hitbox forward, reduced size of hurtbox in {{upward}} direction during active frames, can now {{cancel}} into CA | ||
* Stand HK startup reduced from 16f to 15f, total duration reduced by 1f, advantage on hit increased from -3 to +4, can now cancel into CA | * Stand HK startup reduced from 16f to 15f, total duration reduced by 1f, advantage on hit increased from -3 to +4, can now {{cancel}} into CA | ||
* Crouch LP can now rapid cancel into crouch LP, increased pushback on hit and guard, increased active frames from 2f to 3f | * Crouch LP can now rapid {{cancel}} into crouch LP, increased pushback on hit and guard, increased active frames from 2f to 3f | ||
* Crouch MP damage increased from 60 to 70 | * Crouch MP damage increased from 60 to 70 | ||
* Crouch HP startup increased from 8f to 9f, total duration increased by 1f | * Crouch HP startup increased from 8f to 9f, total duration increased by 1f | ||
Line 710: | Line 710: | ||
** EX version advantage on block reduced from +5 to +3 | ** EX version advantage on block reduced from +5 to +3 | ||
* Yoga Flame (hcb+P) | * Yoga Flame (hcb+P) | ||
** All normal versions reduced meter gain on hit and guard, delayed CA cancel timing making easier for opponent to V-Reversal | ** All normal versions reduced meter gain on hit and guard, delayed CA {{cancel}} timing making easier for opponent to V-Reversal | ||
** LP Version damage reduced from 70 to 60, stun increased from 100 to 150 | ** LP Version damage reduced from 70 to 60, stun increased from 100 to 150 | ||
** MP Version damage reduced from 80 to 70 | ** MP Version damage reduced from 80 to 70 | ||
** EX version damage increased from 120 to 140 | ** EX version damage increased from 120 to 140 | ||
* Yoga Gale (hcb+P in air) | * Yoga Gale (hcb+P in air) | ||
** Increased damage from 140 to 150, reduced stun from 240 to 200, can cancel into air Yoga Teleport in recovery | ** Increased damage from 140 to 150, reduced stun from 240 to 200, can {{cancel}} into air Yoga Teleport in recovery | ||
* Yoga Sunburst Ground (qcf,qcf+P) damage reduced from 320 to 300, slightly slowed travel speed, added throw box from 5f to before active frames | * Yoga Sunburst Ground (qcf,qcf+P) damage reduced from 320 to 300, slightly slowed travel speed, added {{throw}} box from 5f to before active frames | ||
* Yoga Sunburst Air (qcf,qcf+P in air) damage reduced from 320 to 300 | * Yoga Sunburst Air (qcf,qcf+P in air) damage reduced from 320 to 300 | ||
* '''V-Trigger''' | * '''V-Trigger''' | ||
Line 724: | Line 724: | ||
* Added new normal: db+MK | * Added new normal: db+MK | ||
| | | | ||
* Forward throw positioning after hit adjusted | * Forward {{throw}} positioning after hit adjusted | ||
* Stand LP pushback on hit/block increased, collision box adjusted | * Stand LP pushback on hit/block increased, collision box adjusted | ||
* Stand HP collision box adjusted | * Stand HP collision box adjusted | ||
Line 743: | Line 743: | ||
** Yoga Burner (HP+HK) damage increased from 100 to 120, now builds EX meter | ** Yoga Burner (HP+HK) damage increased from 100 to 120, now builds EX meter | ||
| | | | ||
* Forward throw damage increased from 110 to 120 | * Forward {{throw}} damage increased from 110 to 120 | ||
* Stand MP combo count eased | * Stand MP combo count eased | ||
* Stand MK combo count eased | * Stand MK combo count eased | ||
Line 762: | Line 762: | ||
* Added (Season 2 DLC, released June 2017) | * Added (Season 2 DLC, released June 2017) | ||
| | | | ||
* Forward throw damage increased from 120 to 130, changed position after throw to prevent throw loops | * Forward {{throw}} damage increased from 120 to 130, changed position after {{throw}} to prevent {{throw}} loops | ||
* Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames | * Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames | ||
* Stand LP hurtbox expanded | * Stand LP hurtbox expanded | ||
Line 781: | Line 781: | ||
* Crouch LP upwards hitbox reduced | * Crouch LP upwards hitbox reduced | ||
* Crouch MP advantage on block decreased from +3 to +2 | * Crouch MP advantage on block decreased from +3 to +2 | ||
* Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush counter float value is now same if hits against air or grounded opponent | * Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush {{counter}} float value is now same if hits against air or grounded opponent | ||
* Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f | * Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f | ||
* Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f | * Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f | ||
* Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is counter hit it carries to the second hit | * Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is {{counter}} hit it carries to the second hit | ||
* Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is counter hit it carries to the second hit | * Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is {{counter}} hit it carries to the second hit | ||
* Psycho Snatcher - Air (d+MP+MK) downward hitbox increased, V-Gague gain reduced, adjusted so if first hit is counter hit it carries to the second hit | * Psycho Snatcher - Air (d+MP+MK) {{downward}} hitbox increased, V-Gague gain reduced, adjusted so if first hit is {{counter}} hit it carries to the second hit | ||
* Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is counter hit it carries to the second hit | * Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is {{counter}} hit it carries to the second hit | ||
* Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100 | * Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100 | ||
* '''VT1''' | * '''VT1''' | ||
Line 813: | Line 813: | ||
| | | | ||
* Hurtbox when turning around while crouching adjusted | * Hurtbox when turning around while crouching adjusted | ||
* Forward throw recovery after hit increased by 6f, damage reduced from 130 to 120, stun reduced from 200 to 150, meter gain decreased | * Forward {{throw}} recovery after hit increased by 6f, damage reduced from 130 to 120, stun reduced from 200 to 150, meter gain decreased | ||
* Back throw damage decreased from 130 to 120, stun reduced from 170 to 150, meter gain reduced, separation distance after throw increased | * Back {{throw}} damage decreased from 130 to 120, stun reduced from 170 to 150, meter gain reduced, separation distance after {{throw}} increased | ||
* Stand LP advantage on hit increased from +5 to +6, advantage on block increased from +2 to +3 | * Stand LP advantage on hit increased from +5 to +6, advantage on block increased from +2 to +3 | ||
* Stand MP downwards hitbox on second hit decreased | * Stand MP downwards hitbox on second hit decreased | ||
Line 821: | Line 821: | ||
* Stand HK startup increased from 12f to 14f, entire animation increased by 2f, advantage on hit increased from +6 to +7 | * Stand HK startup increased from 12f to 14f, entire animation increased by 2f, advantage on hit increased from +6 to +7 | ||
* Crouch LP hitbox expanded forward | * Crouch LP hitbox expanded forward | ||
* Crouch MP startup increased from 6f to 7f, 1f added to entire animation, the motion start point has been moved forward when canceled into or counter hit | * Crouch MP startup increased from 6f to 7f, 1f added to entire animation, the motion start point has been moved forward when canceled into or {{counter}} hit | ||
* Crouch MK startup increased from 7f to 8f, 1f added to entire animation, advantage on hit increased from +4 to +5, advantage on block increased from +2 to +3 | * Crouch MK startup increased from 7f to 8f, 1f added to entire animation, advantage on hit increased from +4 to +5, advantage on block increased from +2 to +3 | ||
* Crouch HK damage changed from 40*60 to 50*50 for the 2 hits, canceling into V-Trigger is 1f faster on hit | * Crouch HK damage changed from 40*60 to 50*50 for the 2 hits, canceling into V-Trigger is 1f faster on hit | ||
Line 866: | Line 866: | ||
* Added V-Trigger 2: Koryo Dokuda | * Added V-Trigger 2: Koryo Dokuda | ||
| | | | ||
* Forward throw recovery increased by 2f | * Forward {{throw}} recovery increased by 2f | ||
* Stand LP upwards hitbox reduced | * Stand LP upwards hitbox reduced | ||
* Shishiruirui (qcf, qcf+P) combo count eased | * Shishiruirui (qcf, qcf+P) combo count eased | ||
Line 915: | Line 915: | ||
* Added (part of Season 1 DLC, released April 2017) | | * Added (part of Season 1 DLC, released April 2017) | | ||
| | | | ||
* | * Forward {{throw}} damage decreased from 130 to 120, stun decreased from 200 to 120, CA meter gain decreased, advantage after {{throw}} increased by 6f, decreased separation distance after throw | ||
* Back {{throw}} CA meter gain decreased | |||
* Air {{throw}} range increased, hurtbox expanded downwards during motion | |||
* Stand MP startup increased from 5f to 6f, entire motion decreased by 1f, advantage on hit increased from +4 to +6, advantage on block decreased from +3 to +2, increased pushback on hit | |||
* Stand HP startup increased from +7 to +8, advantage on hit increased from +6 to +7, removed crush counter, increased pushback on hit, hit/hurt/collision boxes moved forward when taking damage | |||
* Stand LK startup decreased from 5f to 4f, entire motion decreased by 1f, activation for specials delayed by 2f, made special cancelable | |||
* Stand HK advantage on hit increased from +1 to +2 | |||
* Crouch LP active frames increased from 2f to 3f | |||
* Crouch LK chain timing increased, active frames increased from 2f to 3f | |||
* Crouch MP knockback distance increased on hit | |||
* Crouch HP disadvantage on block increased from -3 to -4, added crush {{counter}} effect | |||
* Crouch HK startup decreased from 8f to 7f, entire motion decreased by 1f | |||
* Knee Bazooka (f or b+LK) advantage on hit increased from -2 to -1, advantage on block increased from -6 to -3 | |||
* Rolling Sobat (f or b+MK) hurtbox on feet decreased during frames 7 - 10f | |||
* Full Bullet Magnum(f+MP) advantage on hit increased from 0 to +1, disadvantage on block increased from -4 to -6 | |||
* Drake Fang (d+MK > MP) advantage on hit increased from 0 to +1, disadvantage on block increased from -4 to -6 | |||
* Reverse Spin Kick (f+HK) advantage on hit increased from +3 to +6, disadvantage on block increased from -1 to -2 | |||
* Reverse Back Knuckle (f+PPP) hitbox startup increased from 15f to 16f, advantage and distance on hit adjusted | |||
* Sonic Boom (b,f+P) damage increased from 50 to 60, CA meter gain on activation decreased, CA meter gain on hit/block increased, advantage on hit decreased from +8 to +7, advantage on block increased from +1 to +2, added collision box when the hitbox is active | |||
* Somersault Kick (d,u+K) | |||
** All regular versions: hitbox on active frames 1-2 expanded forward | |||
** 1F - 3F Upper body invincibility + Projectile Invincibility/ 4F - 6F complete invincibility changed to 1F - 2F Lower stance/3F - 8F hit/projective invincible | |||
** MK version 1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility changed to 1F - 2F Lower stance/3F - 8F hit and projective invincible | |||
** HK version 1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility changed to Throw and projectile invincibility between 1F - 9F | |||
* '''V-Trigger''' | |||
** Solid Puncher changed from 3 bars to 2 bars | |||
** Sonic Boom(b,f+P) | |||
*** Damage increased from 50 to 60, stun damage decreased from 80 to 50, CA meter gain on activation decreased, CA meter gain on hit/block increased, advantage on hit decreased from +8 to +7, advantage on block increased from +1 to +2, added collision box when the hitbox is active | |||
** Sonic Break(HP+HK) decreases more timer on single activation, decreases less timer on follow up shots, decreases more timer for EX version, CA meter gain less on activation, CA meter gain increased when projectile connects with opponent, active frames for both single and follow up shots unified to 36f, damage on follow up shots increased by 10 | |||
** Sonic Tempest (b,f,b,f+P) damage decreased from {{360}} to 350 | |||
| | | | ||
* Forward throw recovery increased by 3f after successful throw | * Forward {{throw}} recovery increased by 3f after successful throw | ||
* Reverse Spin Kick (f+HK) advantage on hit reduced from +6 to +4 | * Reverse Spin Kick (f+HK) advantage on hit reduced from +6 to +4 | ||
* MK Somersault Kick (d,u+MK) hurtbox to attack and projectiles 3-8f, invincible to airborne attacks 1-8f | * MK Somersault Kick (d,u+MK) hurtbox to attack and projectiles 3-8f, invincible to airborne attacks 1-8f | ||
Line 925: | Line 954: | ||
** EX Sonic Break (b,f+PP) V-Gauge consumption adjusted back to S1 | ** EX Sonic Break (b,f+PP) V-Gauge consumption adjusted back to S1 | ||
| | | | ||
* Forward throw position after hit adjusted | * Forward {{throw}} position after hit adjusted | ||
* Stand LP hurtbox expanded | * Stand LP hurtbox expanded | ||
* Stand MK hurtbox reduced | * Stand MK hurtbox reduced | ||
Line 939: | Line 968: | ||
* Added V-Trigger 2: Knife Edge | * Added V-Trigger 2: Knife Edge | ||
| | | | ||
* Forward throw damage increased from 120 to 130, stun increased from 120 to 150 | * Forward {{throw}} damage increased from 120 to 130, stun increased from 120 to 150 | ||
* Sonic Boom pushback on block slightly decreased | * Sonic Boom pushback on block slightly decreased | ||
* Somersault Kick blowback distance on hit increased, adjusted so condition after active frames cause counter hit for regular and EX version are the same | * Somersault Kick blowback distance on hit increased, adjusted so condition after active frames cause {{counter}} hit for regular and EX version are the same | ||
* Sonic Hurricane collision box expanded forward until startup, adjusted so until startup Guile's body is not pushed into movement | * Sonic Hurricane collision box expanded forward until startup, adjusted so until startup Guile's body is not pushed into movement | ||
* '''VT1''' | * '''VT1''' | ||
Line 955: | Line 984: | ||
* Added (part of Season 1 DLC, released July 2016) | | * Added (part of Season 1 DLC, released July 2016) | | ||
| | | | ||
* | * Health increased from 900 to 950 | ||
* Forward step motion decreased from 17f to 16f | |||
* Jump changed from 40f to 38f total | |||
* Forward {{throw}} stun decreased from 170 to 120, CA meter gain decreased | |||
* Back {{throw}} damage increased from 130 to 140, stun increased from 170 to 200, CA meter gain increased | |||
* Air {{throw}} range decreased, hurtbox during motion expanded downwards | |||
* Stand LK adjusted so cannot {{cancel}} into V-Trigger on whiff | |||
* Stand MK startup increased from 5f to 6f, recovery decreased from 15f to 14f, advantage on hit increased from 0 to +5, advantage on block increased from -1 to +2, knockback on hit and block decreased, forward hitbox decreased | |||
* Stand HK advantage on crush {{counter}} increased by 7f | |||
* Crouch LP advatange on block increased from +1 to +2, active frames increased from 2f to 3f | |||
* Crouch MP motion starting point moved forward when receiving damage or when canceled | |||
* Crouch LK adjusted to chain into crouch LP | |||
* Bonshogeri (f+HK) recovery increased from 16f to 19f on whiff, increased advantage on crush {{counter}} by 3f | |||
* Sasanaki (MP > f+MK) advantage o nhit increased from +5 to +6 | |||
* Hanagasumi (f+PPP) recovery on hit added, hitbox expanded forward | |||
* Kunai / Air Kunai (qcf+P) CA meter gain on activation decreased, CA meter gain increased when kunai connects with opponent, delayed CA {{cancel}} timing so V-Reversals easier to perform for opponent | |||
** LP air version issue where bendback time was extended by 3f when hits as counter | |||
* Kunai Ikkinage / Air Ikkinage (Hold P > release) CA meter gain on activation decreased | |||
* Kunai Hoju (hcb+K) recovery reduced by 3f, sped up timing kunai is refilled | |||
** EX version added | |||
* Nobusuma (KK during jump) adjusted so a jump attack can be performed during recovery | |||
* Raida (hcb+P) increaesd meter gain on hit/block, pushback distance on guard decreased | |||
** EX version projectile invincible frames changed from 3-9f to 1-9f | |||
* Kachofugetsu (qcf,qcf+K) damage decreased from 350 to 340 | |||
| | | | ||
* Kunai Hoju (hcb+K) placed in lower input priority than Kazekiri (f,d,df+K) | * Kunai Hoju (hcb+K) placed in lower input priority than Kazekiri (f,d,df+K) | ||
Line 982: | Line 1,034: | ||
* Added V-Trigger 2: Fuma Shuriken | * Added V-Trigger 2: Fuma Shuriken | ||
| | | | ||
* Forward throw damage increased from 120 to 130 | * Forward {{throw}} damage increased from 120 to 130 | ||
* Back throw damage increased from 140 to 150 | * Back {{throw}} damage increased from 140 to 150 | ||
* Jump HK hitbox, hurtbox expanded downwards | * Jump HK hitbox, hurtbox expanded downwards | ||
* Kazekairi (f,d,df+K) only does 70 damage if only last hit connects | * Kazekairi (f,d,df+K) only does 70 damage if only last hit connects | ||
Line 997: | Line 1,049: | ||
* Added (part of Season 1 DLC, released July 2016) | | * Added (part of Season 1 DLC, released July 2016) | | ||
| | | | ||
* | * Hurtbox expanded when character changes direction while crouching | ||
* Forward {{throw}} recovery decreased by 5f after throw, damage reduced from 130 to 110, stun reduced from 200 to 120, CA meter gain reduced from 100 to 70, decreased separation distance after throw | |||
* Back {{throw}} recovery reduced by 2f, decreased separation distance after throw | |||
* Air {{throw}} range expanded, hurtbox expanded {{downward}} during motion | |||
* Stand MP advantage on hit increased from +4 to +5, decreased size of forward hurtbox | |||
* Stand HP advantage on hit increased from +2 to +4 | |||
* Stand LK active frames increased from 2f to 4f | |||
* Stand HK recovery increased from 17f to 20f | |||
* Crouch LP active frames increased from 2f to 3f, motion when chained into another crLP increased from 9-10f to 10-11f | |||
* Crouch MP startup increased from 5f to 6f, active frames increased from 2f to 3f, overall frames increased from 23f to 24f | |||
* Crouch MK advantage on hit increased from +1 to +2, advantage on block increased from -3 to -2, extended {{cancel}} window | |||
* Senkaikyaku (f+MK) disadvantage on block increased from -4 to -6 | |||
* Kyoretsushu (MP > {{b}} or f+HP) disadvantage on block increased from -6 to -12 | |||
* Ryodansatsu (qcb+K) | |||
** LK version startup decreased from 20f to 19f, airborne frames changed from 5-18f to 4-17f, reduced overall frames from 46f to 45f | |||
** MK version startup decreased from 21f to 20f, airborne frames changed from 5-19f to 5-18f, reduced overall frames from 47f to 46f | |||
** EX version projectile invincibility changed from 5-27f to 1-27f | |||
* Tensenrin (f,d,df+K) | |||
** Input changed from f,d,df+K to f,d,df+P | |||
** L version advantage on hit increased from +1 to +2 | |||
** M version damage increased from 110 to 120, decreased size of hurtbox between 1-2f, added {{throw}} invincibility on 1-7f, hit and projectile invincible between 3-7f | |||
** H version added {{throw}} invincibility for 1-8f | |||
* Fuharenkyaku (qcf+K) | |||
** MK version startup increased from 21f to 23f, disadvantage on block reduced from -6 to -4, changed airborne frames from 8-22f to 10-24f, increased overall frames from 41f to 43f | |||
** HK version recovery decreased from 31f to 21f, damage decreased from 90 to 50, stun increased from 120 to 170, disadvantage on block decreased from -11 to -6 | |||
* Kasatsushu (MP+MK) startup for level 2 increased from 14f to 10f, increased juggle potential in combos, projectile invincibility changed to 14f for level 1, 6f for level 2, and completely for level 3, decreased downwards hurtbox and increased forward hurtbox during level 1, made possible to {{cancel}} into after any Fuharenkyaku, changed level 2 start from 40f to 33f | |||
* Sakkai Fuhazan (qcb,qcb+K) hitbox expanded backwards | |||
'''V-Trigger''' | |||
* Fuharenkyau (qcf+K) | |||
** LK version projectile speed slowed down, slowed CA timing activation making easier for opponent to V-Reversal | |||
** MK version startup increased from 21f to 23f, disadvantage on block reduced from -6 to -4 | |||
** HK version recovery decreased from 31f to 21f, damage decreased from 90 to 50, stun increased from 120 to 170, disadvantage on block decreased from -11 to -6 | |||
| | | | ||
* Stand LP upward hitbox decreased | * Stand LP {{upward}} hitbox decreased | ||
* Tensenrin | * Tensenrin | ||
** LK version throw invincibility added 1-8f | ** LK version {{throw}} invincibility added 1-8f | ||
** MK version hurtbox added 3-6f, airborne invincibility added 1-7f | ** MK version hurtbox added 3-6f, airborne invincibility added 1-7f | ||
** HK version throw invincibility on 1-8f removed, added attack and projectile invincibility 3-7f | ** HK version {{throw}} invincibility on 1-8f removed, added attack and projectile invincibility 3-7f | ||
| | | | ||
* Stand MK cancel window extended | * Stand MK {{cancel}} window extended | ||
* Crouch LP hurtbox extended | * Crouch LP hurtbox extended | ||
* Crouch MP hurtbox extended | * Crouch MP hurtbox extended | ||
Line 1,025: | Line 1,108: | ||
** Fuharenkyaku MK stun increased from 80 to 100 | ** Fuharenkyaku MK stun increased from 80 to 100 | ||
| | | | ||
* Forward throw damage increased from 110 to 120, added 2f of recovery after throw connects | * Forward {{throw}} damage increased from 110 to 120, added 2f of recovery after {{throw}} connects | ||
* Stand LP vertical hitbox reduced | * Stand LP vertical hitbox reduced | ||
* Stand HK downward hurtbox reduced | * Stand HK {{downward}} hurtbox reduced | ||
* Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block | * Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block | ||
* Fuharenkyaku damage decreased from 100 to 90 | * Fuharenkyaku damage decreased from 100 to 90 | ||
Line 1,050: | Line 1,133: | ||
* Added (Launch Character) | | * Added (Launch Character) | | ||
| | | | ||
* | * Hurtbox adjusted when changing directions while crouching | ||
* Forward {{throw}} stun reduced from 170 to 120, reduced CA meter gain, increased separation distance after throw, reduced recovery after {{throw}} by 1f | |||
* Stand HP damage reduced from 90 to 80 | |||
* Stand LK advantage on block reduced from +3 to +2 | |||
* Stand MK position adjusted after animation begins taking damage or canceled into, increased disadvantage on block from 0 to -2, delayed V-Trigger activation by 5f | |||
* Stand HK damage reduced from 90 to 80, reduced knockback on crush counter | |||
* Crouch LP hit/hurtbox adjusted to be same for both normal and chained version | |||
* Crouch MK upper hitbox reduced | |||
* Crouch HK damage reduced from 100 to 90, advantage on V-Trigger canceled increased from -7 to +4 | |||
* Jump MP startup increased from 5f to 6f, damage reduced from 70 to 60, adjusted to cause {{knockdown}} instead of air recoverable hit | |||
* Jump LK hitbox expanded backwards | |||
* Jump MK lower hitbox shrunk | |||
* Airborne Range (MP > HP) added | |||
* Tsumujigari (f+MK) disadvantage on block increased from -4 to -6 | |||
* EX Kanzuki-Ryu Hokojutsu Seppo (qcf+KK) projectile invincibility adjusted from 6-17f to 4-17f | |||
* Tenko (Fastest) (qcf+K, P) damage reduced from 80 to 70 | |||
* Orochi (qcf+K, d+P) | |||
** Regular version damage reduced from 90 to 80, horizontal knockback on air hit reduced, pushback on block reduced | |||
** EX version damage increased from 100 to 120 | |||
* Mujinkyaku (qcb+K) | |||
** All regular versions CA meter gain increased on hit/block/activation | |||
** LK version reduced knockback on air hit, increased disadvantage on block from -5 to -7 | |||
** MK version adjusted to ground state for third hit, shortened blockstun for second hit by 2f | |||
** HK version increased reeling on successful second hit, reduced pushback on hit | |||
* Ressenha (qcb+P) | |||
** LP version damage reduced from 90 to 70 | |||
** MP version damage reduced from 100 to 80 | |||
** HP version damage reduced from 110 to 90 | |||
** EX version invincibility increased from 1-5f to 1-7f, adjusted so Karin is in standing state during recovery, changed landing recovery hurtbox to be same as her standing hurtbox | |||
* Senha Kusabi (qcb+P, d+K) recovery reduced from 22f to 20f, increased damage from 60 to 80 | |||
* Senha Resshu (qcb+P, u+K) damage increased from 120 to 150, stun increased from 150 to 200 | |||
* Meioken (MP+MK) disadvantage on block increased from -1 to -2, shrank upper hitbox | |||
* Yashagaeshi (f+PPP) startup increased from 15f to 16f, adjusted distance from opponent and advantage on hit | |||
* '''V-Trigger''' | |||
** Guren Ken (qcf+P) damage reduced from 80 to 60, stun reduced from 80 to 60 | |||
** Guren Hosho (qcf+P, P) damage increased from 90 to 110, stun increased from 100 to 120, fixed bug that granted Karin full invisibility 1f before animation finished if player did not perform any action during recovery | |||
** Guren Chochu (qcf+P, d+P) damage increased from 50 to 60, stun increased from 50 to 70 | |||
** Guren Kusabi (qcf+P, d+P, d+K) damage increased from 60 to 70 | |||
** Guren Hochu (qcf+P, d+P, d+P) damage increased from 60 to 70, stun increased from 50 to 100 | |||
** Guren Resshu (qcf+P, d+P, u+K) damage increased from 120 to 150, stun increased from 150 to 200 | |||
** Guren Senha (qcf+P, u+P) disadvantage on block reduced from -6 to -2 | |||
| | | | ||
* No changes listed | * No changes listed | ||
| | | | ||
* Forward throw positioning after hit adjusted | * Forward {{throw}} positioning after hit adjusted | ||
* Stand LP hitbox reduced, hurtbox expanded, collision box adjusted | * Stand LP hitbox reduced, hurtbox expanded, collision box adjusted | ||
* Stand HP hitbox during first active frame increased, hurtbox during first active frame reduced, can now Crush Counter, recovery increased from 19f to 22f, disadvantage on block increased from -2 to -5 | |||
* Stand MK startup increased from 7f to 8, recovery increased from 15f to 16f, disadvantage on block increased from -2 to -4, decreased pushback on block | * Stand MK startup increased from 7f to 8, recovery increased from 15f to 16f, disadvantage on block increased from -2 to -4, decreased pushback on block | ||
* Stand HK startup increased from 10f to 12f | * Stand HK startup increased from 10f to 12f | ||
* Crouch LP collision box adjusted, increased pushback on hit and block, expanded hurtbox, adjusted float value for mid-air hit | * Crouch LP collision box adjusted, increased pushback on hit and block, expanded hurtbox, adjusted float value for mid-air hit | ||
Line 1,069: | Line 1,192: | ||
* Added V-Trigger 2: Tenha No Kata | * Added V-Trigger 2: Tenha No Kata | ||
| | | | ||
* Forward throw damage increased from 12o to 130 | * Forward {{throw}} damage increased from 12o to 130 | ||
* Back throw damage increased from 140 to 150, recover after throw connects increased by 2f | * Back {{throw}} damage increased from 140 to 150, recover after {{throw}} connects increased by 2f | ||
* Jump HP hurtbox reduced | * Jump HP hurtbox reduced | ||
* Ressencho (f+KKK) horizontal blowback distance increased | * Ressencho (f+KKK) horizontal blowback distance increased | ||
* Meioken (MP+MK) damage decreased from 60 to 50, combo counter eased | * Meioken (MP+MK) damage decreased from 60 to 50, combo {{counter}} eased | ||
* Meiken Charged (MP+MK hold) decreased from 80 to 70, V-Gauge gained decreased from 100 to 80, combo count eased | * Meiken Charged (MP+MK hold) decreased from 80 to 70, V-Gauge gained decreased from 100 to 80, combo count eased | ||
* EX Tenko damage decreased from 120 to 100 | * EX Tenko damage decreased from 120 to 100 | ||
Line 1,080: | Line 1,203: | ||
** Guren Kusabi (qcf+P > d+P) active frames changed from 8f to 11f, recovery reduced from 21f to 18f | ** Guren Kusabi (qcf+P > d+P) active frames changed from 8f to 11f, recovery reduced from 21f to 18f | ||
* '''VT2''' | * '''VT2''' | ||
** Yasha Gaeshi can be performed from cancelable moves, reduced recovery by 5f where counter triggered but did not hit, reduced damage for grounded version from 120 to 100 | ** Yasha Gaeshi can be performed from cancelable moves, reduced recovery by 5f where {{counter}} triggered but did not hit, reduced damage for grounded version from 120 to 100 | ||
| | | | ||
| | | | ||
Line 1,091: | Line 1,214: | ||
* Crouching hurtbox adjusted | * Crouching hurtbox adjusted | ||
* Neutral jump changed from 39f to 38f | * Neutral jump changed from 39f to 38f | ||
* Forward throw (Knee Bash) damage changed from 120 to 100, stun from 170 to 120, recovery increased by 2f after grab, less CA gain on hit | * Forward {{throw}} (Knee Bash) damage changed from 120 to 100, stun from 170 to 120, recovery increased by 2f after grab, less CA gain on hit | ||
* Stand LP changed from +4 to +5, hitstop on hit and block unifed to prevent OS | * Stand LP changed from +4 to +5, hitstop on hit and block unifed to prevent OS | ||
* Stand MP On block changed from 0 to +1, adjusted hit/hurt/collision boxes when hit during the animation or canceled | * Stand MP On block changed from 0 to +1, adjusted hit/hurt/collision boxes when hit during the animation or canceled | ||
Line 1,104: | Line 1,227: | ||
* Jump MK hitbox shrunk | * Jump MK hitbox shrunk | ||
* Chin Buster (b+MP) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block | * Chin Buster (b+MP) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block | ||
** Chin Buster 2nd hit (b+MP > HP) damage decreased from 60 to 50, can be performed on whiff, larger cancel window | ** Chin Buster 2nd hit (b+MP > HP) damage decreased from 60 to 50, can be performed on whiff, larger {{cancel}} window | ||
* Lion Breaker (MK > HK) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block | * Lion Breaker (MK > HK) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block | ||
* Inazuma Kick (b+MK) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6 | * Inazuma Kick (b+MK) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6 | ||
Line 1,115: | Line 1,238: | ||
* Shoryuken (f,d,df+P) | * Shoryuken (f,d,df+P) | ||
** LP version advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f | ** LP version advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f | ||
** MP version damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible | ** MP version damage reduced from 130 to 120, advantage on block for V-Trigger {{cancel}} changed from -5 to -7, no longer invincible | ||
** HP version damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible | ** HP version damage decreased from 140 to 130, no longer strike invincible until 3f and no longer {{throw}} invincible | ||
** EX version on hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7 | ** EX version on hit V-Trigger {{cancel}} advantage increased from +3 to +7, On block V-Trigger {{cancel}} advantage changed from -5 to -7 | ||
* Tatsumaki Senpukyaku (qcb+K) | * Tatsumaki Senpukyaku (qcb+K) | ||
** LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2 | ** LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2 | ||
** MK Tatsu damage reduced from 100 to 80, hurtbox on 3f-5f increased forward, hitboxes shrunk and hurtboxes expanded | ** MK Tatsu damage reduced from 100 to 80, hurtbox on 3f-5f increased forward, hitboxes shrunk and hurtboxes expanded | ||
** HK Tatsu startup changed from 16f to 14f, On block advantaged from from -2 to -4, reduced upward movement, reduced time between first and second hit, increased forward distance during startup, increased meter gain, adjusted damage distribution | ** HK Tatsu startup changed from 16f to 14f, On block advantaged from from -2 to -4, reduced {{upward}} movement, reduced time between first and second hit, increased forward distance during startup, increased meter gain, adjusted damage distribution | ||
** EX Tatsu collision box on landing shrunk, during animation expanded downwards | ** EX Tatsu collision box on landing shrunk, during animation expanded downwards | ||
* Air Tatsumaki Senpukyaku (qcb+K in air) | * Air Tatsumaki Senpukyaku (qcb+K in air) | ||
Line 1,138: | Line 1,261: | ||
*** LK Tatsu hurbox expanded, hitboxes shrunk, more pushback on block, active frames on each hitbox after initial changed from 4f to 2f | *** LK Tatsu hurbox expanded, hitboxes shrunk, more pushback on block, active frames on each hitbox after initial changed from 4f to 2f | ||
*** MK Tatsu damage changed from 120 to 100, stun changed from 200 to 150, hurtboxes increased on 3-5f, active frames decreased from 5f to 2f, hitboxes shrunk, hurtboxes expanded | *** MK Tatsu damage changed from 120 to 100, stun changed from 200 to 150, hurtboxes increased on 3-5f, active frames decreased from 5f to 2f, hitboxes shrunk, hurtboxes expanded | ||
*** HK Tatsu On block changed from -2 to -4, stun adjusted from 250 to 200, reduced upward movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block | *** HK Tatsu On block changed from -2 to -4, stun adjusted from 250 to 200, reduced {{upward}} movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block | ||
** Air Tatsumaki Senpukyaku (qcb+K in air) | ** Air Tatsumaki Senpukyaku (qcb+K in air) | ||
*** Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f | *** Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f | ||
Line 1,149: | Line 1,272: | ||
| | | | ||
* Forward walk speed increased | * Forward walk speed increased | ||
* Forward throw damage increased from 100 to 110, distance after hit increased | * Forward {{throw}} damage increased from 100 to 110, distance after hit increased | ||
* Stand LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack | * Stand LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack | ||
* Stand MP changed from +1 to +2 | * Stand MP changed from +1 to +2 | ||
Line 1,184: | Line 1,307: | ||
* Added V-Trigger 2: Shinryuken | * Added V-Trigger 2: Shinryuken | ||
| | | | ||
* Forward throw (Knee Bash) damage increased from 110 to 120, recovery increased by 1f | * Forward {{throw}} (Knee Bash) damage increased from 110 to 120, recovery increased by 1f | ||
* Back throw (Hell Wheel) damage increased from 130 to 140 | * Back {{throw}} (Hell Wheel) damage increased from 130 to 140 | ||
* Stand LP upward hitbox reduced to make worse anti-air | * Stand LP {{upward}} hitbox reduced to make worse anti-air | ||
* Crouch LP pushback on hit/block slightly decreased, upwards hitbox reduced to make worse anti-air | * Crouch LP pushback on hit/block slightly decreased, upwards hitbox reduced to make worse anti-air | ||
* Crouch LK pushback on hit increased | * Crouch LK pushback on hit increased | ||
Line 1,210: | Line 1,333: | ||
* Stand LP hitbox reduced | * Stand LP hitbox reduced | ||
* Stand MP hurtbox increased | * Stand MP hurtbox increased | ||
* Stand HP damage decreased from 90 to 80, expanded hurtbox, behavior on crush counter adjusted | * Stand HP damage decreased from 90 to 80, expanded hurtbox, behavior on crush {{counter}} adjusted | ||
* Stand HK can now hit behind Kolin | * Stand HK can now hit behind Kolin | ||
* Crouch LP hurtbox expanded | * Crouch LP hurtbox expanded | ||
* Crouch LK pushback on hit/block increased when performed from MK Vanity Step, and delayed rapid cancel timing during | * Crouch LK pushback on hit/block increased when performed from MK Vanity Step, and delayed rapid {{cancel}} timing during | ||
* Crouch MK collision box adjusted | * Crouch MK collision box adjusted | ||
* Crouch HP hitbox expanded, hurtbox reduced | * Crouch HP hitbox expanded, hurtbox reduced | ||
Line 1,237: | Line 1,360: | ||
* Added V-Trigger 2: Absolute Zero | * Added V-Trigger 2: Absolute Zero | ||
| | | | ||
* Forward throw damage increased from 120 to 130 | * Forward {{throw}} damage increased from 120 to 130 | ||
* Stand HP disadvantage on block increased from -2 to -4 | * Stand HP disadvantage on block increased from -2 to -4 | ||
* Crouch LP upwards hurtbox decreased | * Crouch LP upwards hurtbox decreased | ||
Line 1,244: | Line 1,367: | ||
* Frost Tower (qcf, qcf+P) EX gain increased from 20 to 100 on hit | * Frost Tower (qcf, qcf+P) EX gain increased from 20 to 100 on hit | ||
* '''VT1''' | * '''VT1''' | ||
** Crouch HK cancel timing for first two hits unified with VT2 | ** Crouch HK {{cancel}} timing for first two hits unified with VT2 | ||
** Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT2 | ** Cold Low (qcb+MK, d+LK > d+HK) {{cancel}} timing for first two hits unified with VT2 | ||
** Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT2 | ** Brincile (qcb+MK, d+LK > d+HP) {{cancel}} timing for first two hits unified with VT2 | ||
** Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT2 | ** Snow Grain (qcb+MK d+LP > MP) {{cancel}} timing for first two hits unified with VT2 | ||
** Diamond Dust (HP+HK) damage increased from 90 to 120 | ** Diamond Dust (HP+HK) damage increased from 90 to 120 | ||
* '''VT2''' | * '''VT2''' | ||
** Crouch LK cancel timing into Absolute Zero delayed by 3f | ** Crouch LK {{cancel}} timing into Absolute Zero delayed by 3f | ||
** Crouch MK cancel timing into Absolute Zero delayed by 3f | ** Crouch MK {{cancel}} timing into Absolute Zero delayed by 3f | ||
** Crouch HK cancel timing for first two hits unified with VT1 | ** Crouch HK {{cancel}} timing for first two hits unified with VT1 | ||
** Cold Low (qcb+MK, d+LK > d+HK) cancel timing for first two hits unified with VT1 | ** Cold Low (qcb+MK, d+LK > d+HK) {{cancel}} timing for first two hits unified with VT1 | ||
** Brincile (qcb+MK, d+LK > d+HP) cancel timing for first two hits unified with VT1 | ** Brincile (qcb+MK, d+LK > d+HP) {{cancel}} timing for first two hits unified with VT1 | ||
** Snow Grain (qcb+MK d+LP > MP) cancel timing for first two hits unified with VT1 | ** Snow Grain (qcb+MK d+LP > MP) {{cancel}} timing for first two hits unified with VT1 | ||
** Frost Spike (LP > MP) can cancel into Absolute Zero | ** Frost Spike (LP > MP) can {{cancel}} into Absolute Zero | ||
** Frost Edge (HP+HK) V-Gauge consumption increased from 500f to 1000f if not used from a dash, will not hit opponents behind Kolin | ** Frost Edge (HP+HK) V-Gauge consumption increased from 500f to 1000f if not used from a dash, will not hit opponents behind Kolin | ||
** Forward Dash V-Gauge consumption increased from 500f to 700f | ** Forward Dash V-Gauge consumption increased from 500f to 700f | ||
Line 1,296: | Line 1,419: | ||
* Added V-Trigger 2: Shock Stance | * Added V-Trigger 2: Shock Stance | ||
| | | | ||
* Forward throw recovery after throw increased by 2f, slightly increased separation distance after throw | * Forward {{throw}} recovery after {{throw}} increased by 2f, slightly increased separation distance after throw | ||
* Stand MP backwards hurtbox decreased | * Stand MP backwards hurtbox decreased | ||
* Stand MK advantage on hit increased from +3 to +4 | * Stand MK advantage on hit increased from +3 to +4 | ||
Line 1,303: | Line 1,426: | ||
* EX Sunset Wheel hitbox expanded on second active frame | * EX Sunset Wheel hitbox expanded on second active frame | ||
* '''VT1''' | * '''VT1''' | ||
** Linear Movement (b/f+MP+MK) now subject to counter hit, upwards collision box increased when canceled from Thunder Clap | ** Linear Movement (b/f+MP+MK) now subject to {{counter}} hit, upwards collision box increased when canceled from Thunder Clap | ||
** Linear Movement Esquiva startup increased from 32f to 34f | ** Linear Movement Esquiva startup increased from 32f to 34f | ||
* '''VT2''' | * '''VT2''' | ||
Line 1,330: | Line 1,453: | ||
| | | | ||
* Forward walk speed increased | * Forward walk speed increased | ||
* Forward throw damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted | * Forward {{throw}} damage increased from 110 to 130, stun increased from 120 to 170, position afterwards adjusted | ||
* Back throw damage decreased from 140 to 130, stun decreased from 170 to 150 | * Back {{throw}} damage decreased from 140 to 130, stun decreased from 170 to 150 | ||
* Stand LP advantage on hit increased from +4 to +5 | * Stand LP advantage on hit increased from +4 to +5 | ||
* Stand MP collision box adjusted | * Stand MP collision box adjusted | ||
Line 1,355: | Line 1,478: | ||
* Crouch LP upwards hitbox reduced | * Crouch LP upwards hitbox reduced | ||
* Crouch HP upwards hitbox increased | * Crouch HP upwards hitbox increased | ||
* Forward throw damage increased from 130 to 140 | * Forward {{throw}} damage increased from 130 to 140 | ||
* Psycho Burst (f+PPP) startup increased from 16f to 17f | * Psycho Burst (f+PPP) startup increased from 16f to 17f | ||
* HP Psycho Inferno (qcb+HP) cancel window adjusted from 29-30f to 32-33f | * HP Psycho Inferno (qcb+HP) {{cancel}} window adjusted from 29-30f to 32-33f | ||
* EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out) | * EX Double Knee Press can be V-Trigger canceled when in non-lock situation (follow-up hit does not come out) | ||
* Ultimate Psycho Crusher (qcf, qcf+P) combo count eased | * Ultimate Psycho Crusher (qcf, qcf+P) combo count eased | ||
Line 1,402: | Line 1,525: | ||
| | | | ||
* Adjusted hurtbox when changing direction while croucuhing | * Adjusted hurtbox when changing direction while croucuhing | ||
* Forward throw stun reduced from 170 to 120, meter gain reduced, increased separation distance after throw, increased recovery by 3f | * Forward {{throw}} stun reduced from 170 to 120, meter gain reduced, increased separation distance after throw, increased recovery by 3f | ||
* Back throw damage reduced from 140 to 130 | * Back {{throw}} damage reduced from 140 to 130 | ||
* Forward dash changed from 17f to 19f, sped up when Nash begins moving forward by 1f, shrunk collision box while moving | * Forward dash changed from 17f to 19f, sped up when Nash begins moving forward by 1f, shrunk collision box while moving | ||
* Back dash distance moved reduced | * Back dash distance moved reduced | ||
Line 1,435: | Line 1,558: | ||
* Moonsault Slash (qcf+K) | * Moonsault Slash (qcf+K) | ||
** All regular versions damage reduced from 70 to 60, expanded startup hurtbox downwards | ** All regular versions damage reduced from 70 to 60, expanded startup hurtbox downwards | ||
** HK version bug fixed that caused no counter box from when Nash leaps until he falls down | ** HK version bug fixed that caused no {{counter}} box from when Nash leaps until he falls down | ||
** EX version damage reduced from 130 to 120, increased advantage on hit from +6 to +7 | ** EX version damage reduced from 130 to 120, increased advantage on hit from +6 to +7 | ||
* Sonic Scythe (qcb+K) | * Sonic Scythe (qcb+K) | ||
Line 1,454: | Line 1,577: | ||
* Forward dash decreased from 19f to 18f | * Forward dash decreased from 19f to 18f | ||
* Stand HP forward hitbox increased on first active frame | * Stand HP forward hitbox increased on first active frame | ||
* Crouch MK cancel into V-Trigger is now 1f faster, change advantage on hit from +4 to +5 | * Crouch MK {{cancel}} into V-Trigger is now 1f faster, change advantage on hit from +4 to +5 | ||
* Sonic Scythe | * Sonic Scythe | ||
** MK version pushback on block increased | ** MK version pushback on block increased | ||
** EX version throw invincibility 1-6f, expanded upwards hitbox on first and second active frame | ** EX version {{throw}} invincibility 1-6f, expanded upwards hitbox on first and second active frame | ||
| | | | ||
* Forward throw damage increased from 120 to 130 | * Forward {{throw}} damage increased from 120 to 130 | ||
* Back throw damage increased from 130 to 140 | * Back {{throw}} damage increased from 130 to 140 | ||
* Air throw damage increased from 130 to 140 | * Air {{throw}} damage increased from 130 to 140 | ||
* Stand LP hurtbox expanded | * Stand LP hurtbox expanded | ||
* Stand MK active frames increased from 3f to 4f | * Stand MK active frames increased from 3f to 4f | ||
Line 1,473: | Line 1,596: | ||
* Bullet Combination (MK > HK > MP+MK) status on hit adjusted, V-Gauge gain increased | * Bullet Combination (MK > HK > MP+MK) status on hit adjusted, V-Gauge gain increased | ||
* EX Sonic Boom (qcf+PP) adjusted so speed of 2nd boom is adjusted based on strength of the button | * EX Sonic Boom (qcf+PP) adjusted so speed of 2nd boom is adjusted based on strength of the button | ||
* MK Sonic Scythe (qcb+MK) combo counter eased | * MK Sonic Scythe (qcb+MK) combo {{counter}} eased | ||
* Judgement Saber (qcb,qcb+P) combo counter eased | * Judgement Saber (qcb,qcb+P) combo {{counter}} eased | ||
* Added V-Trigger 2: Stealth Dash | * Added V-Trigger 2: Stealth Dash | ||
| | | | ||
* Forward throw damage increased from 130 to 140, stun increased from 120 to 150 | * Forward {{throw}} damage increased from 130 to 140, stun increased from 120 to 150 | ||
* Back throw damage increased from 140 to 150 | * Back {{throw}} damage increased from 140 to 150 | ||
* Stand MK will no longer hit opponents behind Nash on base on hitbox | * Stand MK will no longer hit opponents behind Nash on base on hitbox | ||
* Raptor/Bullet Combination (MK > HK) forward distance on second hit increased | * Raptor/Bullet Combination (MK > HK) forward distance on second hit increased | ||
Line 1,484: | Line 1,607: | ||
* Moonsault Slash (qcf+K)) recovery of first active frame on hit/block is now the same as 2nd | * Moonsault Slash (qcf+K)) recovery of first active frame on hit/block is now the same as 2nd | ||
* '''VT1''' | * '''VT1''' | ||
** Sonic Move - Hide (HP+HK) is now throw and projectile invincible on 1-3f, recovery reduced by 2f | ** Sonic Move - Hide (HP+HK) is now {{throw}} and projectile invincible on 1-3f, recovery reduced by 2f | ||
* '''VT2''' | * '''VT2''' | ||
** Justice Corridor (HP+HK > P) cannot be canceled into Stealth Dash (HP+HK) on whiff, adjusted behavior when Nash goes over opponent | ** Justice Corridor (HP+HK > P) cannot be canceled into Stealth Dash (HP+HK) on whiff, adjusted behavior when Nash goes over opponent | ||
Line 1,499: | Line 1,622: | ||
** The Disc's Guidance (b,f+P) disadvantage on block increased from -4 to -6 | ** The Disc's Guidance (b,f+P) disadvantage on block increased from -4 to -6 | ||
| | | | ||
* Forward throw damage increased from 100 to 110, adjusted status after hit | * Forward {{throw}} damage increased from 100 to 110, adjusted status after hit | ||
* Back throw status after hit changed | * Back {{throw}} status after hit changed | ||
* Stand LP pushback on hit/block increased, hitbox reduced, collision during move adjusted | * Stand LP pushback on hit/block increased, hitbox reduced, collision during move adjusted | ||
* Stand MP collision box adjusted | * Stand MP collision box adjusted | ||
Line 1,507: | Line 1,630: | ||
* Crouch HP hurtbox reduced | * Crouch HP hurtbox reduced | ||
* Jump HP hitbox expanded, hurtbox reduced | * Jump HP hitbox expanded, hurtbox reduced | ||
* Jump HK hitbox expanded, horizontal and downward hurtbox reduced | * Jump HK hitbox expanded, horizontal and {{downward}} hurtbox reduced | ||
* Opening Dagger (df+HP) pushback on block reduced | * Opening Dagger (df+HP) pushback on block reduced | ||
* Culminated Power (MP+MK) Can be canceled into V-Trigger, reduced V-Gauge gain | * Culminated Power (MP+MK) Can be canceled into V-Trigger, reduced V-Gauge gain | ||
Line 1,513: | Line 1,636: | ||
* Mask of Tiali (hcb+K) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 130/140/150 to 140/150/160 for L/M/H versions | * Mask of Tiali (hcb+K) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 130/140/150 to 140/150/160 for L/M/H versions | ||
* '''V-Trigger''' | * '''V-Trigger''' | ||
** Forward throw damage increased from 110 to 120, reduced throw distance, changed status after throw to recover 4 frames slower | ** Forward {{throw}} damage increased from 110 to 120, reduced {{throw}} distance, changed status after {{throw}} to recover 4 frames slower | ||
** Back throw status after hit adjusted, reduced throw distance | ** Back {{throw}} status after hit adjusted, reduced {{throw}} distance | ||
** Mask of Tiali (b,f+P) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 150/160/170 to 160/170/180 for L/M/H versions | ** Mask of Tiali (b,f+P) recovery on whiff increased by 8f for all versions (including EX), damage adjusted from 150/160/170 to 160/170/180 for L/M/H versions | ||
** Added new move in VT1: Clouded Mirror (HP+HK) | ** Added new move in VT1: Clouded Mirror (HP+HK) | ||
* Added new V-Trigger: Eruption of Power | * Added new V-Trigger: Eruption of Power | ||
| | | | ||
* Forward throw damage increased from 110 to 120 | * Forward {{throw}} damage increased from 110 to 120 | ||
* Back throw damage increased from 100 to 110 | * Back {{throw}} damage increased from 100 to 110 | ||
* Stand LP upwards hurtbox reduced | * Stand LP upwards hurtbox reduced | ||
* Crouch LP upwards hurtbox reduced | * Crouch LP upwards hurtbox reduced | ||
* Valiant Rebellion (qcf+K) blowback on counter hit was adjusted to be same as non-counter hit version | * Valiant Rebellion (qcf+K) blowback on {{counter}} hit was adjusted to be same as non-counter hit version | ||
** EX Valiant Rebellion can be V-Trigger canceled on first hit | ** EX Valiant Rebellion can be V-Trigger canceled on first hit | ||
* EX The Disc's Guidance (b,f+PP) (non-VT version) damage distributions adjusted from 35*35*80 to 40*40*70, stun adjusted form 25*25*150 to 50*50*100, increased pushback on second hit, second hit can be V-Trigger Canceled | * EX The Disc's Guidance (b,f+PP) (non-VT version) damage distributions adjusted from 35*35*80 to 40*40*70, stun adjusted form 25*25*150 to 50*50*100, increased pushback on second hit, second hit can be V-Trigger Canceled | ||
* Soul Offering (qcf, qcf+P) collision box added after move ends | * Soul Offering (qcf, qcf+P) collision box added after move ends | ||
* ''' Both V-Triggers ''' | * ''' Both V-Triggers ''' | ||
** Valiant Rebellion (qcf+K) blowback on counter hit and regular hit was adjusted to be same as non-counter hit non-V-Trigger version | ** Valiant Rebellion (qcf+K) blowback on {{counter}} hit and regular hit was adjusted to be same as non-counter hit non-V-Trigger version | ||
*** EX Valiant Rebellion pushback on second hit slightly decreased on hit | *** EX Valiant Rebellion pushback on second hit slightly decreased on hit | ||
* '''VT1''' | * '''VT1''' | ||
** Clouded Mirror (HP+HK) cancel window increased when done from Culminated Power (MP+MK) or Sacrificial Alter (MK > HK > MP+MK), pushback on block slightly deceased for max charged version, increased active frames for second hit from 4f to 7f for max charged version | ** Clouded Mirror (HP+HK) {{cancel}} window increased when done from Culminated Power (MP+MK) or Sacrificial Alter (MK > HK > MP+MK), pushback on block slightly deceased for max charged version, increased active frames for second hit from 4f to 7f for max charged version | ||
| | | | ||
| | | | ||
Line 1,549: | Line 1,672: | ||
* Added (Launch Character) | | * Added (Launch Character) | | ||
| | | | ||
* | * Forward {{throw}} against crouching opponents damage decreased from 130 to 100, stun reduced from 170 to 120, CA meter gain reduced | ||
* Stand LP startup increased from 3f to 4f, overall duration of move increased by 1f, hitbox reduced in forward direction, advantage on hit increased from +3 to +4 | |||
* Stand MP hurtbox expanded forward during active frames, reduced active frames from 3f to 2f, increased advantage on hit from +7 to +8 | |||
* Stand HP damage increased from 80 to 90 | |||
* Crouch LP collsion box adjusted to not move forward | |||
* Crouch MP now grounded during entire animation | |||
* Crouch HP disadvantage on guard increased from -4 to -6 | |||
* Crouch MK advantage on hit increased from +2 to +3 | |||
* Crouch HK hurtbox expanded upwards, expanded hurtbox has projectile invincibility | |||
* Jump MP startup increased from 6f to 7f, damage reduced from 70 to 60, reduced hurtbox size to match visual, changed hit effect from air recovery to knockdown | |||
* Stomp Chop (LK > MP) pushback on block reduced | |||
* Shooting Star Combo (jMP > jHP) added | |||
* Lady Mika (f+HP) damage reduced from 90 to 80 | |||
* Passion Press (f or b+MP) startup increased from 6f to 8f, recovery increased from 13f to 20f, active frames reduced from 4f to 2f, advantage on hit decreased from +2 to 0, disadvantage on block increased from -2 to -8, standardized hit and guard stop for ground/air damage, added hurtbox to feet, hitbox size reduced | |||
* Passion Press Throw (f or b+MP > {{f}} or b+MP) duration increased from 38f to 50f, opponent no longer hits wall mid screen | |||
* Wingless Airplane (qcf+K) proximity guard removed during move | |||
* Rainbow Typhoon (hcb+P) CA meter gain on whiff reduced, CA meter gain on success increased | |||
* Brimstone (hcb+K) | |||
** All regular versions CA meter gain on whiff reduced, CA meter gain on success increased | |||
** LK version damage increased from 130 to 120 | |||
** MK version damage reduced from 140 to 130 | |||
** HK version damage reduced from 150 to 140 | |||
* Shooting Peach (qcf+P) | |||
** EX version recovery for third attack increased by 4f, increased active frames of second attack from 2f to 5f, expanded hitbox forward during third attack | |||
* Mic Performance (MP+MK) activation of super armor changed from 11f to 5f, adjusted to not lose power up effect if hit by oppponent, reduced increased damage of level 1 {{throw}} from 25% to 20% | |||
* Peach Gator (f+KKK) startup increased from 15f to 17f, changed recovery on hit | |||
| | | | ||
* No changes listed | * No changes listed | ||
| | | | ||
* Forward throw damage increased from 130 to 140 | * Forward {{throw}} damage increased from 130 to 140 | ||
* Forward throw (while opponent crouching) damage increased from 100 to 120, stun increased from 120 to 150, status after hit adjusted | * Forward {{throw}} (while opponent crouching) damage increased from 100 to 120, stun increased from 120 to 150, status after hit adjusted | ||
* Stand LP hurtbox expanded | * Stand LP hurtbox expanded | ||
* Stand MP pushback on hit/block increased, collision box adjusted | * Stand MP pushback on hit/block increased, collision box adjusted | ||
Line 1,591: | Line 1,739: | ||
| | | | ||
* Forward dash distance at start and end slightly reduced | * Forward dash distance at start and end slightly reduced | ||
* Forward throw damage increased from 120 to 130, stun increased from 120 to 150, recovery after throw increased by 3f | * Forward {{throw}} damage increased from 120 to 130, stun increased from 120 to 150, recovery after {{throw}} increased by 3f | ||
* Back throw damage increased from 130 to 140 | * Back {{throw}} damage increased from 130 to 140 | ||
* Stand LP hitbox reduced | * Stand LP hitbox reduced | ||
* Stand LK pushback on hit/block increased, collision box adjusted | * Stand LK pushback on hit/block increased, collision box adjusted | ||
Line 1,610: | Line 1,758: | ||
| | | | ||
* Stun decreased from 1000 to 950 | * Stun decreased from 1000 to 950 | ||
* Forward throw has 2f more recovery after throw | * Forward {{throw}} has 2f more recovery after throw | ||
* Back throw stun decreased from 200 to 150 | * Back {{throw}} stun decreased from 200 to 150 | ||
* Stand LK advantage on hit decreased from 4f to 2f, on block decreased from +2 to +1, is now special cancelable | * Stand LK advantage on hit decreased from 4f to 2f, on block decreased from +2 to +1, is now special cancelable | ||
* Stand HP advantage on block reduced from 0 to -3 | * Stand HP advantage on block reduced from 0 to -3 | ||
Line 1,617: | Line 1,765: | ||
* Crouch HP first hit recovery on block reduced by 3f | * Crouch HP first hit recovery on block reduced by 3f | ||
* Flap Spin (f+MP) startup of second hit decreased by 1f, first hit recovery on block reduced by 3f | * Flap Spin (f+MP) startup of second hit decreased by 1f, first hit recovery on block reduced by 3f | ||
* Wall Jump downward hurtbox increased, increased interval between clinging to wall and jump by 2f | * Wall Jump {{downward}} hurtbox increased, increased interval between clinging to wall and jump by 2f | ||
* LP Spinning Mixer (qcf+P) pushback on block slightly decreased for mashed versions, landing recovery on whiff increased from 11f to 16f, block stop on 3rd hit increased by 4f (visual change only) | * LP Spinning Mixer (qcf+P) pushback on block slightly decreased for mashed versions, landing recovery on whiff increased from 11f to 16f, block stop on 3rd hit increased by 4f (visual change only) | ||
* Spinning Mixer dash version's block stop increased by 4f between 3rd and 4th hits | * Spinning Mixer dash version's block stop increased by 4f between 3rd and 4th hits | ||
Line 1,641: | Line 1,789: | ||
* Added (Launch Character) | | * Added (Launch Character) | | ||
| | | | ||
* Forward throw recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent throw loops | * Forward {{throw}} recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent {{throw}} loops | ||
* Stand LP hitbox reduced to make worse anti air | * Stand LP hitbox reduced to make worse anti air | ||
* Stand MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced | * Stand MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced | ||
Line 1,689: | Line 1,837: | ||
** HP version Shoryuken fully invincible frames 3-6 | ** HP version Shoryuken fully invincible frames 3-6 | ||
| | | | ||
* Forward throw stun changed from 120 to 150 | * Forward {{throw}} stun changed from 120 to 150 | ||
* Stand LP hit/hurtboxes changed to make a worse anti-air | * Stand LP hit/hurtboxes changed to make a worse anti-air | ||
* Crouch LP hurtbox changed to make worse anti-air | * Crouch LP hurtbox changed to make worse anti-air | ||
Line 1,716: | Line 1,864: | ||
| | | | ||
* Crouch MP (VT1): On block now +3 from +2 | * Crouch MP (VT1): On block now +3 from +2 | ||
* Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo counter settings | * Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo {{counter}} settings | ||
* Forward throw damage increased from 120 to 130, and recovery increased by 2f after throw | * Forward {{throw}} damage increased from 120 to 130, and recovery increased by 2f after throw | ||
* Stand LP hitbox reduced to make a worse anti-air | * Stand LP hitbox reduced to make a worse anti-air | ||
* Stand MK hurtbox that appeared before active frames removed | * Stand MK hurtbox that appeared before active frames removed | ||
Line 1,730: | Line 1,878: | ||
** Shoryuken now consumes 150f | ** Shoryuken now consumes 150f | ||
* '''VT2''': | * '''VT2''': | ||
** Can cancel into EX Donkey Kick on hit | ** Can {{cancel}} into EX Donkey Kick on hit | ||
** Can cancel into VT2 from Axe Kick and Solar Plexus Strike | ** Can {{cancel}} into VT2 from Axe Kick and Solar Plexus Strike | ||
| | | | ||
| | | | ||
Line 1,759: | Line 1,907: | ||
* Added (Season 3 DLC, added January 2018) | * Added (Season 3 DLC, added January 2018) | ||
| | | | ||
* Forward throw has 1f more recovery after throw, increased separation after throw, | * Forward {{throw}} has 1f more recovery after throw, increased separation after throw, | ||
* Back throw damage increased from 140 to 150 | * Back {{throw}} damage increased from 140 to 150 | ||
* Air throw damage increased from 140 to 160, recovery on whiff increased from 4f to 6f | * Air {{throw}} damage increased from 140 to 160, recovery on whiff increased from 4f to 6f | ||
* Stand LP upwards hitbox reduced | * Stand LP upwards hitbox reduced | ||
* Stand LK active frames reduced from 4f to 3f, motion adjusted along with hitboxes (hurtbox stays out longer) | * Stand LK active frames reduced from 4f to 3f, motion adjusted along with hitboxes (hurtbox stays out longer) | ||
Line 1,775: | Line 1,923: | ||
** EX version damage increased from 80 to 100, startup decreased from 17f to 14f, changed overall movement frames from 48f to 45f, expanded forward hitbox, can now be V-Trigger canceled | ** EX version damage increased from 80 to 100, startup decreased from 17f to 14f, changed overall movement frames from 48f to 45f, expanded forward hitbox, can now be V-Trigger canceled | ||
* Tengyo Hadoken (qcf+K) | * Tengyo Hadoken (qcf+K) | ||
** Regular version damage decreased from 70 to 60, overall frames reduced form 57f to 45f, changed opponent blowback on hit, no longer hits crouching opponents, causes knockdown on hit, active frames increased from 24f to 27f | ** Regular version damage decreased from 70 to 60, overall frames reduced form 57f to 45f, changed opponent blowback on hit, no longer hits crouching opponents, causes {{knockdown}} on hit, active frames increased from 24f to 27f | ||
** EX version active frames reduced from 17f to 15f, movement frames reduced from 51f to 35f, increased float on hit, cannot hit crouch opponent, can be canceled into V-Trigger | ** EX version active frames reduced from 17f to 15f, movement frames reduced from 51f to 35f, increased float on hit, cannot hit crouch opponent, can be canceled into V-Trigger | ||
* EX Shououken blowback on hit reduced | * EX Shououken blowback on hit reduced | ||
Line 1,806: | Line 1,954: | ||
* Added (Season 1 DLC, added September 2016) | | * Added (Season 1 DLC, added September 2016) | | ||
| | | | ||
* | * Health increased from 1000 to 1025 | ||
* Forward {{throw}} stun decreased from 200 to 120, CA meter gain decreased | |||
* Hurtbox adjusted when character changes direction | |||
* Stand MP startup increased from 6f to 7f, added 1f to animation, advantage on hit increased from +4 to +6, expanded hitbox forward | |||
* Stand HP hurtbox after hitbox ends expanded forward | |||
** Charged version advantage on block incresed from +3 to +5 | |||
* Stand MK startup increased from 8f to 9f, 1f added to entire animation | |||
* Stand HK hurtbox size on active frames 1-2 decreased | |||
** Charged version advantage on block increased from 0 to +2, decreased pushback on 2nd hit, hurtbox on active frames 1-2 decreased | |||
* Crouch LP advantage on hit increased from +4 to +5, active frames increased from 2f to 3f | |||
* Crouch MP pushback on hit increased | |||
* Crouch HP startup decreased from 8f to 7f, effect for first hit in air changed from airborne recover damage to knockback damage | |||
* Crouch MK advantage on hit increased from +1 to +4, advantage on block increased from -2 to +2 | |||
* Jump LK hitbox expanded backwards, decreased {{downward}} hitbox size, added ability to crossup | |||
* Terrible Smash (f+HP) disadvantage on block increased from -4 to -6 | |||
* Quarrel Kick (f+HK) input changed to df+HK | |||
* Metallic Aura (MP+MK) changed from 55f to 52f | |||
* Anger Snap Fist (f+PPP) startup changed from 15f to 16f, knockback and advantage on hit adjusted | |||
* Metallic Sphere (qcf+P) | |||
** L/MP Version decreased CA meter gain on activation, increased CA meter gain on hit/block, advantage on block changed from -9 to -7, decreased the CA {{cancel}} window for regular and charged versions to make easier to V-Reversal | |||
** HP Version damage increased from 60 to 70, charged version damage increasd from 90 to 100, decreased CA meter gain on activion, increased CA meter gain activation on hit or block | |||
* Chariot Tackle(b,f+K) | |||
** All regular versions juggle potential increased | |||
** MK version active frames increased from 10f to 11f | |||
** HK version damage increased from 90 to 100, Fix issue where sideways knockback when hitting on the ground is further using V-Skill version than regular version | |||
** EX version adjusted so hitstun on both hits are equal | |||
* HK Violence Kneed Drop (d,u+HK) issue fixed where recovery on block with V-Skill is longer than regular version | |||
* Dangerous Headbutt (d,u+P) | |||
** MP version issue fixed where sideways knockback is shorter for V-Skill version than regular version when connects as {{counter}} hit in air | |||
** EX version issue fixed where Urien was not in {{counter}} hit state between hitbox active frames until he lands | |||
| | | | ||
* Health reduced from 1025 to 1000 | * Health reduced from 1025 to 1000 | ||
Line 1,831: | Line 2,008: | ||
* Added V-Trigger 2: Tyrant Pressure | * Added V-Trigger 2: Tyrant Pressure | ||
| | | | ||
* Forward throw stun increased from 120 to 150 | * Forward {{throw}} stun increased from 120 to 150 | ||
* Backthrow stun decreased from 200 to 150 | * Backthrow stun decreased from 200 to 150 | ||
* Stand LP recovery increased from 9f to 10f | * Stand LP recovery increased from 9f to 10f | ||
* Stand LK advantage on hit increased from +3 to +4, on block increased from +2 to +3, increased pushback on hit and block | * Stand LK advantage on hit increased from +3 to +4, on block increased from +2 to +3, increased pushback on hit and block | ||
* Stand HP distance on crush counter reduced | * Stand HP distance on crush {{counter}} reduced | ||
* Crouch LP recovery increased from 8f to 9f, and upwards hitbox reduced | * Crouch LP recovery increased from 8f to 9f, and upwards hitbox reduced | ||
* Quarrel Kick (df+HK) advantage on hit increased from +1 to +3 | * Quarrel Kick (df+HK) advantage on hit increased from +1 to +3 | ||
Line 1,842: | Line 2,019: | ||
* Anger Snap (f+PPP) startup increased from 16f to 17f | * Anger Snap (f+PPP) startup increased from 16f to 17f | ||
* '''VT2''' | * '''VT2''' | ||
** Crouch MK xx Tyrant Blaze cancel timing increased by 2f | ** Crouch MK xx Tyrant Blaze {{cancel}} timing increased by 2f | ||
** Tyrant Pressure length increased from 3000 to 3200 | ** Tyrant Pressure length increased from 3000 to 3200 | ||
** Tyrant Blaze (HP+HK) | ** Tyrant Blaze (HP+HK) | ||
Line 1,865: | Line 2,042: | ||
** Bloody Kiss - Azul (HP+HK) adjusted so Vega is fully invincible on first frame when rose hits | ** Bloody Kiss - Azul (HP+HK) adjusted so Vega is fully invincible on first frame when rose hits | ||
| | | | ||
* Forward throw positioning after throw adjusted | * Forward {{throw}} positioning after {{throw}} adjusted | ||
* Backthrow damage increased from 130 to 140 | * Backthrow damage increased from 130 to 140 | ||
* Claw | * Claw | ||
Line 1,896: | Line 2,073: | ||
* Added V-Trigger 2: Alegrias | * Added V-Trigger 2: Alegrias | ||
| | | | ||
* Forward throw damage increased from 120 to 140 | * Forward {{throw}} damage increased from 120 to 140 | ||
* Back throw damage increased from 140 to 150 | * Back {{throw}} damage increased from 140 to 150 | ||
* Stand LP (claw/no claw) upwards hitbox redcued | * Stand LP (claw/no claw) upwards hitbox redcued | ||
* Crouch LP (no claw) upper hitbox reduced | * Crouch LP (no claw) upper hitbox reduced | ||
* Matador Turn (MP+MK) can cancel into CA on block (prevents Option Select), increased distance it triggers proximity guard, increased pushback on block | * Matador Turn (MP+MK) can {{cancel}} into CA on block (prevents Option Select), increased distance it triggers proximity guard, increased pushback on block | ||
* LK Crimson Terror (qcf+LK) forward hitbox during first hit expanded | * LK Crimson Terror (qcf+LK) forward hitbox during first hit expanded | ||
* EX Flying Barcelona Attack (f,d,df+K > P) input window adjusted | * EX Flying Barcelona Attack (f,d,df+K > P) input window adjusted | ||
Line 1,918: | Line 2,095: | ||
* Changes Go here | * Changes Go here | ||
| | | | ||
* Head butt (f+HP) CA meter gain when used to cancel a projectile reduced from 50 to 30 | * Head butt (f+HP) CA meter gain when used to {{cancel}} a projectile reduced from 50 to 30 | ||
* Double Lariat (PPP) downwards hitbox on first revolution reduced, hitbox on arms while spinning on 2nd and 3rd revolution cannot hit crouching opponents, expanded hurtbox to line up with hitbox | * Double Lariat (PPP) downwards hitbox on first revolution reduced, hitbox on arms while spinning on 2nd and 3rd revolution cannot hit crouching opponents, expanded hurtbox to line up with hitbox | ||
* Flying Head Butt (u+HK during neutral jump) added | * Flying Head Butt (u+HK during neutral jump) added | ||
* Tundra Storm (f,d,df+P) added | * Tundra Storm (f,d,df+P) added | ||
| | | | ||
* Forward throw (stand/crouch) position after throw adjusted | * Forward {{throw}} (stand/crouch) position after {{throw}} adjusted | ||
* Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit | * Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit | ||
* Stand LK recovery increased from 12f to 15f | * Stand LK recovery increased from 12f to 15f | ||
Line 1,944: | Line 2,121: | ||
* EX Borscht Dynamite (360+P in air) has a new animation if canceled into | * EX Borscht Dynamite (360+P in air) has a new animation if canceled into | ||
* '''VT2''' | * '''VT2''' | ||
** Stand HP xx VT2 cancel timing adjusted | ** Stand HP xx VT2 {{cancel}} timing adjusted | ||
| | | | ||
| | | | ||
Line 1,962: | Line 2,139: | ||
| | | | ||
* Old Zeku | * Old Zeku | ||
** Forward throw damage increased from 120 to 130 | ** Forward {{throw}} damage increased from 120 to 130 | ||
** Back throw damage increased from 140 to 150 | ** Back {{throw}} damage increased from 140 to 150 | ||
** Stand LP upwards hitbox reduced | ** Stand LP upwards hitbox reduced | ||
** Stand MP upwards hitbox reduced | ** Stand MP upwards hitbox reduced | ||
Line 1,969: | Line 2,146: | ||
** Jump HP hitbox expanded at base | ** Jump HP hitbox expanded at base | ||
** Fukuro (MP+MK) will not build EX Gauge on hit/block | ** Fukuro (MP+MK) will not build EX Gauge on hit/block | ||
** Toushi (f+PPP) startup reduced from 17f to 12f, changed opponent reaction from blowback to stagger on hit, increased pushback on block, adjusted projectile invulnerability from 1f-21f to 1f-16f | ** Toushi (f+PPP) startup reduced from 17f to 12f, changed opponent reaction from blowback to {{stagger}} on hit, increased pushback on block, adjusted projectile invulnerability from 1f-21f to 1f-16f | ||
** Bushin Gram Koku Regular/EX (qcf+K/KK) damage decreased at base and part that nullifies projectiles by 10 | ** Bushin Gram Koku Regular/EX (qcf+K/KK) damage decreased at base and part that nullifies projectiles by 10 | ||
** Bushin Gram - Ban (f,d,df+K) | ** Bushin Gram - Ban (f,d,df+K) | ||
Line 1,981: | Line 2,158: | ||
** Shumkumyo (d,d+PP) can be canceled from Bushin Gram - Koku/Ban/Teki on hit, Koku/Teki on block | ** Shumkumyo (d,d+PP) can be canceled from Bushin Gram - Koku/Ban/Teki on hit, Koku/Teki on block | ||
* Young Zeku | * Young Zeku | ||
** Forward throw damage increased from 120 to 140, EX Meter gain increased from 60 to 100 | ** Forward {{throw}} damage increased from 120 to 140, EX Meter gain increased from 60 to 100 | ||
** Back throw damage increased from 120 to 160, stun increased from 150 to 200, EX Meter gain increased from 80 to 100 | ** Back {{throw}} damage increased from 120 to 160, stun increased from 150 to 200, EX Meter gain increased from 80 to 100 | ||
** Stand LP upwards hitbox reduced | ** Stand LP upwards hitbox reduced | ||
** Jump HP hitboxes/hurtboxes adjusted to closer match animation | ** Jump HP hitboxes/hurtboxes adjusted to closer match animation | ||
** Jump HK hitbox expanded forward, forward hurtbox removed, hurtbox adjusted | ** Jump HK hitbox expanded forward, forward hurtbox removed, hurtbox adjusted | ||
** Tenpo Kairi (MP+MK) changed to not build EX gauge on hit/block, damage increased from 80 to 90, expanded upwards hitbox for second hit and its startup, active frames on second hit increased from 2f to 4f | ** Tenpo Kairi (MP+MK) changed to not build EX gauge on hit/block, damage increased from 80 to 90, expanded upwards hitbox for second hit and its startup, active frames on second hit increased from 2f to 4f | ||
** Toushi (f+PPP) startup reduced from 17f to 12f, increased pushback on block, adjusted opponent reaction rom blowback on hit to now stagger on hit, changed projectile invulnerability from 1f-21f to 1f-16f | ** Toushi (f+PPP) startup reduced from 17f to 12f, increased pushback on block, adjusted opponent reaction rom blowback on hit to now {{stagger}} on hit, changed projectile invulnerability from 1f-21f to 1f-16f | ||
** Bushin Sho (qcf+P) | ** Bushin Sho (qcf+P) | ||
*** All versions had combo count eased | *** All versions had combo count eased | ||
Line 2,009: | Line 2,186: | ||
}} | }} | ||
[[Category: Street Fighter V]] | [[Category:Street Fighter V]] |
Latest revision as of 01:49, 23 February 2021
Official patch notes can be found at https://game.capcom.com/cfn/sfv/adjust/
Universal Changes
Abigail
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dhalsim
Ed
Edmond Honda
F.A.N.G.
Falke
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
M. Bison
Menat
Nash
Necalli
Poison
R. Mika
Rashid
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku
File:SFV-Zeku Face.jpg | |
Street Fighter V Season 1 (February 16, 2016) |
|
Street Fighter V Season 2 (December 20, 2016) |
|
Street Fighter V - Season 2.5 (May 30, 2017) |
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Street Fighter V - Season 3 (Arcade Edition, January 16, 2018) |
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Street Fighter V - Season 3.5 (April 3, 2018) |
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Street Fighter V - Season 4 (December 16, 2018) | |
Street Fighter V - Champion Edition (December 15, 2019) |