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* Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | * Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level. | * Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level. | ||
* Bad Stone: Charge Time required for Level 2 Bad stone reduced from | * Bad Stone: Charge Time required for Level 2 Bad stone reduced from 44F to 22F | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from 1~4F to 1~6F. Throw Invincibility 1~9F removed. | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from 1~4F to 1~6F. Throw Invincibility 1~9F removed. | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
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* Zonk Knuckle: Can now be EX Focus cancelled | * Zonk Knuckle: Can now be EX Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release | * Bad Stone: After being held, the stone is thrown immediately at button release | ||
* Bad Stone: Charge Time required for Level 2 Bad stone reduced from | * Bad Stone: Charge Time required for Level 2 Bad stone reduced from 44F to 22F | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw Invincibility 1~9F removed. | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw Invincibility 1~9F removed. | ||
* Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. | * Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. |