m (→top: fix motion tags) |
m (Filled in some old Ibuki patch note info that was missing) |
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* New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | * New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | ||
* Stand LK: Startup reduced to 4 frames | * Stand LK: Startup reduced to 4 frames from 5 frames | ||
* Stand MK: Startup reduced to 5 frames | * Stand MK: Startup reduced to 5 frames from 6 frames | ||
* Kunai: Damage | * Kunai: Damage decreased to 30 from 50 | ||
* Kunai: When performed while jumping backwards, the | * Kunai: When performed while jumping backwards, the kunai now has a more vertical trajectory | ||
* Neck Breaker: Damage and stun | * Neck Breaker: Damage and stun reduced to 120/200 from 140/250 | ||
* Tsujigoe: No longer registers as a Counter Hit when struck out of it | * Tsujigoe: No longer registers as a Counter Hit when struck out of it | ||
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* Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | * Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | ||
* Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | * Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | ||
* Bonsho Kick (F + HK): Now +1 on hit and -3 on block ( | * Bonsho Kick (F + HK): Now +1 on hit and -3 on block (from -1 on hit, -5 on block), and Counter Hit gives her 4 {{extra}} frames of hitstun instead of the standard 3, making it +5 on Counter Hit | ||
* Tsuijigoe: 7 grounded startup frames are now Throw Invincible | * Tsuijigoe: 7 grounded startup frames are now Throw Invincible | ||
* Tsujigoe: Hurtboxes for the first | * Tsujigoe: Hurtboxes for the first 9 frames of Tsuijigoe removed except for her head area | ||
* Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown) | * Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown) | ||
* Hashinsho ( | * Yoroitoshi (UC1): Projectile version now causes Hard Knock-Down so that all 7 hits juggle | ||
* Hashinsho ( | * Yoroitoshi (UC1): Input made easier to perform (AE: each half circle required both diagonal inputs. AE2012: Only the first forward and the final back input are strict; all others can be achieved with any forward, and down, and any back input) | ||
* Hashinsho (UC2): Juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation | |||
* Hashinsho (UC2): First hit now forces stand on crouching opponents | |||
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* Bug during block where El Fuerte's F + MK would pass over Ibuki fixed | * Bug during block where El Fuerte's F + MK would pass over Ibuki fixed |