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* Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game; 7F added to knockdown duration. | * Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game; 7F added to knockdown duration. | ||
* Close Standing MP: Frame advantaged increased to +6F from -1F | * Close Standing MP: Frame advantaged increased to +6F from -1F | ||
* Close Standing HP: | * Close Standing HP: Hit box expanded | ||
* Close Standing LK: Active frames increased to 4F from 3F | * Close Standing LK: Active frames increased to 4F from 3F | ||
* Close Standing MK: Frame advantage increased to +4F from +2F | * Close Standing MK: Frame advantage increased to +4F from +2F | ||
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* Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F* | * Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F* | ||
* Focus Attack: Hit box moved downward to prevent it whiffing vs some smaller crouching characters | * Focus Attack: Hit box moved downward to prevent it whiffing vs some smaller crouching characters | ||
* Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded | * Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded Hurt boxes are still Projectile Invincible | ||
* Jaguar Kick: Hard version damage reduced to 130 from 140 | * Jaguar Kick: Hard version damage reduced to 130 from 140 | ||
* Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | * Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | ||
* Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back | * Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back | ||
(Unlisted) | (Unlisted) | ||
* Close Standing MK: Push back on hit and block reduced to 0.3 from 0.5, | * Close Standing MK: Push back on hit and block reduced to 0.3 from 0.5, hit stun increased by 1F, frame advantage increased to +5F from +4F | ||
* Close Standing HP: Pushbox moved backwards | * Close Standing HP: Pushbox moved backwards | ||
* Far Standing HK: Distance restriction reduced to 1.2 from 1.35, | * Far Standing HK: Distance restriction reduced to 1.2 from 1.35, push box expanded backwards to prevent instances of passing through opponent | ||
* Jaguar Crunch (F+MP Overhead): Hurt box adjusted to on 26F to match other active frames. | * Jaguar Crunch (F+MP Overhead): Hurt box adjusted to on 26F to match other active frames. | ||
* Rising Jaguar: Airborne frames changed to 7F~ from 6F~ | * Rising Jaguar: Airborne frames changed to 7F~ from 6F~ | ||
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* Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | * Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | ||
* Jaguar Revolver (UC1): Damage reduced to 480 from 510 | * Jaguar Revolver (UC1): Damage reduced to 480 from 510 | ||
* Jaguar Revolver ( | * Jaguar Revolver (UC1): First hit's Active Frames reduced to 6 frames from 7 frames | ||
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
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* No changes | * No changes | ||
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* | * Far Standing HK: Start up increased to 8F from 7F, Damage reduced to 60*40 from 50*60 | ||
* | * Crouching MP: Damage reduced to 60 from 70 | ||
* Crouching MK: Damage reduced to 60 from 70 | |||
* Crouching HK: Damage reduced to 90 from 110, stun reduced to 100 from 200 | |||
* LP Shakunetsu Hadoken: Stun reduced to | |||
* MP Shakunetsu Hadoken: Damage reduced to 35*35 from 50*50, stun reduced to 50*100 from 100*100 | |||
* HP Shakunetsu Hadoken: Damage reduced to 33x3 from 50x3, stun reduced to 35x3 from 50*50*100 | |||
* EX Shakunetsu Hadoken: Damage reduced to 47x3 from 60x3, stun reduced to 70x3 from 100x3 | |||
* LP Shoryuken: Damage reduced to 100 from 130 | |||
* MP Shoryuken: Damage reduced to 70*60 from 80*80 | |||
* HP Shoryuken: Damage reduced to 70*60*30 from 80*60*50 | |||
* Wrath of the Raging Demon (UC1): Damage reduced to 510 from 600 | |||
* Demon Armageddon (UC2): Added | |||
(Unlisted) | |||
* LP/MP/HP Shakunetsu Hadoken: Meter gain on startup reduced to 10 from 20 | |||
* Zanku Hadoken: Meter gain on startup reduced to 5 from 10 | |||
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* Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo |