1.05
- 5HP
- Increased Block Advantage, -5 -> -4 and Target Combo hitconfirm window from 19f to 20f
- 5LK
- Reduced startup from 5f to 4f, lengthened recovery from 11f to 12f, and decreased Hit Advantage, +4 -> +3, and Block Advantage, -2 -> -3
- 5MK
- Given faster startup of 9f from 8f, less pushback on hit
- 5HK
- Reduced hurtbox around feet
- Gave torso hurtbox anti-air invincibility while active
- 2MP
- Whiff recovery reduced by 3f (now the same as on hit/block)
- 2MK
- Increased Hit Advantage, +4 -> +5, and Block Advantage, -3 -> +1
- Now a much stronger combo/pressure tool out of Drive Rush
- 2HK
- Has more active frames, from 5 to 6, and the recovery was reduced from 21f to 20f
- Reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter thanks to reduced blowback
- Hun Dun (5LP~LP)
- Increased Hit Advantage, 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)
- LP Serpent Lash (236LP)
- Has more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
- Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
- HP Serpent Lash (236HP)
- Head hurtbox is reduced earlier, on frame 4 (was frame 6)
- Input buffer extended to 10f before recovery ends
- OD Serpent Lash (236PP)
- Attack hitbox for 2nd attack is taller to prevent it missing in juggles
- Nightshade Pulse (214LP)
- Can now be canceled into 236KK until the end of recovery
- OD Nightshade Chaser (214PP~6P)
- Now causes a knockdown on hit (was -4 vs. grounded opponent)
- Toxic Wreath (214HP)
- Damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
- 2nd hit has increased active frames, from 7f to 9f (can now be up to +4 on block)
- Cruel Fate (214K)
- Can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
- OD Cruel Fate (214KK)
- Can also be canceled on the non-cinematic version
- Hitbox on 2nd attack is increased downwards
- Venomous Fang (2PP~P)
- Projectile invincibility extended until end of active frames
- Heel Strike (2PP~K)
- Hitbox expanded and works more consistently in combos
- Entrapment (2PP~PK)
- Removed immediate scaling
- 236LK Snake Step (236LK)
- Now moves backwards instead of returning to original position
- SA1 (236236K)
- Hitbox expanded and fixed issue causing super to fall out after 1st attack
- Fixed issue where it was completely invincible (now only Strike and Throw invul like everyone else's SA1)
- SA2 (214214P)
- Damage on final attack increased, 800 -> 1000
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