1.05
- 5HP Block Advantage -5 -> -4 and Target Combo hitconfirm window 19f -> 20f
- 5LK startup 5f -> 4f, recovery 11 -> 12, Hit Advantage +4 -> +3, Block Advantage -2 -> -3
- 5MK startup 9f -> 8f, less pushback on hit
- 5HK reduced hurtbox and better anti-air invincibility while active
- 2MP whiff recovery reduced by 3f (now the same as on hit/block)
- 2MK Hit Advantage +4 -> +5, Block Advantage -3 -> +1
- Now a much stronger combo/pressure tool out of Drive Rush
- 2HK active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter
- 5LP~LP Hit Advantage 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)
- 236LP 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
- 236HP head hurtbox reduced on frame 4 (was frame 6)
- 214LP can now be canceled into 236KK until the end of recovery
- 214PP~6P now causes a knockdown on hit (was -4 vs. grounded opponent)
- 214HP damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
- 2nd hit active frames 7 -> 9 (can now be up to +4 on block)
- 214K can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
- 214KK can also be canceled on the non-cinematic version
- 2PP~P projectile invincibility extended until end of active frames
- 2PP~K hitbox expanded and works more consistently in combos
- 236LK now moves backwards instead of returning to original position
- SA1 hitbox expanded
- SA2 damage on final attack 800 -> 1000
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