Eliza changelog

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5.00, 17 Aug 2022

Main article: Version 5.00

EX.f+3+4~2
Wall crush on block +21g.
Frame advantage on block improved from -9 to +7.

4.20, 27 May 2021

Main article: Version 4.20

f,d,d/f+1+2
Hit vs downed opponent changed to prevent chance of passing through the opponent and doing nothing.
Blood Gauge increase on hit removed.

4.00, 10 Nov 2020

Main article: Version 4.00

MG.1,4
New move.
EX.MG.2 (hit)
MG.2
f,F+2
Startup of Blood Gauge gain shortened by 60 frames.
f,d,df+1+2
Hit level on front hit changed from s,s,s,s,s to s,t.
MG.1,2
Input window for 2nd hit increased from 14 frames to 22 frames.
df+1,2
Frame advantage on block improved from -13 to -12.
Frame advantage on hit improved from -2 to +2.
Spacing on counter hit reduced.
d+1
FC.d+1
Counter hit behavior changed to the same as regular hit.
d+3
FC.d+3
d+4
FC.d+4
Easier for opponent to land a jumping mid attack.
d1+2
FUFT.1+2
FUFA.1+2
FC.D (1 second)
Startup of Blood Gauge gain shortened by 30 frames.
b+1,2,4
Damage reduced from 23 to 17.
Startup of 3rd hit shortened by 2 frames.
f,F+1+2
Can now cancel 3rd hit with f,F+1+2,D

3.31, 21 Apr 2020

Main article: Version 3.31

f+4,3,3
Recovery on hit shortened by 4 frames.
f+4,4
Damage reduced from 20 to 15.
Behavior on hit changed to enable a juggle.
b+1,2
Tracking increased.

3.01, 03 Oct 2019

Main article: Version 3.01

Command Change
  • b+3,1
  • b+3,4
Fixed an issue where the range of the attack was not as intended.

3.00, 05 Sep 2019

Main article: Version 3.00

QCF+1 (or 2), f+3+4
QCF+1+2
f,f+4,2,QCF+1 (or 2), f+3+4
f,f+4,2,QCF+1+2
f+4
f+3+4
It is now possible to shift to a crouching stance with “+d”.
QCF+1+2
Fixed an issue in which MG 1 could not be crouched under after the 2nd hit is blocked.
f,d,df+1
Decreased the distance between the character and the opponent when the move hits.
f,d,df+1+2
Increased the duration of the 5th hit’s hitbox by 2 frames.
QCB+2
Changed the frame advantage upon hit from -2 frames to +2 frames.
Increased the lower range of the attack.
QCB+3
Changed the frame advantage when blocked from -19 frames to -13 frames.
Shortened the recovery time after the move hits by 6 frames.
Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.
Jump QCB+3
Changed the frame advantage when blocked from -20 frames to -14 frames.
Shortened the recovery time after the move hits by 6 frames.
Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.
QCB+4
Jump QCB+4
Changed the damage from 14 to 15.
QCB+1+2
Changed the damage of the 1st hit from 10 to 5.
Changed the frame advantage on guard from -14 frames to -13 frames.
Shortened the recovery animation by 1 frame when the move hits.
QCB+3+4
Jump QCB+3+4
Changed the frame advantage when blocked from -13 frames to -9 frames.
Shortened the recovery time after the move hits by 4 frames.
1,2,3
Shortened the recovery time after the move hits by 3 frames.
1,2,4
Changed the opponent’s behavior when the move lands as a counter hit.
f+3
Changed the attack startup from frame 18 to frame 16.
MG 1
Decreased the range of the attack.
f,f+3
MG 3
Shortened the recovery time after the move hits by 4 frames.
Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
f,f+3,4
MG 3,4
The 2nd hit can now be ducked under if the 1st hit is blocked.
f,f+3,3
MG 3,3
New move.
f+3+4
New move.
EX.MG 1+2
Changed the attack startup from frame 51 to frame 41.
df+1,2
Changed the opponent’s behavior when the move lands as a counter hit.
df+3
Changed the frame advantage when blocked from -8 frames to -6 frames.
Shortened the recovery time after the move hits by 2 frames.
Enabled the move to cause a wall bound if it hits.
b+1,2,4
Changed the attack startup from frame 25 to frame 24.
f,f+1+2
Changed the opponent’s behavior when hit by the 3rd hit in midair.
f,f,f+1
Changed the frame advantage when blocked from +2 frames to +6 frames.
Shortened the recovery time after the move hits by 2 frames.
Increased the move’s tracking.