JoleneCoda (talk | contribs) |
No edit summary |
||
(24 intermediate revisions by 2 users not shown) | |||
Line 4: | Line 4: | ||
|source=https://en.bandainamcoent.eu/tekken/news/tekken-8-patch-notes-10301 | |source=https://en.bandainamcoent.eu/tekken/news/tekken-8-patch-notes-10301 | ||
|prev=Version 1.02.01 | |prev=Version 1.02.01 | ||
|next= | |next=Version 1.03.02 | ||
}} | }} | ||
Line 175: | Line 175: | ||
== Feng == | == Feng == | ||
{{Changelist|columns=1| | |||
; db+3 | |||
: {{Buff}} The attack hitbox has been expanded downwards to mitigate the occurence of whiffing against certain moves. | |||
: {{Nerf}} To alleviate the phenomenom of evading some of the opponent's mid attacks, adjustments have been made to expand the hurtbox and to adjust the collision detection with the opponent. | |||
}} | |||
== Hwoarang == | == Hwoarang == | ||
{{Changelist|columns=1| | |||
; 2+3 | |||
: {{Buff}} Increased the hitbox to make it easier to hit opponents in a low position. | |||
; 3~4 | |||
; RFS.3~4 | |||
: {{Buff}} Enhanced the tracking ability of the second hit when the first hit makes contact with the opponent. This is done to mitigate the occurrence of attacks whiffing partway through. | |||
: {{Buff}} Fixed the issue where the powered-up version could not be executed while moving sideways. | |||
; RFF.2,4 | |||
: {{Unclear}} Fixed an issue where performing certain inputs resulted in unintended moves. | |||
}} | |||
== Jack-8 == | == Jack-8 == | ||
{{Changelist|columns=1| | |||
; df+2,1 | |||
; df+2,1* | |||
: {{Nerf}} Expanded the hurtbox in order to make it easier to punish. | |||
; FC.1+2 | |||
: {{Buff}} Can accept inputs from the 6th frame of crouching, making it hFC.1+2. | |||
; GMH.4 | |||
: {{Nerf}} The active frames has been reduced by 1. | |||
: {{Buff}} The hitbox has been increased on the final active frame in order to not affect combos. | |||
; GMH.3+4 | |||
: {{Unclear}} The situation after crouching block is now the same as after standing block. | |||
; d+1+3 | |||
; d+2+4 | |||
: {{Buff}} They can now also be executed by db+1+3 & db+2+4, increasing consistency with other characters. | |||
}} | |||
== Jin == | == Jin == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Buff}} The distance between the character and the opponent after the first hit has been shortened when it connects. This adjustment aims to alleviate the issue of the move whiffing partway through. | |||
; f+1+2 | |||
: {{Unclear}} Fixed an issue where performing certain inputs resulted in unintended moves. | |||
; b+2 | |||
: {{Buff}} The hitbox of the attack has been expanded downward to mitigate the occurrence of whiffing in mid-air combos, contrary to visual representation. | |||
; b,f+2 | |||
: {{Buff}} The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed. | |||
; ws1,2 | |||
: {{Unclear}} The damage distribution has been changed from 10,16 to 7,19. This is so that ws1 doesn't change damage depending on which string you use. | |||
}} | |||
== Jun == | == Jun == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Nerf}} No longer recovers health when both the first and second hit whiffs. | |||
; 3+4 | |||
: {{Nerf}} When activated against an opponent in a downed state and it is blocked, the recovery time has been increased by 6 frames. This adjustment is made to match the frame advantage on regular block. | |||
: {{Unclear}} Fixed an issue where the animation wouldn't play correctly. | |||
; f+2 | |||
: {{Unclear}} Adjusted the collision detection when this attack hits near a wall, preventing the positions from swapping. | |||
; FC.df+1 | |||
: The behaviour after crouch block have been adjusted to match the standing block. | |||
}} | |||
== Kazuya == | == Kazuya == | ||
{{Changelist|columns=1| | |||
; 1,1,2 | |||
; DVK.1,1,2 | |||
: {{Buff}} Adjusted the collision detection to prevent it from not hitting opponents who are crouching. | |||
; DVK.f,n,d,df+1 | |||
; DVK.f,n,d,df+4,1,1 | |||
: {{Nerf}} Fixed an issue where the damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack.Specifically during Heat Flop and when it causes a floor break. The move now no longer floorbreaks after Heat Flop to be consistent with others. | |||
: {{Unclear}} Made slight adjustments to character animations and input recognition ensure proper damage scaling calculations. | |||
}} | |||
== King == | == King == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Buff}} Fixed an issue where stage gimmicks did not activate correctly when the follow-up attack hit after the first attack missed. | |||
; db+4 | |||
; JGR+4 | |||
: {{Nerf}} Corrected King's state after the attack from crouching to mid-air. Adjusted as punish received after being blocked was different than intended. | |||
; db+1+2,2 | |||
: {{Buff}} Adjusted to transition to a throw even if it hits off-axis. | |||
; JGR+3 | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would whiff. | |||
; qcb+1+2 | |||
: {{Buff}} Relaxed the input window of 1+2 to make it easier to execute. | |||
; FUFT.DB+1+3 | |||
: {{Buff}} Fixed an issue where it was not possible to perform a floor break with this move. | |||
; DHH.1+2,1+2 | |||
: {{Nerf}} Fixed an issue where damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack. | |||
}} | |||
== Kuma/Panda == | == Kuma/Panda == | ||
{{Changelist|columns=1| | |||
; Kuma-H.2+3 | |||
: {{Buff}} Adjusted the collision detection to prevent the second hit from whiffing when hitting near the wall. | |||
; Panda-H.2+3 | |||
; Panda-H.HBS.2+3 | |||
: {{Unclear}} Fixed inconsistencies in the attack between the 2 stances. | |||
; Panda-H.uf+3+4 | |||
: {{Buff}} Changed the opponent's behaviour upon hit, as it sometimes would put Panda in a disadvantageous position. | |||
; b+1+4,f,f | |||
: {{Unclear}} Fixed an issue where the number of attacks increased more than intended when extending the rotation with f,F. | |||
: {{Unclear}} The behaviour after crouching and standing block are now consistent. | |||
; FC.3+4 | |||
: {{Buff}} Can accept inputs from the 6th frame of crouching, making it hFC.3+4. | |||
; Panda-HBS.d+1+2 | |||
: {{Buff}} Panda orginally had a smaller hitbox on this move than Kuma, this has now been rectified so that Panda also uses the large one Kuma does. | |||
}} | |||
== Lars == | == Lars == | ||
{{Changelist|columns=1| | |||
; H.LEN.1 | |||
: {{Buff}} Adjusted to transition to throw even if it hits off-axis. | |||
; DEN.3 | |||
: {{Buff}} Increased blockstun by 2 frames. It is now +5 from +3. | |||
}} | |||
== Law == | == Law == | ||
{{Changelist|columns=1| | |||
; f+3+4 | |||
: {{Unclear}} Corrected it so that when performing this move with DSS.f+3+4, it no longer branches into unexpected moves. | |||
; UF+4,3 | |||
: {{Nerf}} The behaviour on landing a down-hit has been modified. When the first hit connects with a downed opponent, the second hit would connect, causing more combo damage than intended. This has been adjusted. | |||
; DSS.f+2 | |||
: {{Unclear}} Fixed the issue where performing certain inputs resulted in unintended moves. | |||
}} | |||
== Lee == | == Lee == | ||
{{Changelist|columns=1| | |||
; H.FC.f,d,DF+3 | |||
: {{Nerf}} Changed the damage from 25 to 23. It accidentally always applied the damage bonus for the blue spark version. | |||
; HMS.u+4 | |||
: {{Nerf}} Increased the recovery frames by 2. | |||
: {{Buff}} Incresaed the hitstun when hitting a grounded opponent by 2. | |||
: {{Nerf}} The active frames have been reduced by 2 frames. | |||
: {{Buff}} The hitbox have been expanded downward to make it easier to hit grounded opponents. | |||
}} | |||
== Leo == | |||
{{Changelist|columns=1| | |||
; BOK.1+2 | |||
: {{Buff}} Fixed an issue where after absorbing the opponent's attack and hitting them with this move to trigger Heat, it was not possible to wall splat the opponent. | |||
; ub+1,P.4 | |||
: {{Buff}} Fixed the issue where, despite being in the attack animation during a successful parry, the reduction of the Heat timer was not Halted. | |||
}} | |||
== Leroy == | == Leroy == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Nerf}} The opponent's facing direction during block has been adjusted to face forward. This addresses situations where, depending on conditions and angles, the character could maneuver to the opponent's back, making the second hit unblockable. | |||
; H.HRM.2+3 | |||
: {{Buff}} This move is no longer parriable and beats Power Crush. This is usually normal for Heat Smashes, but they forgot to apply it here. | |||
; df+1 | |||
: {{Buff}} Even when hitting from the side, the connected moves are now corrected to hit continuously, similar to when hitting from the front. | |||
}} | |||
== Lili == | == Lili == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Unclear}} Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall. | |||
}} | |||
== Paul == | == Paul == | ||
{{Changelist|columns=1| | |||
; b+2 | |||
; b+3 | |||
: Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves. | |||
}} | |||
== Raven == | == Raven == | ||
{{Changelist|columns=1| | |||
; 1 | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would whiff | |||
; f,f,F+3 | |||
: {{Nerf}} Fixed an issue where, despite the animation facing away from the opponent, the character could still block the opponent's counterattack as if facing forward when the move whiffed. | |||
; H.f,f,F+3,4 | |||
: {{Buff}} Fixed an issue where the Heat Timer was not recovering upon hitting. | |||
}} | |||
== Reina == | == Reina == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Nerf}} Exclusively for opponents performing side ukemi, reduced the tracking ability when using it. This adjustment was made considering cases where the position relationship with the opponent near the wall became awkward using it against their side ukemi. | |||
; R.df+1+2 | |||
: {{Buff}} Adjusted the hitbox and opponent collision detection for certain moves to make whiffing less likely. | |||
; ws1 | |||
: {{Unclear}} Corrected an issue where the collision detection with the opponent was not functioning correctly, leading to the exchange of positions in certain situations. | |||
; WGS.DF+4,2 | |||
: {{Nerf}} Adjusted the tracking ability of the move to address cases where the second hit displayed unnatural tracking when the first hit missed. | |||
; WRA.3,4 | |||
: {{Buff}} Modified the move to ensure that it cannot be defended against with Attack Reversal. The attribute common to moves that attack the opponent from the air was not correctly set for this move. | |||
; 1+3 | |||
; 2+4 | |||
; uf+1+2 | |||
; d,db,b,f+2 | |||
: {{Nerf}} The recovery frames after a successful throw escape were not properly aligned with the standard settings, so the following changes were made: | |||
: 1+3 & d,db,b,f+2: Reduced the opponent's recovery frames by "3F". | |||
: 2+4 & uf+1+2: Reduced the opponent's recovery frames by "6F". | |||
}} | |||
== Shaheen == | == Shaheen == | ||
{{Changelist|columns=1| | |||
; db+2,1 | |||
: Increased the size of the hitbox to mitigate the issue where the second hit whiffs after the first hit connects. | |||
; SNK.4 | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would whiff. | |||
}} | |||
== Steve == | == Steve == | ||
{{Changelist|columns=1| | |||
; H.2+3 | |||
: {{Buff}} Adjusted the tracking of the 7th hit to reduce occurrences of the attack whiffing mid-animation. | |||
; DCK.1+2,1+2,1+2,1+2 | |||
: {{Buff}} Changed the opponent's behaviour upon hit to reduce the likelihood of unintended whiffing when activated in the corner of the stage. | |||
}} | |||
== Victor == | == Victor == | ||
{{Changelist|columns=1| | |||
; d+1,1 | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would wish. | |||
; CH db+4 | |||
: {{Buff}} Adjusted the character's orientation after a counter hit to reduce the likelihood of unintended whiffing. | |||
; FC.1+2 | |||
: {{Buff}} Can accept inputs from the 6th frame of crouching, making it hFC.1+2. | |||
; PRF.df | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would whiff. | |||
}} | |||
== Xiaoyu == | == Xiaoyu == | ||
{{Changelist|columns=1| | |||
; b+1+3(b+2+4) | |||
: {{Nerf}} Adjusted the opponent's facing direction to be forward when parrying their right kick attack. | |||
: {{Nerf}} Fixed an issue where BT.d+1 could make contact with the opponents back, rendering it unblockable. | |||
}} | |||
== Yoshimitsu == | == Yoshimitsu == | ||
{{Changelist|columns=1| | |||
; R.df+1+2 | |||
: {{Buff}} Expanded the hitbox to reduce the occurrence of whiffing for certain moves. | |||
; 1 | |||
: {{Nerf}} Changed the opponent's behaviour so that after a certain amount of time has passed after the hit, the opponent becoms able to block. This is to prevent H.1+4 from hitting continously in certain situations. | |||
; ub+1+2 | |||
; NSS.ub+1+2 | |||
: {{Nerf}} Expanded the hurtbox, alleviating situations where certain attacks would whiff. | |||
: {{Unclear}} Fixed the issue where performing certain inputs resulted in unintended moves. | |||
; u+3+4 | |||
; uf+3+4,3 | |||
; 1+2,P | |||
: {{Buff}} Made it so that the floor break occurs on the final hit. | |||
; uf+2+3 | |||
; f,F+3+4,1+2 | |||
: {{Unclear}} Corrected the unnatural positioning issue when activating the move near a cornered opponent, causing an awkward collision with the wall. | |||
; f,f,F+3 | |||
: {{Buff}} Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves. | |||
; FC.2+3 | |||
; NSS.FC.2+3 | |||
: {{Buff}} Can accept inputs from the 6th frame of crouching, making them hFC moves. | |||
; BT.d+1 | |||
; {{Unclear}} Fixed the issue where performing certain inputs resulted in unintended moves. | |||
; DGF.3 | |||
: {{Buff}} In specific situations where the anticipated tactics were not working as intended, the move's status has been changed to treat it as a jump until landing. This alteration allows the character to evade low attacks and special low attacks from the opponent. | |||
; DGF.4 | |||
: {{Buff}} An issue where the opponent's behaviour upon getting hit in a down state after the conclusion of the Heat state was deviating from the intended behaviour has been rectified. | |||
; DGF.f+1+2 | |||
: {{Nerf}} The opponent's behaviour on blocking the second hit has been modified, and they will now block continously until the third hit. The move now properly jails and won't punish the opponent for trying to duck the third hit. | |||
}} | |||
== Zafina == | == Zafina == |
Latest revision as of 07:32, 8 May 2024
Version 1.03.01 | |
---|---|
Released | 2024-04-01 |
Official notes | [1] |
Chronology (view all) | |
← Version 1.02.01 | Version 1.03.02 → |
Disclaimer
This patch introduced a bug preventing grounded hits from activating stage hazards and some others. A hotfix is in the works. [Source]
Common
- Special Style
- (During Special Style) Corrected an issue where the wrong moves were coming out.
- Low Parry
- Corrected an issue where some characters couldn't perform a lowparry when inputting: d,DF.
- Tornado
- When performing moves that cause tornado such as King's b+3 or Lili's f+4, adjusted so that instances in which stage gimmicks are not triggered are less likely.
- When performing a Rage Art after hitting your opponent with a tornado inducing move near the wall, adjusted the collision detection to reduce the likelihood of slipping through the opponent and whiffing.
- Power Crush
- Fixed an issue where the timing for being unable to break throws after using a Power Crush wasn't consistent between characters.
- Fixed instances where the visual effects indicating that throws couldn't be broken in certain situations were not appearing.
- Throw escapes
- Fixed an issue in which it was not possible to break a throw when overlapping an opponent's throw animation while holding 1 or 2.
- Wall Breaks
- Alleviated instances in which animations weren't working properly in certain conditions.
- Stage Breakables
- The collision detection with the opponent during gimmick activation has been expanded upward, making it difficult to jump over the opponent. This change was made based on the ability to jump over opponents who perform side ukemi and get behind them.
- For characters in a completely downed state, stage gimmicks will not activate until they get up. This adjustment was made to prevent unintended extended combos by hitting with specific attacks on characters in a downed state. However, additional delayed attacks at the end of a wall splat to avoid damage scaling, and King's "Golden Headbutt", are exceptions to this restriction. This is presumably where the mistake happened to cause the issues this patch.
- Fixed the issue on DESCENT INTO SUBCONSCIOUS where floor breaks sometimes wouldn't happen. [Video Example of Bug]
- Rage Art
- Fixed the issue where the K.O. confirmation was sometimes delayed when hitting the opponent with a Rage Art and reducing their health to zero.
- Heat Engagers
- In cases where strikes and throws hit on the same frame, the strike wins. However when the strike was a Heat Engager, it would not properly trigger heat. This has now been fixed.
- When the Heat Engager occured, there were instances where the combo damage scaling multiplier was not correctly reset. This has now been fixed.
- Heat Burst
- Fixed issue after hitting the opponent in the air with Heat Burst and the opponent doing side ukemi.
- Heat Dash
- The collision with the opponent on hit was adjusted, and the issue of both characters getting too close to each other when activated near the wall was alleviated.
- The Orientation of the opponent upon hitting them while they are in a downed state has been adjusted, and the issue of inadvertently dashing in the opposite direction when activated near the wall has been alleviated.
- The issue where Heat Dash for certain characters couldn't be activated correctly when the Heat Timer was almost depleted has been fixed.
- Certain Attacks
- The behaviour on landing a down-hit has been modified. This adjustment was made considering that unintended follow-up attacks were occuring in specific situations. The list of characters and their adjusted moves include:
- Hwoarang-f,n,d,df+3
- Lars-H.f+3+4
- Lars-H.2+3
- Lee-H.2+3
- Steve-qcf+1
- Certain High Attacks
- Adjusted the collision detection with the opponent for the following moves to make it less likely for the phenomenom where the counterattack does not reach when dodging an attack by crouching:
- Hwoarang-4,4,4,4
- Jun-b+2,1,4
- King-b+3
- Leo-db+2,4
Alisa
- h.2+3
- Adjusted the tracking performance of the follow-up attacks after the first hit whiffs, mitigating the occurrence of whiffs of successive attacks after making contact.
- f,F+4
- Fixed an issue where the effect indicating a successful input for the damage boost by pressing 1 at a certain timing during the automatically triggered follow-up on hit was not displayed correctly.
- b,B+1+4
- Fixed an issue where the opponent's attack could hit a launched arm.
- DES.f+2,1,2
- Fixed an issue where, when only the second hit of DES.f+2 landed as a counterhit, the subsequent attacks where not consistently landing as consecutive hits.
- Also, addressed a situation where all hits were unconditionally landing consecutively in specific circumstances.
Asuka
- f+2
- Adjusted the opponent's collision detection when this attack hits near a wall, preventing the issue where characters would clip into each other and switch positions.
Azucena
- H.2+3
- Adjusted the opponent's collision detection to make it less likely for positions to swap when pushing the opponent in to the corner and making them block.
- f,f,F+3,2
- The first hit has 3 less active frames.
- The second hit does not come out if the first hit whiffs.
- FC.1+2
- Can accept inputs from the 6th frame of crouching, making it hFC.1+2.
Bryan
- h.2+3
- uf+3+4
- qcf+2,3
- Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves.
- uf+2,2,2,3
- SNE.uf+2,2,2,2,2,3
- During wall combos at extremely close-range, reduce the forward movement to prevent the opponent being blown away in the opposite direction.
- b+1+3 (b+2+4)
- Adjusted the behaviour of both characters when parrying the opponent's right punch attack, making it less likely for the counterattack move to whiff.
- ws2
- No longer transitions into a throw move after a hit during KO.
Claudio
- f+3+4
- Fixed an issue where performing certain inputs would result in unintended moves.
- STB.f,f,F+1+2
- The opponent's ability to start moving after being cornered and blocking was quicker than intended, and has been corrected. The frame advantage on block is now consistently +8.
- The collision detection with the opponent was adjusted to make it easier for the opponent who evaded this attack by crouching to land a punish.
- ws1,2
- STB.ws1,2
- Collision detection fixed to remove inconsistencies.
Devil Jin
- f,n,d,df+1,UF
- Fixed an issue where damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack. Specifically during Heat Flop and when it causes a floor break. The move now no longer floorbreaks after Heat Flop to be consistent with others.
- MCR.2,2
- Fixed an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Dragunov
- H.2+3
- Adjusted the tracking performance of the move so that the second attack is less likely to connect when the first attack is evaded.
- f+1+2
- df+1
- Fixed an issue where certain inputs would result in unintended moves coming out.
- df+4
- Adjusted the collision detection with the opponent making it less likely for a counterattack to miss when absorbing this attack with a Power Crush.
- uf+1+2
- Increased the recovery time for Dragunov after successfully connecting with the throw, as it was allowing to get unintentionally strong oki afterwards.
- d+3+4
- Adjusted the input reception to make it easier to perform moves even from a crouching position.
Feng
- db+3
- The attack hitbox has been expanded downwards to mitigate the occurence of whiffing against certain moves.
- To alleviate the phenomenom of evading some of the opponent's mid attacks, adjustments have been made to expand the hurtbox and to adjust the collision detection with the opponent.
Hwoarang
- 2+3
- Increased the hitbox to make it easier to hit opponents in a low position.
- 3~4
- RFS.3~4
- Enhanced the tracking ability of the second hit when the first hit makes contact with the opponent. This is done to mitigate the occurrence of attacks whiffing partway through.
- Fixed the issue where the powered-up version could not be executed while moving sideways.
- RFF.2,4
- Fixed an issue where performing certain inputs resulted in unintended moves.
Jack-8
- df+2,1
- df+2,1*
- Expanded the hurtbox in order to make it easier to punish.
- FC.1+2
- Can accept inputs from the 6th frame of crouching, making it hFC.1+2.
- GMH.4
- The active frames has been reduced by 1.
- The hitbox has been increased on the final active frame in order to not affect combos.
- GMH.3+4
- The situation after crouching block is now the same as after standing block.
- d+1+3
- d+2+4
- They can now also be executed by db+1+3 & db+2+4, increasing consistency with other characters.
Jin
- H.2+3
- The distance between the character and the opponent after the first hit has been shortened when it connects. This adjustment aims to alleviate the issue of the move whiffing partway through.
- f+1+2
- Fixed an issue where performing certain inputs resulted in unintended moves.
- b+2
- The hitbox of the attack has been expanded downward to mitigate the occurrence of whiffing in mid-air combos, contrary to visual representation.
- b,f+2
- The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
- ws1,2
- The damage distribution has been changed from 10,16 to 7,19. This is so that ws1 doesn't change damage depending on which string you use.
Jun
- H.2+3
- No longer recovers health when both the first and second hit whiffs.
- 3+4
- When activated against an opponent in a downed state and it is blocked, the recovery time has been increased by 6 frames. This adjustment is made to match the frame advantage on regular block.
- Fixed an issue where the animation wouldn't play correctly.
- f+2
- Adjusted the collision detection when this attack hits near a wall, preventing the positions from swapping.
- FC.df+1
- The behaviour after crouch block have been adjusted to match the standing block.
Kazuya
- 1,1,2
- DVK.1,1,2
- Adjusted the collision detection to prevent it from not hitting opponents who are crouching.
- DVK.f,n,d,df+1
- DVK.f,n,d,df+4,1,1
- Fixed an issue where the damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack.Specifically during Heat Flop and when it causes a floor break. The move now no longer floorbreaks after Heat Flop to be consistent with others.
- Made slight adjustments to character animations and input recognition ensure proper damage scaling calculations.
King
- H.2+3
- Fixed an issue where stage gimmicks did not activate correctly when the follow-up attack hit after the first attack missed.
- db+4
- JGR+4
- Corrected King's state after the attack from crouching to mid-air. Adjusted as punish received after being blocked was different than intended.
- db+1+2,2
- Adjusted to transition to a throw even if it hits off-axis.
- JGR+3
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- qcb+1+2
- Relaxed the input window of 1+2 to make it easier to execute.
- FUFT.DB+1+3
- Fixed an issue where it was not possible to perform a floor break with this move.
- DHH.1+2,1+2
- Fixed an issue where damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack.
Kuma/Panda
- Kuma-H.2+3
- Adjusted the collision detection to prevent the second hit from whiffing when hitting near the wall.
- Panda-H.2+3
- Panda-H.HBS.2+3
- Fixed inconsistencies in the attack between the 2 stances.
- Panda-H.uf+3+4
- Changed the opponent's behaviour upon hit, as it sometimes would put Panda in a disadvantageous position.
- b+1+4,f,f
- Fixed an issue where the number of attacks increased more than intended when extending the rotation with f,F.
- The behaviour after crouching and standing block are now consistent.
- FC.3+4
- Can accept inputs from the 6th frame of crouching, making it hFC.3+4.
- Panda-HBS.d+1+2
- Panda orginally had a smaller hitbox on this move than Kuma, this has now been rectified so that Panda also uses the large one Kuma does.
Lars
- H.LEN.1
- Adjusted to transition to throw even if it hits off-axis.
- DEN.3
- Increased blockstun by 2 frames. It is now +5 from +3.
Law
- f+3+4
- Corrected it so that when performing this move with DSS.f+3+4, it no longer branches into unexpected moves.
- UF+4,3
- The behaviour on landing a down-hit has been modified. When the first hit connects with a downed opponent, the second hit would connect, causing more combo damage than intended. This has been adjusted.
- DSS.f+2
- Fixed the issue where performing certain inputs resulted in unintended moves.
Lee
- H.FC.f,d,DF+3
- Changed the damage from 25 to 23. It accidentally always applied the damage bonus for the blue spark version.
- HMS.u+4
- Increased the recovery frames by 2.
- Incresaed the hitstun when hitting a grounded opponent by 2.
- The active frames have been reduced by 2 frames.
- The hitbox have been expanded downward to make it easier to hit grounded opponents.
Leo
- BOK.1+2
- Fixed an issue where after absorbing the opponent's attack and hitting them with this move to trigger Heat, it was not possible to wall splat the opponent.
- ub+1,P.4
- Fixed the issue where, despite being in the attack animation during a successful parry, the reduction of the Heat timer was not Halted.
Leroy
- H.2+3
- The opponent's facing direction during block has been adjusted to face forward. This addresses situations where, depending on conditions and angles, the character could maneuver to the opponent's back, making the second hit unblockable.
- H.HRM.2+3
- This move is no longer parriable and beats Power Crush. This is usually normal for Heat Smashes, but they forgot to apply it here.
- df+1
- Even when hitting from the side, the connected moves are now corrected to hit continuously, similar to when hitting from the front.
Lili
- H.2+3
- Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Paul
- b+2
- b+3
- Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves.
Raven
- 1
- Expanded the hurtbox, alleviating situations where certain attacks would whiff
- f,f,F+3
- Fixed an issue where, despite the animation facing away from the opponent, the character could still block the opponent's counterattack as if facing forward when the move whiffed.
- H.f,f,F+3,4
- Fixed an issue where the Heat Timer was not recovering upon hitting.
Reina
- H.2+3
- Exclusively for opponents performing side ukemi, reduced the tracking ability when using it. This adjustment was made considering cases where the position relationship with the opponent near the wall became awkward using it against their side ukemi.
- R.df+1+2
- Adjusted the hitbox and opponent collision detection for certain moves to make whiffing less likely.
- ws1
- Corrected an issue where the collision detection with the opponent was not functioning correctly, leading to the exchange of positions in certain situations.
- WGS.DF+4,2
- Adjusted the tracking ability of the move to address cases where the second hit displayed unnatural tracking when the first hit missed.
- WRA.3,4
- Modified the move to ensure that it cannot be defended against with Attack Reversal. The attribute common to moves that attack the opponent from the air was not correctly set for this move.
- 1+3
- 2+4
- uf+1+2
- d,db,b,f+2
- The recovery frames after a successful throw escape were not properly aligned with the standard settings, so the following changes were made:
- 1+3 & d,db,b,f+2: Reduced the opponent's recovery frames by "3F".
- 2+4 & uf+1+2: Reduced the opponent's recovery frames by "6F".
Shaheen
- db+2,1
- Increased the size of the hitbox to mitigate the issue where the second hit whiffs after the first hit connects.
- SNK.4
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
Steve
- H.2+3
- Adjusted the tracking of the 7th hit to reduce occurrences of the attack whiffing mid-animation.
- DCK.1+2,1+2,1+2,1+2
- Changed the opponent's behaviour upon hit to reduce the likelihood of unintended whiffing when activated in the corner of the stage.
Victor
- d+1,1
- Expanded the hurtbox, alleviating situations where certain attacks would wish.
- CH db+4
- Adjusted the character's orientation after a counter hit to reduce the likelihood of unintended whiffing.
- FC.1+2
- Can accept inputs from the 6th frame of crouching, making it hFC.1+2.
- PRF.df
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
Xiaoyu
- b+1+3(b+2+4)
- Adjusted the opponent's facing direction to be forward when parrying their right kick attack.
- Fixed an issue where BT.d+1 could make contact with the opponents back, rendering it unblockable.
Yoshimitsu
- R.df+1+2
- Expanded the hitbox to reduce the occurrence of whiffing for certain moves.
- 1
- Changed the opponent's behaviour so that after a certain amount of time has passed after the hit, the opponent becoms able to block. This is to prevent H.1+4 from hitting continously in certain situations.
- ub+1+2
- NSS.ub+1+2
- Expanded the hurtbox, alleviating situations where certain attacks would whiff.
- Fixed the issue where performing certain inputs resulted in unintended moves.
- u+3+4
- uf+3+4,3
- 1+2,P
- Made it so that the floor break occurs on the final hit.
- uf+2+3
- f,F+3+4,1+2
- Corrected the unnatural positioning issue when activating the move near a cornered opponent, causing an awkward collision with the wall.
- f,f,F+3
- Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves.
- FC.2+3
- NSS.FC.2+3
- Can accept inputs from the 6th frame of crouching, making them hFC moves.
- BT.d+1
- Fixed the issue where performing certain inputs resulted in unintended moves.
- DGF.3
- In specific situations where the anticipated tactics were not working as intended, the move's status has been changed to treat it as a jump until landing. This alteration allows the character to evade low attacks and special low attacks from the opponent.
- DGF.4
- An issue where the opponent's behaviour upon getting hit in a down state after the conclusion of the Heat state was deviating from the intended behaviour has been rectified.
- DGF.f+1+2
- The opponent's behaviour on blocking the second hit has been modified, and they will now block continously until the third hit. The move now properly jails and won't punish the opponent for trying to duck the third hit.
Zafina
- R.df+1+2
- Expanded the hitbox to reduce the occurence of whiffing.
- f+1+2
- df+4,2
- b+1:1+2
- SCR.2,1
- SCR.df+1
- TRT.df+1
- MNT.df+1
- b+1+3 (b+2+4)
- The amount of damage inflicted on oneself when using Azazel's power has been reduced.