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;qcF+2 | ;qcF+2 | ||
:{{Nerf}} Changed the damage from "20" to "18." Changed the chip damage on block from "4" to "3" | :{{Nerf}} Changed the damage from "20" to "18." Changed the chip damage on block from "4" to "3" | ||
== Paul == | |||
;db+2 | |||
:{{Buff}} The attack hitbox has been expanded downward, but only when the opponent is in a fully downed state. This change primarily aims to make it easier to land hits on opponents attempting a side roll. | |||
:: *Note: to avoid affecting aerial combos, this adjustment has not been applied when the opponent is still in an airborne state. | |||
;Deep Dive (DPD) DF+2,1 | |||
:{{Buff}} Changed the damage from "20" to "30" | |||
== Raven == | |||
; 2+3 | |||
:{{Buff}} The hitbox has been expanded, alleviating instances where the attack would miss in certain situations | |||
;f+4 | |||
:The following performance adjustments were made primarily to allow for use in punishing: | |||
::{{Buff}} Tornado is now triggered upon hit | |||
::{{Nerf}} Changed the damage from "23" to "17" | |||
::{{Nerf}} The frame advantage on block has been changed from "-9F" to "-12F" | |||
::{{Nerf}} Reduced the distance to the opponent on block | |||
== Shaheen == | |||
;db+3,4 | |||
:{{Nerf}} The following adjustment was made to address an issue where the second hit could not be blocked after the first hit connected from the side: | |||
:: Changed the opponent's orientation to face forward when the first hit connects from the side. | |||
== Steve == | |||
;1+2 | |||
:{{Unclear}} During wall combos at extremely close-range, reduced the forward movement in order to alleviate an issue where the positional relationship with the opponent becomes different than intended when used near the wall. | |||
;Lion Heart (LNH) 1+2 | |||
:{{Unclear}} Adjusted the collision detection with the opponent to make it less likely for the opponent's counterattack to whiff when dodging this attack by crouching | |||
== Victor == | |||
;b+1,2 | |||
:{{Buff}} The tracking ability of the second attack has been enhanced exclusively when the first attack connects alleviating the occurrence of whiffing midway through | |||
== Xiaoyu == | |||
;1,d+2 | |||
;f+2,1 | |||
;df+1 | |||
:{{Unclear}} The phenomenon where the opponent could crouch to evade subsequent high attacks after being hit unnaturally quickly has been corrected | |||
;uf+4 | |||
:{{Unclear}} Adjusted the collision detection to mitigate the issue of swapping positions with the opponent in certain situations | |||
;BT.1,2 | |||
:{{Buff}} When inputting the second attack, the hitbox size of the first attack has been increased primarily to stabilize behavior when used in aerial combos. This change will alleviate situations where unintended whiffs occurred under specific conditions. | |||
;BT.f+1+3 (or f+2+4_ | |||
;BT.f+2+3 | |||
:{{Buff}} Changed to a homing attack | |||
==Yoshimitsu== | |||
; When hitting the opponent with f+3+4, and hitting the wall after | |||
:{{Buff}} Relaxed the input window for transitioning to an attack during Indian Stance (IND) | |||
;B+3,3 (or B+4,4) | |||
:{{Nerf}} The health consumption has been changed from "4,5" to "8,10" | |||
;uf+3+4,d+3+4 | |||
;f,F+2 during hit from the front | |||
;2,d+3+4 | |||
;While down and facing up d+3+4 | |||
;Flea (FLE) d+3+4 | |||
;Muto no Kiwami (NSS) d+1+2 and u+1+2 | |||
:{{Buff}} Relaxed the input window for transitioning to an attack during IND. THe timing for executing attacks during IND has been sped up by "2F" | |||
;f,F+2 during hit from the front | |||
;2.d+3+4 | |||
:{{Unclear}} The issue where IND was inadvertently deactivated under certain conditions has been fixed |
Latest revision as of 18:08, 8 October 2024
Version 1.08.01 | |
---|---|
Released | 2024-10-01 |
Official notes | [1] |
Chronology (view all) | |
← Version 1.07.00 | (latest) |
Common
- Heat Engager Throws
- The following Heat Engagers are throw moves, so they cannot transition into a Heat Dash. To compensate for this, hitting the opponent during Heat with these moves will replenish remaining Heat time.
- -Azucena: Approach crouching opponent d+1+3 (or d+2+4)
- -Azucena: During Libertador (LIB) d+1+2 (or d+2+4)
- -Dragunov: Approach crouching opponent d+1+3 (or d+2+4)
- -Dragunov: Approach crouching opponent db+3~1+2
- -Eddy: Approach crouching opponent d+1+3
- -Eddy: During Negativa (RLX) 1+3
- -Jack-8: Approach crouching opponent d+2+4
- -Jack-8: During Gamma Howl (GMH) 2+4
- Note: King also possesses a throw move with Heat activation capabilities; however, since the feature of restoring remaining Heat time when the move hits in Heat State has already been implemented, no changes have been made to King.
- Certain Throws
- The distance between characters has been increased when a throw escape occurs near a wall. This adjustment was made to address an issue where certain characters' attacks became unavoidable after a throw escape.
- Ki Charge
- Fixed so that the charged state effect is consumed when a throw move hits during the charged state.
- Certain Behaviors on airborne hit
- The input timing has been adjusted to correct an issue where performing a wake-up kick or side roll recovery after landing the following attacks as an air hit would mistakenly trigger a side ukemi.
- Asuka: During Naniwa Gusto u+1+2 (or ub+1+2)
- Yoshimitsu: During Kincho (KIN) during Muto no Kiwami (NSS) 2,1+2*
- Practice Mode
- A shortcut for restart command has been added. To make it easier to practice wall combos and wall pressure situations, a shortcut operation has been introduced that allows you to restart in a state where "the opponent is cornered against the wall" or "you are cornered against the wall."
- (PS5) Touchpad button + Left/Right
- (XBOX) View button + Left/Right
- (PC Keyboard) V + A/D
- A new item has been added to the display settings. You can now display the remaining amount of health and recoverable gauge in numerical values.
- A new setting related to health values has been added. Automatic health recovery can now be toggled ON/OFF. When set to OFF, automatic recovery will not occur until a restart is performed. Additionally, you can now configure the amount of health and recoverable gauge restored during automatic recovery.
- In Offense training, you can now set the number of times an attack must hit or be blocked before transitioning to action selected in "Action after a hit or block."
- Corrected some errors in frame data display, attack information display, combo display, etc.
- Certain text, icons, and other elements in the move list have been modified.
- Added functionality to jump between previous and next headings while viewing the command list, as well as the ability to filter by icon type.
- A new command list has been added that allows players to check the lineup of Special Style moves.
- Special Style
- To enhance the effectiveness of Special Style, a new variation has been added to the "Aerial Combo."
- By holding "F" while inputting "Aerial Combo," you can execute a different combo starter compared to the traditional one. This new combo starter has different properties in terms of attack speed, range, and oth3er aspects, allowing players to choose the most appropriate move for the situation and aim for greater damage.
- After successfully performing a low parry (by countering the opponent's low attack with "df"), inputting "Aerial Combo" will trigger a follow-up move suited to this situation.
- Stage - CELEBRATION ON THE SEINE
- Fixed certain instances in which objects outside of the stage weren't displayed as intended.
- Stage - SEASIDE RESORT
- (On PC) We have mitigated an issue where effects and stage rendering would behave unexpectedly in certain environments.
- SE, Voices, Effects, etc.
- Made some adjustments and changes to the move cinematics.
Alisa
- f+1+2
- The hitbox has been expanded downward, alleviating instances of whiffing for certain moves.
Asuka
- f+1+2
- Expanded the hurtbox upwards to reduce the unintended ability to evade opponent's high attacks.
- df+3
- f,F+2,3
- The hitbox has been expanded to make it less likely to whiff against opponents in a downed state.
Bryan
- d+1+2,3
- The hitbox around the main body has been expanded to alleviate issues of whiffing at close range. (This change does not affect the attack's reach.)
Devil Jin
- H.2+3
- It is no possible to prevent the transition to Mourning Crow (MCR) by inputting "B" during block.
- uf+3+4
- The tracking ability of the second hit has been enhanced on hit or block of the first hit, mitigating the occurrence of whiffing midway through.
- ws2
- The collision detection with the opponent has been adjusted to mitigate the issue of whiffing when used as a punishment after crouching to evade the opponent's high attack.
- f,n,d,df#2
- To ease command input difficulty, EWGF can now be executed by inputting "f,n,df#2" as well.
Dragunov
- b+4,2
- Changed the damage of the second attack from "15" to "10"
- b+4,3
- Changed the damage of the second attack from "20" to "16"
- qcf+4 (SNK.4)
- Changed the damage from "27" to "22"
- Changed the chip damage on block from "5" to "4"
Eddy
- Negativa (RLX) 3,3
- The tracking capability of the second attack has been enhanced exclusively when the first attack connects, alleviating the occurrence of whiffing midway through.
Feng
- H.2+3
- When transitioning into Shifting Clouds (STC) during block, the character's forward movement has been increased to reduced the distance to the opponent.
- Deceptive Step, a.k.a Kenpo (KNP), 4,1+2
- The tracking capability of the second attack has been enhanced exclusively when the first attack connects, alleviating the occurrence of whiffing midway through.
Hwoarang
- 2+3
- The hurtbox has been expanded downwards, alleviating the issue where certain low attacks would whiff.
- ub+4
- Changed the jump status from "5-15F" to "5-17F" to prevent being hit by low attacks before the attack's startup
- ws3
- The opponent's behavior upon being hit has been adjusted. Instead of knocking the opponent down for a follow-up attack, the new behavior allows the player to follow up on a grounded opponent using moves like "df+3+4" or "uf+3+4,4." This change enables the player to deal greater damage or aim for a heat activation more effectively than before.
- Right Stance (RFF) df+3
- The collision detection for this attack has been expanded downwards, making it harder to jump over the opponent.
- Left Flamingo (LFS) 4~3
- Left Flamingo (LFS) 4~3 (quick input)
- To expand the variety of offensive options while in Left Flamingo Stance, the following adjustments have been made.
- - Now deals chip damage on block
- - Modified the opponent's behavior on block for standard input version, increasing the frame advantage from "-2" to "+6", making it the same as the quick input version.
Jack-8
- 2+3
- The hitbox of the main body has been expanded to alleviate issues of whiffing at close range. (This change does not affect the attack's reach.)
- Low Parry
- The inability to perform a low parry when inputting "db,d,DF" has been adjusted.
Jin
- 4
- The damage on a mid-air hit has been adjusted from "18" to "15." This change aims to correct the discrepancy between the damage on mid-air hits and ground hits.
Jun
- H.GEN.2+3
- Fixed so that the attack does not track the opponent when it whiffs
- ws1,4,1+2
- The attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
Kuma/Panda
- d+1
- The hitbox has been expanded to mitigate whiffing for certain moves.
- Low Parry
- The inability to perform a low parry when inputting "db,d,DF" has been adjusted.
Lars
- 1,1,1
- The opponent's behavior on hit has been altered to induce wall stun.
Law
- 1,1
- A bug where a specific input prevented the opponent from crouching to avoid the second hit has been fixed
- f,f,F+3 (wr3)
- Changed the jump status from "3-29F" to "3-32F" to prevent being hit by low attacks before the attack's startup
Lee
- Special Style
- A bug where the character would become unresponsive for a period after entering a specific command while using Special Style has been fixed
- H.2+3
- The frame advantage on block has been changed from "-15F" to "-14F"
- d+3,4
- The hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations. Expanded the hurtbox, alleviating situations where certain attacks would whiff
Leo
- Fo Bu (BOK) 1+2
- The position of attack hitbox has been adjusted, alleviating instances where the attack would miss in certain situations
Leroy
- f+1+2
- The hitbox when intercepting an opponent's attack has been expanded to reduce instances of whiffing in certain situations
Lidia
- 1+3
- Approach opponent from Left side 1+3 (or 2+4)
- The adjustment was made to fix the issue where the opponent, if not performing any actions, would be treated as if in a downed state
Nina
- H.2+3
- Fixed so that the attack does track the opponent when it whiffs. Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- 1,2,1+2
- f+1+2
- d1,2,1+2
- f,F+1+2
- Hitbox was expanded, and adjustments were made to the collision detection in order to mitigate whiffing in certain situations
- 2,3
- ws3
- Adjusted to transition to a throw even if it hits off-axis
- df+3,2
- Changed the damage of the second attack from "12" to "9"
- db+3+4
- ws3+4
- Exclusively for opponents performing side ukemi: reduced the tracking ability when using it, preventing attacks from hitting opponents from behind during an ukemi
- uf+3
- Changed the damage from "20" to "18"
- uf+4
- Changed the damage from "23" to "22"
- qcF+2
- Changed the damage from "20" to "18." Changed the chip damage on block from "4" to "3"
Paul
- db+2
- The attack hitbox has been expanded downward, but only when the opponent is in a fully downed state. This change primarily aims to make it easier to land hits on opponents attempting a side roll.
- *Note: to avoid affecting aerial combos, this adjustment has not been applied when the opponent is still in an airborne state.
- Deep Dive (DPD) DF+2,1
- Changed the damage from "20" to "30"
Raven
- 2+3
- The hitbox has been expanded, alleviating instances where the attack would miss in certain situations
- f+4
- The following performance adjustments were made primarily to allow for use in punishing:
- Tornado is now triggered upon hit
- Changed the damage from "23" to "17"
- The frame advantage on block has been changed from "-9F" to "-12F"
- Reduced the distance to the opponent on block
Shaheen
- db+3,4
- The following adjustment was made to address an issue where the second hit could not be blocked after the first hit connected from the side:
- Changed the opponent's orientation to face forward when the first hit connects from the side.
Steve
- 1+2
- During wall combos at extremely close-range, reduced the forward movement in order to alleviate an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
- Lion Heart (LNH) 1+2
- Adjusted the collision detection with the opponent to make it less likely for the opponent's counterattack to whiff when dodging this attack by crouching
Victor
- b+1,2
- The tracking ability of the second attack has been enhanced exclusively when the first attack connects alleviating the occurrence of whiffing midway through
Xiaoyu
- 1,d+2
- f+2,1
- df+1
- The phenomenon where the opponent could crouch to evade subsequent high attacks after being hit unnaturally quickly has been corrected
- uf+4
- Adjusted the collision detection to mitigate the issue of swapping positions with the opponent in certain situations
- BT.1,2
- When inputting the second attack, the hitbox size of the first attack has been increased primarily to stabilize behavior when used in aerial combos. This change will alleviate situations where unintended whiffs occurred under specific conditions.
- BT.f+1+3 (or f+2+4_
- BT.f+2+3
- Changed to a homing attack
Yoshimitsu
- When hitting the opponent with f+3+4, and hitting the wall after
- Relaxed the input window for transitioning to an attack during Indian Stance (IND)
- B+3,3 (or B+4,4)
- The health consumption has been changed from "4,5" to "8,10"
- uf+3+4,d+3+4
- f,F+2 during hit from the front
- 2,d+3+4
- While down and facing up d+3+4
- Flea (FLE) d+3+4
- Muto no Kiwami (NSS) d+1+2 and u+1+2
- Relaxed the input window for transitioning to an attack during IND. THe timing for executing attacks during IND has been sped up by "2F"
- f,F+2 during hit from the front
- 2.d+3+4
- The issue where IND was inadvertently deactivated under certain conditions has been fixed