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: {{Nerf}} As part of the overall suppression of high power crush performance in the game, the following changes have been made: | : {{Nerf}} As part of the overall suppression of high power crush performance in the game, the following changes have been made: | ||
: 1: Reduced the recovery time inflicted on the opponent by 1F when the move is blocked, resulting in a change from "-8F" to "-9F" on block<ref>Change does not apply if the opponent's attack is successfully intercepted</ref>. | :{{Nerf}} 1: Reduced the recovery time inflicted on the opponent by 1F when the move is blocked, resulting in a change from "-8F" to "-9F" on block<ref>Change does not apply if the opponent's attack is successfully intercepted</ref>. | ||
: 2: The attack duration has been reduced by "4F." | :{{Nerf}} 2: The attack duration has been reduced by "4F." | ||
: 3: The timing during which jump status is active has been changed from "20F-37F" to "20F-30F" | :{{Nerf}} 3: The timing during which jump status is active has been changed from "20F-37F" to "20F-30F" | ||
: 4: Changed the damage from "26" to "23" | :{{Nerf}} 4: Changed the damage from "26" to "23" | ||
<references/> | <references/> |
Revision as of 21:41, 25 June 2024
Version 1.05.00 | |
---|---|
Released | 2024-06-10 |
Official notes | [1] |
Chronology (view all) | |
← Version 1.04.00 | (latest) |
Common
- Reversal Break effect
- A new animation has been added when moves with the Reversal Break effect hit reversals, power crushes or parries
- "Destruction"-type stage hazard (Wall Break, Hard Wall Break, Balcony Break, Floor Break, Hard Floor Break)
- Damage to recoverable health upon triggering hazard reduced from 20 to 15
- "Explosion"-type stage hazard (Wall Blast, Wall Bound, Floor Blast)
- Unscaled damage upon triggering hazard reduced from 10 to 5
- Rage Art
- Restores 14 pts of recoverable health on hit
- Heat Burst
- Reduced tracking
- Removed Reversal Break property
- Cannot KO
- Reduced pushback on hit
- Heat Dash
- Remove wall stagger when used near the wall
- Restores 6 pts of recoverable health on hit, and 3 pts on block
- Heat Dash non-techroll-able knockdowns
- Can now be tech rolled
- Extra damage scaling applied to follow-up hits
- Throws
- Generic throws are explicitly coded as Homing attacks
- Command throws are no longer homing (with exceptions)
- Throws which can trigger stage hazards
- Additional damage scaling of 80% applied to follow-up attacks
- Airborne Attacks
- Some moves with jump state can no longer be parried
Alisa
- Rage Art
- Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations. Hitbox around the main body has been expanded to alleviate issues of whiffing at close range. (This does not affect the attack's reach.)
- f+2,1
- Reduced the distance to the opponent on block. The attack animation has been adjusted, and the duration has been reduced by 1F, changing the attack startup from "24F-25F" to "24F". This adjustment aims to stabilize the timing of the attack hitting, thereby alleviating situations where the opponent cannot perform a punish.
- ub+2
- As part of the overall suppression of high power crush performance in the game, the following changes have been made:
- 1: Reduced the recovery time inflicted on the opponent by 1F when the move is blocked, resulting in a change from "-8F" to "-9F" on block[1].
- 2: The attack duration has been reduced by "4F."
- 3: The timing during which jump status is active has been changed from "20F-37F" to "20F-30F"
- 4: Changed the damage from "26" to "23"
- ↑ Change does not apply if the opponent's attack is successfully intercepted
Asuka
- Rage Art
- Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
- 1,1,3
- f+1,3
- b+2,1,3
- The final kick attack can now be delayed.
- f+3*
- Adjusted the collision detection with the opponent to make it easier to hit.
- f+2 during hit 1
- b+3,2 during hit 1
- Previously, the move performance was adjusted with the assumption that the "f+2" command would be used as a combo starter and the "f+2 during hit 1" command would be used to gain Naniwa Gusto as a combo finisher. However, to add more tactical variety by allowing aerial combos while gaining Naniwa Gusto, the following adjustments have been made:
- - The behavior of the opponent on hit has been changed only when "f+2,1" is input without having Naniwa Gusto. This change allows the acquisition animation for Naniwa Gusto to occur while still enabling aerial combos.
- - The input window for "1" has been changed to end just before "f+2" hits.
- - The same adjustments have been applied to "b+3,2" as well.
- f,F+2
- Recovery time reduced by "4F", resulting in changes from "-9F" to "-12F" on block, and from "-3F" to "+1F" on hit.
- f,f,F+1+2
- NWG.f,f,F+1+2
- Tornado is now triggered upon airborne hit. The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
- ws2,1+2
- The damage has been changed from "4" to "8".
Azucena
Bryan
Claudio
Devil Jin
Dragunov
Eddy
Feng
Hwoarang
Jack-8
Jin
Jun
Kazuya
King
Kuma
Lars
Law
Lee
Leo
Leroy
Lili
Nina
Panda
Paul
Raven
Reina
Shaheen
Steve
Victor
Xiaoyu
Yoshimitsu
Zafina