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m (→King) |
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{{Changelist|columns=1| | {{Changelist|columns=1| | ||
; Rage Art | |||
: {{Unclear}} Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations. | |||
;2+3 | |||
:{{Buff}} Attack hitbox has been expanded downward to increase the variety of aerial combos and to mitigate the issue of whiffing against certain moves. | |||
;f,n,d,df | |||
:{{Buff}} From a dash state with "f,F", inputting "n,d,df" now allows for "Beast Step" | |||
:{{Nerf}} The crouch status has been removed, considering the significant increase in mobility. | |||
;f+3:1+2 | |||
:{{Nerf}} The opponent's recovery time has been reduced by "6F". This change was made considering the damage was too high when including follow-up attacks on downed opponents. | |||
:{{Buff}} Relaxed the input window of 1+2 to make it easier to execute. | |||
;f+4 | |||
:{{Buff}} Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves. Given the weakening of the tracking ability of throws, this adjustment aims to make Homing Attacks easier to use. | |||
;d+3+4 | |||
;d+3+4,2 | |||
;FC.df+4 | |||
;wr4 | |||
:{{Unclear}} Changed the opponent's behavior when hit from behind, unifying the opponent's recovery time with that when hit from the front. | |||
:{{Buff}} The downward hitbox size of the first attack has been expanded primarily to stabilize behavior when used in follow-up attack from certain attacks. | |||
;db+3 | |||
:{{Buff}} Changed the timing for entering crouch status from "10F" to "6F". | |||
;db+1+2,2 | |||
:{{Buff}} Reduced the distance to the opponent after hitting with an attack and activating Heat. | |||
:{{Unclear}} Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit. | |||
;b+3 | |||
;b+3:1+2 | |||
: As part of the overall suppression of high power crush performance in the game, the following changes have been made: | |||
:{{Nerf}} Tracking ability against sidesteps has been reduced. | |||
:{{Nerf}} Damage of the throw has been changed from "20" to "15". | |||
:{{Nerf}} The opponent's recovery time for strike throws has been reduced by "6F". These changes were made considering the damage was too high when including follow-up attacks on downed opponents. | |||
;f,F+2 | |||
: Considering the overall suppression of throw performance in the game, the following adjustments have been made to compensate and enhance the appeal of "King", who relies heavily on throws, making it easier to initiate throws against opponents: | |||
:{{Buff}} The opponent's recovery time when blocking has been increased by "7F", resulting in a change from "0F" to "+7F" on block. | |||
:{{Nerf}} The opponent's state when blocking has been changed from "crouching" to "standing" | |||
;f,f,n,2 | |||
: Considering the ability to execute highly repetitive and powerful attacks, the following adjustments have been made: | |||
: {{Nerf}} The behavior of the opponent on hit has been modified, and the frame advantage has been changed from "+7F" to "+5F". | |||
:{{Nerf}} Damage of the throw on counter hit has been changed from "35" to "30". | |||
:{{Nerf}} Changed the opponent's behavior when trading hits. This adjustment was made because the ability for King to initiate an aerial combo on trade was extremely powerful. | |||
;FC.df+2 | |||
:{{Buff}} This attack can now be performed immediately after crouching under a high attack. | |||
:{{Unclear}} Fixed an issue where pressing "df" and "2" simultaneously while crouching with the "db" input would not trigger this attack. | |||
;Approach opponent d,db,b+1+2 | |||
:{{Nerf}} The opponent's recovery time has been reduced by "6F". This adjustment was made considering cases where unintended follow-up attacks were possible against certain characters. | |||
}} | }} | ||
Revision as of 01:42, 28 June 2024
for sandboxing
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- 2+3 1 f+1+2,H.f !HD df+1,2>1
jab test
1,1,1
+1
+8
i10
tect teasdasd
test collapse
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[[File:Feng H.3+4 shockwave.mp4]]
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test test test |
v1.05 changes
King
- Rage Art
- Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
- 2+3
- Attack hitbox has been expanded downward to increase the variety of aerial combos and to mitigate the issue of whiffing against certain moves.
- f,n,d,df
- From a dash state with "f,F", inputting "n,d,df" now allows for "Beast Step"
- The crouch status has been removed, considering the significant increase in mobility.
- f+3
- 1+2
- The opponent's recovery time has been reduced by "6F". This change was made considering the damage was too high when including follow-up attacks on downed opponents.
- Relaxed the input window of 1+2 to make it easier to execute.
- f+4
- Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves. Given the weakening of the tracking ability of throws, this adjustment aims to make Homing Attacks easier to use.
- d+3+4
- d+3+4,2
- FC.df+4
- wr4
- Changed the opponent's behavior when hit from behind, unifying the opponent's recovery time with that when hit from the front.
- The downward hitbox size of the first attack has been expanded primarily to stabilize behavior when used in follow-up attack from certain attacks.
- db+3
- Changed the timing for entering crouch status from "10F" to "6F".
- db+1+2,2
- Reduced the distance to the opponent after hitting with an attack and activating Heat.
- Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
- b+3
- b+3
- 1+2
- As part of the overall suppression of high power crush performance in the game, the following changes have been made:
- Tracking ability against sidesteps has been reduced.
- Damage of the throw has been changed from "20" to "15".
- The opponent's recovery time for strike throws has been reduced by "6F". These changes were made considering the damage was too high when including follow-up attacks on downed opponents.
- f,F+2
- Considering the overall suppression of throw performance in the game, the following adjustments have been made to compensate and enhance the appeal of "King", who relies heavily on throws, making it easier to initiate throws against opponents:
- The opponent's recovery time when blocking has been increased by "7F", resulting in a change from "0F" to "+7F" on block.
- The opponent's state when blocking has been changed from "crouching" to "standing"
- f,f,n,2
- Considering the ability to execute highly repetitive and powerful attacks, the following adjustments have been made:
- The behavior of the opponent on hit has been modified, and the frame advantage has been changed from "+7F" to "+5F".
- Damage of the throw on counter hit has been changed from "35" to "30".
- Changed the opponent's behavior when trading hits. This adjustment was made because the ability for King to initiate an aerial combo on trade was extremely powerful.
- FC.df+2
- This attack can now be performed immediately after crouching under a high attack.
- Fixed an issue where pressing "df" and "2" simultaneously while crouching with the "db" input would not trigger this attack.
- Approach opponent d,db,b+1+2
- The opponent's recovery time has been reduced by "6F". This adjustment was made considering cases where unintended follow-up attacks were possible against certain characters.
Kuma
Lars
Law
Lee
Leo
Leroy
Lili
Nina
Panda
Paul
Raven
Reina
Shaheen
Steve
Victor
Xiaoyu
Yoshimitsu
Zafina