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::'''Asuka''': During Naniwa Gusto u+1+2 (or ub+1+2) | ::'''Asuka''': During Naniwa Gusto u+1+2 (or ub+1+2) | ||
::'''Yoshimitsu''': During Kincho (KIN) during Muto no Kiwami (NSS) 2,1+2* | ::'''Yoshimitsu''': During Kincho (KIN) during Muto no Kiwami (NSS) 2,1+2* | ||
== Practice Mode == |
Revision as of 16:19, 8 October 2024
for sandboxing
Media Format Stuff
- wall
- 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
MediaWiki Format (Galleries and Collapse)
How Galleries Work
<gallery>
File:Example Image1.png|Example caption
File:Example Image2.jpg|Example caption with a link to [[Main Page]]
File:Example Image3.jpg
File:Example Image4.jpg|Caption with a link [http://.hostknox.com HostKnox]
File:Example Image5.jpeg|Example caption with '''formatting'''
</gallery>
[[File:Feng H.3+4 shockwave.mp4]]
Big example body sentence to show how it fits around text
Big example body sentence to show how it fits around text
Big example body sentence to show how it fits around text
Big example body sentence to show how it fits around text
Big example body sentence to show how it fits around text
The header remains visible. |
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test test test |
Stuff
Version 1.08.01 | |
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Released | 2024-10-01 |
Official notes | [1] |
Chronology (view all) | |
← Version 1.07.00 | Version 1.09.00 → |
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*