Version 1.03.01

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Revision as of 08:49, 6 April 2024 by JoleneCoda (talk | contribs) (Added asuka)
Version 1.03.01
Released 2024-04-01
Official notes [1]
Chronology (view all)
← Version 1.02.01 (latest)

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.