Version 1.05.00

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Revision as of 21:23, 26 June 2024 by Soup (talk | contribs) (→‎Claudio: added patch notes)
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"
  1. ↑ 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

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
1,1
Fixed an issue where the move would transition into "Libertador" (LIB) even when hitting an airborne opponent.
Second hit can now be delayed.
The behavior of the opponent on counter hit with second hit has been altered to allow for follow-up attacks.
4,1
Changed the damage from "11" to "14"
1+2
Changed the damage from "20" to "17"
Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
f+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1: Reduced the distance to the opponent on block.[1]
2: Frame advantage on block changed from "-8F" to "-9F."[1]
3: Tracking ability against sidesteps has been reduced.
4: The horizontal hitbox has been reduced
  1. ↑ 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
ws.f+3+4
ws.b+3+4
Transitioning to LIB and "Hopping Turn" now possible from crouch.
df+1,4,B
new transition to BT
d+2,3
The following changes have been made to enhance stability, particularly when using them in aerial combos:
Startup changed from "18-19F" to "17-18F."
Expanded the hitbox of the first attack upward and downward. The collision detection of the first attack has been adjusted.
Hitbox of the second attack has been expanded upward.
d+3,1,F
The second hit can now be canceled to transition to LIB
b+3+4
Recovery time reduced by "3F."
f,F+3+4
Opponent's behavior on hit has been changed, making it possible to perform a follow-up attack on a downed opponent.
uf+4
Attack hitbox has been reduced to mitigate the unintended occurrence of hitting opponents who are behind you.
BT.1,2
Now deals chip damage on block.
BT.3
Causes Strong Aerial Tailspin on airborne hit.
Libertador (LIB)
Fixed an issue where evasive actions against low attacks would occur even when the opponent was behind you.
LIB.3,1
Attack hitbox has been expanded upwards, alleviating instances where the attack would miss in certain situations.
Opponent's behavior on normal hit has been changed to match that of on counter hit.
LIB.4,1,2
Recovery on first hit has been decreased by "3F".
Recovery on second hit has been decreased by "1F".
LIB.b,B
Timing for executing attacks during LIB has been sped up by "13F". The timing for movement during LIB remains unchanged.
LIB.b,B+1
Previously executing with "b,b,n,1", it has now been changed to be executable only during B input.

Bryan

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
The damage of the first hit when performed as a subsequent attack from Taunt (1+3+4) has been changed from "10" to "24".
The hitbox of the first hit has been added along the midline, mitigating the issue of whiffing in certain situations.
1,2,1
Opponent's behavior on counter hit has been changed to improve the stability of aerial combos.
Taunt (1+3+4)
Damage scaling has been removed.
f+1+2
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
Reduced the distance to the opponent on block.[1]
Reduced the recovery time inflicted on the opponent by 3 frames when the move is blocked, resulting in a change from a frame advantage of "-6F" to "-9F" on block.[1]
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
  1. ↑ 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
d+4
f,F+4
Hitbox has been expanded, alleviating instances where the attack would miss in certain situations.
uf+3+4
SLS.2,4
Hitbox has been added along the midline, mitigating the issue of whiffing in certain situations.
SWA.4
Attack hitbox has been expanded only for downed opponents, ensuring it hits opponents in a face-down position.

Claudio

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
2,1,2
Causes Strong Aerial Tailspin on airborne hit.
Recovery time has been decreased by "2F". Reduced the recovery time inflicted on the opponent by "2F" when the move is blocked.
df+1,2
The tracking capability of the second hit has been enhanced when the first hit, mitigating the occurrence of whiffing midway through.
f,F+4
Distance from the opponent on counter hit has been reduced. This change is intended to mitigate the rare occurence of "f+2,2", the intended follow-up, whiffing after f,F+4 lands as a counter hit.
uf+4
Adjusted the collision detection between the wall and the character to alleviate an issue where combos lacked stability when used near the wall.
Crouching State
Expanded the hurtbox, alleviating situations where certain attacks would whiff.


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