User:Soup

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[[File:Feng H.3+4 shockwave.mp4]]


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v1.05 changes

Kuma

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
2+3
2,1
uf+3,4,1+2
f,F+1+2
HBS.2
HBS.f+1+2
Attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
1,1
1,2
1,1,1
df+1,2
df+1,2,1+2
Tracking ability of the subsequent attacks has been enhanced on hit or block, mitigating the occurrence of whiffing midway through
d+2
FC.2
Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves.
ROLL.3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Lars

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Hitbox of the second hit has been enlarged to mitigate the occurrence of whiffing midway throuhg.
The collision detection has been expanded downwards to make it harder to jump over the opponent when the opponent blocks the attack near the wall.
db+4
uf+3+4
SEN.2
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
SEN.1
Hitbox has been adjusted to alleviate instances of hitting targets from areas other than the front.

Law

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Lowered the tracking ability of the second hit to prevent from tracking if the opponent sidesteps the first hit.
Changed the opponent's behavior upon hit of the second attack when the first attack whiffs.
The speed of the subsequent attacks after the first hit is block has been slightly increased.
H.1+2
Changed the opponent's behavior on block, reducing the distance to the opponent.
1+2
The behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from Slide (FC.df,d,DF+3) allowed for highly repetitive and powerful offense.
This change does not affect H.1+2
uf+1+2
Adjusted the input reception to make it easier to perform moves even from a crouching position.
FC.df,d,DF+3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
b+1+3 (after parrying right punch)
Behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.

Lee

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
2+3
Forward movement has been increased to extend the reach of the attack.
f+2,1
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
Hitbox has been expanded downward, alleviating the situation where it would occasionally whiff under certain circumstances.
df+1
FC.df,d,DF+3
FC.df,d,df:3
MS.1+2
HMS.4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
d+3
Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
b+1,1
Tracking capability of the second hit has been enhanced when landing the first hit, mitigating the occurrence of whiffing midway through.
H.b+1,1+2
H.b+1,1,2
Lee has a characteristic where, when in Heat, his moves perform as if they were just-frame inputs, even if the just-frame input was not successfully executed. The behavior of the opponent on an aerial hit by these moves was differing based on whether the just-frame input was successful or not. This has been fixed to always reflect the successful just-frame input behavior.
b+3+4
As part of the overall suppression of high power crush performance in the game, the following changes have been made:
1: Changed the opponent's behavior on block, reducing the distance to the opponent.[1]
2: Reduced the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "-7F" to "-9F" on block.[1]
3: Tracking ability against sidesteps has been reduced.
4: Reduced the attack hitbox in the horizontal direction.
  1. 1.0 1.1 Change does not apply if the opponent's attack is successfully intercepted.
uf+1+2
Adjusted the input reception to make it easier to perform moves even from a crouching position.
HMS.3
Fixed an issue where the hitbox of the powered-up version of the attack, which triggered immediately after intercepting an opponent's attack, was smaller than that of the regular version.

Leo

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
Distance from the opponent was reduced when the first hit is blocked, in order to alleviate whiffing midway through.
f,F+3
LTG.f+2,4,3
The move's status has been changed to give it jump status before the attack's startup. This alteration allows the character to evade low attacks and special low attacks from the opponent.
d+1
Changed the damage from "18" to "19".
The behavior of the opponent on counter hit has been changed so that the opponent does not get knocked down and instead results in a frame advantage of "+13F". This change allows Leo to transition into a crouching state with "d+1,D" and then follow-up with moves like "ws4,1+2", enabling a combo and Heat activation.
A 70% damage scaling has been applied to combos after a counter hit. This change takes into account the ability to follow-up with ground attacks, resulting in a higher overall combo damage compared to v1.04.
b+4,1
Behavior of the opponent on counter hit has been altered to allow for follow-up attacks.
b+2+3
Input window for the punch parry has been changed from "2-8F" to "5-9F".
ws1,4,1
Changed the damage from "24" to "21".
ws1+2
Decreased the recovery time by 1 frame only when the move is blocked, resulting in a change from a frame advantage of "-15F" to "-14F" on block.
qcf+2,1
qcf+2,4
Second hit can now be delayed.
Adjusted the second attack's collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Fixed an issue where the second hit could be blocked when the first hit landed from the side.
Added chip damage on block to the second hit of "qcf+2,4"
Changed the opponent's behavior when blocking the second hit of "qcf+2,4".
Increased the opponent's recovery time by "7F" when blocking the second hit of "qcf+2,4", changing the frame disadvantage on block from "-11F" to "-4F".
BOK.1+2
Changed the damage from "22" to "21".
KNK.3,4
Changed the damage from "27" to "23".
b+1+3 (after parrying right punch attack)
Behavior of the opponent upon successful parry has been adjusted, mitigating the occurrence of the counterattack whiffing.
After ub+1 succeeds, 4
Tracking ability and the hitbox after a successful parry has been enhanced, mitigating the occurrence of the counterattack whiffing in certain situations.

Leroy

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
f+2+3
db+2+3
Changed so that if Leroy is hit by an opponent's attack before the first hit of his attack lands, the Cane will not be considered consumed. (In versions prior to v1.04, it was considered used even if interrupted before the attack hit.)
df+1,1+2,2
Fixed an issue where the tracking ability of the first hit was unintentionally increased when inputting up to the second hit
df+2,1+2
Changed the opponent's orientation to face forward when the second hit connects from the side. This adjustment aims to improve the stability of aerial combos starting from the third hit onward.
db+3
Expanded hurtbox, alleviating situations where certain attacks would whiff.
b+4
The issue where there was an unnatural forward movement in specific situations has been corrected.
while opponent is down db+2,1+2
Adjusted so that the second attack continuously hits when the first attack hits with a grounded opponent.
Increased the recovery time of the fourth hit by "3F". The frame advantage has been changed from "-13F" to "-16F" on block, and from "-2F" to "-5F" on hit.
Adjusted the collision detection of the fourth hit to mitigate the issue where the multi-hit portion would whiff against certain characters.
HRM.1+2
The downward hitbox size of the first hit has been increased primarily to stabilize behavior when used in combos.
P.b+2,1(or 2)
Changed the damage from "15" to "20". This change was made to account for the increased recovery time of "while opponent is down db+2,1+2", which prevented further follow-up attacks, resulting in a decrease in overall combo damage.
1+3
Fixed an issue where Leroy would be considered facing away if attacked immediately after a throw escape.

Lili

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
H.2+3
3+4
Tracking ability of the second hit has been enhanced.
H.1,2,4
H.f,F+3+4
H.DEW.1,4
H.RAB.4
Changed the opponent's behavior on block, reducing the distance to the opponent.
Removed the wall stagger effect on block.
Increased the opponent's recovery on block by "3F". The frame advantage on block has been changes as follows:
1,2,4 from "+2F" to "+5F"
f,F+3+4 DEW.1,4 and RAB.4 from "+4F" to "+7F".
These changes were made to address the issue where a highly repetitive offensive loop was possible when the opponent was cornered. The wall stagger effect was removed, and instead, the moves have been adjusted to facilitate continued offense regardless of positioning within the stage.
1,1,3
To slow down the pace of exchanges and increase the risk of stopping after the second hit, the following changes have been made:
Increased the recovery time of the second hit by "2F".
To maintain the frame advantage on hit for the second attack, increased the opponent's recovery time on hit by "2F".
Reduced the distance to the opponent on block after the second attack.
Increased the recovery time of the third attack by "4F" on block, whiff, and when intercepted by the opponent's power crush.
To maintain the frame advantage on block for the third attack, increased the opponent's recovery time on block by "4F".
Fixed an issue where the third hit would launch the opponent far away when hitting from an angle other than the front.
3+4
Fixed an issue where heat Dash would sometimes be triggered even when the conditions were not met in certain situations.
f+3+4
Recovery time reduced by "5F". This change was made considering that unintended follow-up attacks could lead to significant combo damage.
d+3
Changed the damage from "17" to "14".
ws1,2
Hitbox has been expanded to alleviate situations where the attack may whiff in certain circumstances.
SS.3
Behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from "H.RAB.3" allowed for highly repetitive and powerful offense.
SS.4
Behavior of the opponent on counter hit has been modified to enable potential aerial combos.
DEW.3
Decreased the recovery time inflicted on the opponent by "2F" when the move is blocked, resulting in a change from "-9F" to "-11F" on block.
The behavior on landing a down-hit has been modified. This change was made considering that follow-up attacks from "H.RAB.3" allowed for highly repetitive and powerful offense.
BT.3,4
When the attack is blocked, both the player's and opponent's recovery time has been increased by "4F". This change aims to increase the window for confirming the situation, making it easier to execute punishes.
BT.d+2
H.BT.2+3
The collision detection has been adjusted to alleviate issues where the distance would open up before the attack, making it easier for the opponent to evade with a backstep.
BT.b+3
Fixed an issue where the input window for transitioning to an attack during RAB was different from the forward-facing "b+3", making it difficult to execute the move.

Nina

Rage Art
The attack duration was set to "2F", which differed from other characters' Rage Arts, so the duration has been shortened to "1F".
To prevent the move from becoming harder to hit upward to due to the shorter duration, the attack hitbox has been expanded upward.
The power crush attribute before the attack starts was set to be "1F" longer than other characters' Rage Arts, and this has been corrected.
1,2,1+2
f+1+2
df+1,2,1+2
Adjusted the position and size of the attack hitbox, and further reduced the tracking performance to alleviate the difficulty of sidestepping in certain situations.
The distance from the opponent on block has been reduced.
*The powered-up version when intercepting an attack remains unchanged.
f+4
Changed the jump status from "12-21F" to "12-24F" to prevent being hit by low attacks before the attack's startup.
df+3+4
Changed the timing for entering crouch from "1F" to "4F".
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
FC.df+4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.
3,4
d+3,4,3
Fixed an issue where the move was incorrectly set to as immune to attack reversals.
db+2
Changed the damage from "20" to "17".
db+4,3
The hitbox size has been increased primarily to stabilize behavior when used in aerial combos.

Panda

Rage Art
Hitbox has been expanded upward, alleviating instances where the attack would miss in certain situations.
Adjusted the collision detection with the opponent to make it more difficult to slip under a floating opponent by extending the collision upward.
2+3
2,1
uf+3,4,1+2
f,F+1+2
HBS.2
HBS.f+1+2
Attack hitbox has been expanded to mitigate the issue of whiffing against certain moves when in close contact with the opponent.
1,1
1,2
1,1,1
df+1,2
df+1,2,1+2
Tracking ability of the subsequent attacks has been enhanced on hit or block, mitigating the occurrence of whiffing midway through
d+2
FC.2
Hitbox has been expanded downward, alleviating the instances of whiffing for certain moves.
ROLL.3
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Paul


Raven


Reina


Shaheen


Steve


Victor


Xiaoyu


Yoshimitsu


Zafina