User:Soup

1,865 editsJoined 7 November 2022
Revision as of 16:33, 8 October 2024 by Soup (talk | contribs) (→‎Common)

for sandboxing

Media Format Stuff

wall
2+3 1 f+1+2,H.f !HD df+1,2>1

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.
test test test

Stuff

Version 1.08.01
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*
Practice Mode
A shortcut for restart command has been added. To make it easier to practice wall combos and wall pressure situations, a shortcut operation has been introduced that allows you to restart in a state where "the opponent is cornered against the wall" or "you are cornered against the wall."
(PS5) Touchpad button + Left/Right
(XBOX) View button + Left/Right
(PC Keyboard) V + A/D
A new item has been added to the display settings. You can now display the remaining amount of health and recoverable gauge in numerical values.
A new setting related to health values has been added. Automatic health recovery can now be toggled ON/OFF. When set to OFF, automatic recovery will not occur until a restart is performed. Additionally, you can now configure the amount of health and recoverable gauge restored during automatic recovery.
In Offense training, you can now set the number of times an attack must hit or be blocked before transitioning to action selected in "Action after a hit or block."
Corrected some errors in frame data display, attack information display, combo display, etc.
Certain text, icons, and other elements in the move list have been modified.
Added functionality to jump between previous and next headings while viewing the command list, as well as the ability to filter by icon type.
A new command list has been added that allows players to check the lineup of Special Style moves.
Special Style
To enhance the effectiveness of Special Style, a new variation has been added to the "Aerial Combo."
By holding "F" while inputting "Aerial Combo," you can execute a different combo starter compared to the traditional one. This new combo starter has different properties in terms of attack speed, range, and oth3er aspects, allowing players to choose the most appropriate move for the situation and aim for greater damage.
After successfully performing a low parry (by countering the opponent's low attack with "df"), inputting "Aerial Combo" will trigger a follow-up move suited to this situation.
Stage - CELEBRATION ON THE SEINE
Fixed certain instances in which objects outside of the stage weren't displayed as intended.
Stage - SEASIDE RESORT
(On PC) We have mitigated an issue where effects and stage rendering would behave unexpectedly in certain environments.
SE, Voices, Effects, etc.
Made some adjustments and changes to the move cinematics.