BBCF/Patch Notes/Ver.2.0: Difference between revisions

From Dustloop Wiki
No edit summary
 
(65 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{notice|
*Official source (Japanese): http://www.blazblue.jp/cf/ac/images/refine_v2.pdf
*Translation sources: https://docs.google.com/document/d/1sQpDd_HQRLYoVE5pLHDhvKcUzMjdbJtKajc-mV8J_1U/
}}
==System changes==
==System changes==
*Special hurtboxes during things like spin and slide are standardized
*Special hurtboxes during things like spin and slide are standardized
*More hitstun on crouching opponents
*Special hurtboxes like spin have more hitstun on crouching opponents
*Standardized wallsplat hurtboxes (other than Tager and Susanoo)
*Standardized wallsplat hurtboxes (other than Tager and Susanoo)
*Amount of barrier consumed when activating it reduced
*Amount of barrier consumed when activating it reduced
*Cooldown on barrier gauge regen is shortened
*Cooldown on barrier gauge regen is shortened
*Amount of meter gain on IB increased
*Amount of meter gain on IB increased
*Unchanged crush trigger shorter window to combo charged version is uncharged
*Uncharged crush trigger shorter window to combo. Charged crushed trigger is unchanged
*Active flow now only triggers on the following:
*Active flow now only triggers on the following:
**When an attack hits (not on block)
**When an attack hits (not on block)
Line 13: Line 17:
**When Opponent gets negative penalty
**When Opponent gets negative penalty
*When overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind)
*When overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind)
*EA is now minus on block
*EA is now minus on block and has minimum damage. In CH state during recovery
*EA as minimum damage
*Ground throws and command throws changed so you can’t  throw people behind you
*Ground throws and command throws changed so you can’t  throw people behind you
*Air throw ranges all standardized (other than tager)
*Air throw ranges all standardized (other than tager)
Line 25: Line 28:
*6B: Stagger time increased
*6B: Stagger time increased
*6D: Normal version's startup faster (same as OD ver.); reduced inertia from dashing
*6D: Normal version's startup faster (same as OD ver.); reduced inertia from dashing
*Gauntlet Hades (air/ground): Untechable time increased.
*Gauntlet Hades (214B) (air/ground): Untechable time increased.
*Blood Scythe: Body/Foot/Projectile invul added while in movement; sliding time increased
*Blood Scythe (214D): Body/Foot/Projectile invul added while in movement; sliding time increased
*Nightmare Edge: can't emergency tech its last hit on ground hit anymore, same for both ground and air CH hit
*Nightmare Edge (j.214C): can't emergency tech its last hit on ground hit anymore, same for both ground and air CH


==Jin==
==Jin==
Line 33: Line 36:
* 2B: increased active frames, less recovery; total frames remain the same
* 2B: increased active frames, less recovery; total frames remain the same
* OD C attacks: fixed a bug where the opponent would get hit in a way not intended under certain conditions
* OD C attacks: fixed a bug where the opponent would get hit in a way not intended under certain conditions
* Fubuki: changed the direction opponent flies to on normal hit; increased untech time; worse prorate; combo time level reduced
* Fubuki (623B): changed the direction opponent flies to on normal hit; increased untech time; worse prorate; combo time level reduced
* Rehhyou: increased untech time
* Rehhyou (623C): increased untech time
* Sekkajin: area of effect (to successfully hit opponent) reduced; JIn won't get knocked back once the move starts (easier to use in corner)
* Sekkajin (22C): area of effect (to successfully hit opponent) reduced; JIn won't get knocked back once the move starts (easier to use in corner)
*Hizansen: worse prorate
*Hizansen (j.214C): worse prorate
*Hizangeki: Jin floats upwards before the 2nd hit; because of that change, the move's static difference is worse
*Hizangeki (j.214D): Jin floats upwards before the 2nd hit; because of that change, the move's static difference is worse. 2nd hit has worse prorate
*Hiyoku Getsumei: hitstop increased on the last hit; minimum damage reduced
*Hiyoku Getsumei (632146D): hitstop increased on the last hit; minimum damage reduced


==Noel==  
==Noel==  
Line 50: Line 53:
* 4D: body invul now starts from 1f; combo time level reduced
* 4D: body invul now starts from 1f; combo time level reduced
* j.D: the move's trajectory won't change regardless of how you jump; faster startup; has Body invul while it's moving
* j.D: the move's trajectory won't change regardless of how you jump; faster startup; has Body invul while it's moving
* Muzzle Flitter: prorate buffed; untech time increased; follow-up time is universal for all characters
* Muzzle Flitter (214A): prorate buffed; untech time increased; follow-up time is universal for all characters


==Rachel==
==Rachel==
Line 59: Line 62:
* Wind: no matter which direction you use it, it'll add to the negative penalty
* Wind: no matter which direction you use it, it'll add to the negative penalty
* Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA
* Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA
* Frog: when hit by a projectile, the frog will get knocked back
* George XIII (214A): when hit by a projectile, the frog will get knocked back
* Ivy Blossom: bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased; damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit; when Rachel is damaged the move disappears (won't disappear on block)
* Ivy Blossom (214B): bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased; damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit; when Rachel is damaged the move disappears (won't disappear on block)


==Litchi==
==Litchi==
* Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH
* Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH
* Daisharin: can't use it during any kind of tech, during OD activation or EA
* Great Wheel (Overdrive): can't use it during any kind of tech, during OD activation or EA
* Renchan (projectile part): less hitstop; floats less on air hit
* Ren Chan (214B/C) (projectile part): less hitstop; floats less on air hit
* Renchan B (Litchi part): less recovery; because of the projectile change it's more unsafe on block and worse on hit
* Ren Chan B (214B) (Litchi part): less recovery; because of the projectile change it's more unsafe on block and worse on hit
* Renchan C (Litchi): slower startup; less recovery; total frames have increased but she moves faster after throwing staff
* Ren Chan C (214C) (Litchi): slower startup; less recovery; total frames have increased but she moves faster after throwing staff
* Renchan C (Litchi): because of the projectile change it's more unsafe on block, but still the same on hit
* Ren Chan C (214C) (Litchi): because of the projectile change it's more unsafe on block, but still the same on hit
* Kanchan (charge): faster startup after the crossup; will crossup even in the corner
* Gut Shot (421C) (charge): faster startup after the crossup; will crossup even in the corner


==Taokaka==
==Taokaka==
Line 75: Line 78:
* j.B: active frames and recovery increased
* j.B: active frames and recovery increased
* 4D: stagger on ground hit increased; now a Fatal Counter
* 4D: stagger on ground hit increased; now a Fatal Counter
* Cat Spirit Encore: less recovery on block and whiff; not a Fatal Counter anymore
* Cat Spirit Encore (236C~B): less recovery on block and whiff; not a Fatal Counter anymore
* Cat Spirit Two: hitbox increased up/downwards
* Cat Spirit Two (j.236B): hitbox increased up/downwards


==Tager==
==Tager==
Line 83: Line 86:
* j.B: adjusted how the opponent is blown away on CH
* j.B: adjusted how the opponent is blown away on CH
* j.2C: upwards hitbox right after startup increased
* j.2C: upwards hitbox right after startup increased
* Wedge Catapult: follow-up time is universal for all characters
* Wedge Catapult (360B): follow-up time is universal for all characters
* A Sledge: P1 nerfed
* A Sledge (236A): P1 nerfed
* B Sledge: recovery increased; P1 nerfed; staggers on ground hit; floats higher on air hit
* B Sledge (236B): recovery increased; P1 nerfed; staggers on ground hit; floats higher on air hit
* Sledge follow-up: they're considered different special moves when done from 236A, 236B, or 214D
* Sledge follow-up: they're considered different special moves when done from 236A, 236B, or 214D
* Voltec Charge follow-up: faster startup
* Voltec Charge follow-up: faster startup
Line 96: Line 99:
* 5D: hitbox increased downwards
* 5D: hitbox increased downwards
* 2D: opponent floats the same height as normal hit on CH
* 2D: opponent floats the same height as normal hit on CH
* Explosion during Drive: Bang doesn't jump as high after explosion; you can't move while descending but you land faster; doesn't hit multiple times on block (only hits once now); fixed a bug where the sprite would last on screen
* Explosion during Drive (D~D): Bang doesn't jump as high after explosion; you can't move while descending but you land faster; doesn't hit multiple times on block (only hits once now); fixed a bug where the sprite would last on screen
* Bang's Heavenly Double Palm Thrust: inwards hitbox increased
* Bang's Heavenly Double Palm Thrust (623B): inwards hitbox increased
* Bumper: the bumper's scarf changes as you use its charges; it'll always set up a bumper on screen when used in the corner
* Bumper (214A/B/C/D): the bumper's scarf changes as you use its charges; it'll always set up a bumper on screen when used in the corner
* Flaming Air Attack: removed height limitation; can be used right after jumping
* Flaming Air Attack (j.22A): removed height limitation; can be used right after jumping
* Ultra Technique:"Hyper Shadowstep Strike": able to grab opponents who've just started jumping/landing; less recovery on whiff (ground ver. only)
* Ultra Technique:"Hyper Shadowstep Strike" (236236D): able to grab opponents who've just started jumping/landing; less recovery on whiff (ground ver. only)


==Arakune==   
==Arakune==   
Line 109: Line 112:
* Curse bugs: can't be used during Techs, EA activation, or Overdrive
* Curse bugs: can't be used during Techs, EA activation, or Overdrive
* Curse bugs: fixed a bug where bugs wouldn't disappear when Arakune got hit under certain circumstances.
* Curse bugs: fixed a bug where bugs wouldn't disappear when Arakune got hit under certain circumstances.
* OD: when you don't enter curse right on OD activation, the curse gauge depletion speed won't get slower but it'll still get slower if you activate OD while in curse or you activate curse while in OD
* Overdrive: when you don't enter curse right on OD activation, the curse gauge depletion speed won't get slower but it'll still get slower if you activate OD while in curse or you activate curse while in OD
* Zero Vector(in AND out of curse): total recovery reduced; cloud will disappear if Arakune blocks a move
* Zero Vector (236D) (in AND out of curse): total recovery reduced; cloud will disappear if Arakune blocks a move
* Y-Two Dash: proration adjusted; combo time level reduced
* Y-Two Dash (j.236C): proration adjusted; combo time level reduced
* Permutation, N, R: curse gain reduced on block
* Permutation, N, R (22A/B/C): curse gain reduced on block
* F Equals (ground/air): knockback reduced; the bug comes back faster in OD version
* F Equals (236236D) (ground/air): knockback reduced; the bug comes back faster in OD version


==Carl==
==Carl==
Line 122: Line 125:
* 6D: cost reduced; damage reduced
* 6D: cost reduced; damage reduced
* 3D: combo time level reduced
* 3D: combo time level reduced
* Allegretto: P1 nerfed
* Allegretto (j.214C): P1 nerfed
* Rhapsody of Memories: Nirvana won't hit behind her
* Rhapsody of Memories (236236D): Nirvana won't hit behind her


==Hakumen==
==Hakumen==
* Dash: inertia effect for moves when hopping has increased
* Dash: inertia effect for moves when hopping has increased
* 6A/6B: can be canceled into Kokūjin: Shippu
* 6A/6B: can be canceled into Kokūjin: Shippu (632146C)
* j.C: only cancelable on hit; hitbox increased upwards
* j.C: only cancelable on hit; hitbox increased upwards
* Drive: special cancelable when activated against projectiles
* Drive: special cancelable when activated against projectiles
Line 134: Line 137:
* j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows untech time decreased on successful counter; can use jump normals/specials when descending on successful counter your jumps reset (you can jump twice/airdash again)
* j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows untech time decreased on successful counter; can use jump normals/specials when descending on successful counter your jumps reset (you can jump twice/airdash again)
* Backthrow: follow-up time is universal for all characters
* Backthrow: follow-up time is universal for all characters
* Renka: visual effect on 2nd hit changed (no changes to hitbox)
* Renka (236B): visual effect on 2nd hit changed (no changes to hitbox)
* Tsubaki: guard crush time increased
* Tsubaki (j.214C): guard crush time increased
* Yanagi: hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul, spends 2 magatama
* Yanagi (214D): hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul, spends 2 magatama


==Nu==
==Nu==
Line 144: Line 147:
* All aerial Ds: up/downwards hitboxes increased
* All aerial Ds: up/downwards hitboxes increased
* Backthrow: you change sides with the opponent on damage
* Backthrow: you change sides with the opponent on damage
* Sickle Storm: cancelable into Gravity Seed on block
* Sickle Storm (236D): cancelable into Gravity Seed on block
* Gravity Seed: you can buffer dash cancels now
* Gravity Seed (214A/B/C): you can buffer dash cancels now
* EA: startup and active frames now the same as other chars' EA; recovery and static difference are worse than other chars' EA
* EA: startup and active frames now the same as other chars' EA; recovery and static difference are worse than other chars' EA
* OD Calamity Sword: all hits can finish a round now
* OD Calamity Sword (632146D): all hits can finish a round now


==Tsubaki==
==Tsubaki==
Line 155: Line 158:
* 3CC: fixed a bug where she wouldn't be on CH state
* 3CC: fixed a bug where she wouldn't be on CH state
* CT: won't step back after hitting the opponent
* CT: won't step back after hitting the opponent
* Agnus Dei: attack level reduced (prorate worse & more unsafe on block)
* Agnus Dei (22B/D): attack level reduced (prorate worse & more unsafe on block)
* Benedictus Rex C: P1 nerfed; P2 buffed
* Benedictus Rex C (623C): P1 nerfed; P2 buffed
* Benedictus Rex D: untech time increased
* Benedictus Rex D (623D): untech time increased
* Confutatis Maledictus: min damage reduced
* Confutatis Maledictus (236236C/D): min damage reduced
* Macto Maledictus: Bugfix where you would “stagnate” in midair [?].
* Macto Maledictus (214214D): Bugfix where you would “stagnate” in midair [?].


==Hazama==
==Hazama==
Line 166: Line 169:
* Drive~B followup: projectile invul added while in movement
* Drive~B followup: projectile invul added while in movement
* Throw: opponent blows away less on successful throw
* Throw: opponent blows away less on successful throw
* Vengeful Viper: active frames increased; follow-ups can be done faster (doesn't change anything on hit, but reduces the gap on block)
* Vengeful Viper (214B): active frames increased; follow-ups can be done faster (doesn't change anything on hit, but reduces the gap on block)
* Rising Fang: landing recovery decreased
* Rising Fang (214D~B): landing recovery decreased
* Hungry Coils: active frames increased
* Hungry Coils (623D): active frames increased
* Serpent’s Infernal Rapture: faster start-up
* Serpent’s Infernal Rapture (236236B): faster start-up
* OD Eternal Coils of the Dragon Serpent: Bug fix where it wouldn't count as an overdrive finish
* OD Eternal Coils of the Dragon Serpent (632146C): Bug fix where it wouldn't count as an overdrive finish


==Mu==
==Mu==
Line 176: Line 179:
* 5B: attack level reduced (untech time remains the same)
* 5B: attack level reduced (untech time remains the same)
* 6B: 1st hit untech time increased
* 6B: 1st hit untech time increased
* Totsuka Blade: faster startup; recovered increased; total frames in ground ver. unchanged; air ver. takes longer for Mu to start descending
* Totsuka Blade (236D): faster startup; recovered increased; total frames in ground ver. unchanged; air ver. takes longer for Mu to start descending
* 6C: P2 nerfed
* 6C: P2 nerfed


Line 185: Line 188:
* 2D reduced enemy blowback on hit
* 2D reduced enemy blowback on hit
* 236A projectile will last less, and lowered speed. Also, shorted distance
* 236A projectile will last less, and lowered speed. Also, shorted distance
* j. Corona Upper is air blockable now.
* Air Corona Upper (j.623D) is air blockable now.
* infinite rush increased hitbox upwards except for the final hit. Reduced recovery. Enemy floats higher on final hit
* Infinite Rush (214A~CCC...): increased hitbox upwards except for the final hit. Reduced recovery. Enemy floats higher on final hit
* Star gazer reduced enemy float on hit.
* Stargazer (214A~C~B): reduced enemy float on hit.
* cosmic ray changed hit stop. On guard, less hit stop for opponent only and is worse on block no. (no change for hit)
* Cosmic Ray (214A~D): changed hit stop. On guard, less hit stop for opponent only and is worse on block no. (no change for hit)
* Shooting star low and throw invul on startup. Wall bound on counter hit even on midscreen. Increased wall stick time on corner.  
* Shooting Star (236B): low and throw invul on startup. Wall bound on counter hit even on midscreen. Increased wall stick time on corner. Worsened P1, for the move being the first hit of a combo lowered combo rate
* Worsened P1, for the move being the first hit of a combo lowered combo rate


==Valkenhayn==
==Valkenhayn==
Line 196: Line 198:
*Wolf Gauge cooldown is now a fixed 120f, regardless of whether you're in the air or on the ground (previously you had to be on the ground).
*Wolf Gauge cooldown is now a fixed 120f, regardless of whether you're in the air or on the ground (previously you had to be on the ground).
* Wolf 5C floats higher on hit
* Wolf 5C floats higher on hit
*Wolf grab recovers 25% wolf gauge on hit.
* In wolf form, landing during j.D active frames will result in Valk changing to human form after landing.
* In wolf form, landing during j.D active frames will result in Valk changing to human form after landing.
* You will remain in wolf form if you press j.D extremely late, just before landing. In 2.0 the human transformation is always guaranteed
* You will remain in wolf form if you press j.D extremely late, just before landing. In 2.0 the human transformation is always guaranteed
* Wolf grab recovers 25% wolf gauge immediately after the damage is dealt, which means you can probably recover then 3C cancel for a combo!
* Wolf grab recovers 25% wolf gauge immediately after the damage is dealt


==Platinum==
==Platinum==
Line 209: Line 210:
* Box: removed bonus proration
* Box: removed bonus proration
* Box (power-up): P1 on 2nd hit nerfed
* Box (power-up): P1 on 2nd hit nerfed
* Air Persia(movement): only has projectile invul; moves faster horizontally
* Air Persia (236A) (movement): only has projectile invul; moves faster horizontally
* Mami Circular: P2 buffed
* Mami Circular (236B/C): P2 buffed


==Izayoi==
==Izayoi==
Line 217: Line 218:
* 6[B]: trans-am's bits will attack now
* 6[B]: trans-am's bits will attack now
* 623B~A: once it starts you lose the invul immediately
* 623B~A: once it starts you lose the invul immediately
* OD Astraea: only does all hits if you successfully hit (otherwise it's only the 1st one); adjusted damage
* OD Astraea (Seraphim ~ D): only does all hits if you successfully hit (otherwise it's only the 1st one); adjusted damage
* Strike Fall: min damage removed
* Strike Fall (623B/C ~ D): min damage removed
* Trans-Am: only invul during superflash; fixed malfunction where bits wouldn't move properly
* Slaver Trans-Am (632146D): only invul during superflash; fixed malfunction where bits wouldn't move properly


==Relius Clover==
==Relius==
* 6B: faster startup; less float on hit; air untech time increased; added bonus proration
* 6B: faster startup; less float on hit; air untech time increased; added bonus proration
* Throw/Backthrow: blows away less on hit
* Throw/Backthrow: blows away less on hit
* Doll normals: can't be used during any kind of tech, OD or EA
* Doll normals: can't be used during any kind of tech, OD or EA
* Led Lay: invul to burst added while moving
* Led Lay (236A): invul to burst added while moving
* Air Id Lauger: height restriction lessened; can TK it now
* Air Id Lauger (j.236C): height restriction lessened; can TK it now
* Air Id Naias: summons doll closer; P1 nerfed; can't emergency tech on ground hit; can emergency tech on CH air hit (OD ver. not included)
* Air Id Naias (j.214B): summons doll closer; P1 nerfed; can't emergency tech on ground hit; can emergency tech on CH air hit (OD ver. not included)
* Duo Bios: Ignis won't hit behind her
* Duo Bios (236236D): Ignis won't hit behind her


==Bullet==
==Bullet==
Line 235: Line 236:
* 2C first hit will now knock down on anti-air hit and be untechable
* 2C first hit will now knock down on anti-air hit and be untechable
* 2C second hit launches higher
* 2C second hit launches higher
* You can now gatling from 2C, 6A, 6B into D moves
* You can now gatling from 2C, 6A, 6B into D moves when you hit and special cancel, it will calculate your new heat level before the special comes out
when you hit and special cancel, it will calculate your new heat level before the special comes out5D j.D horizontal hitbox reduced
* 5D j.D horizontal hitbox reduced, adjusted their guard stun in the air and on the ground to be the same
* Adjusted their guard stun in the air and on the ground to be the same
* When 5D and j.D are blocked, she can take air actions, BUT if the opponent is grounded and she did 5D, she can't move until landing
* When 5D and j.D are blocked, she can take air actions, BUT
if the opponent is grounded and she did 5D, she can't move until landing
* After hitting 5D or j.D, they bounce lower, and the cancel timings come later
* After hitting 5D or j.D, they bounce lower, and the cancel timings come later
* And they fixed a bug where some situations made her get counterhit
* And they fixed a bug where some situations made her get counterhit
Line 246: Line 245:
* 6D hitbox reduced, active faster, trajectory changed made it more active, reduced recovery
* 6D hitbox reduced, active faster, trajectory changed made it more active, reduced recovery
* added guard stun to the non-Heat Up version, and can't be cancelled on block
* added guard stun to the non-Heat Up version, and can't be cancelled on block
* Piercing Engage: less wall stick on Heat 1 hit
* Piercing Engage (41236C~236D): less wall stick on Heat 1 hit
* Cutting Sheer now has SMP applied to it
* Cutting Sheer (623B) now has SMP applied to it
* Snap Hands Fist has an easier time grabbing people below Bullet now
* Snap Hands Fist (623C) has an easier time grabbing people below Bullet now and made it less affected by character so it's less character-specific on timings etc
and made it less affected by character so it's less character-specific on timings etc
* Flechette Engage (623C~623D) launches less and now launches straight up
* Flechette Engage launches less and now launches straight up
* non-OD Rage Agressor (2363214C) is now considered a different move than OD Rage Aggressor
non-OD Rage Agressor is now considered a different move than OD Rage Aggressor


==Amane==
==Amane==
Line 257: Line 255:
* stand C, crouch C, 6C, damage reduced
* stand C, crouch C, 6C, damage reduced
* all Ds except 6D do more chip damage, combo correction adjusted
* all Ds except 6D do more chip damage, combo correction adjusted
* 6D no longer has its combo correction changed by your Spiral Level
* 6D no longer has its combo correction changed by your Spiral Level and its combo correction has been changed
and its combo correction has been changed
* Ginga (214C) projectile will now move to the outer edges of the screen
* Ginga projectile will now move to the outer edges of the screen


==Azrael==
==Azrael==
*2D pulls in on hit
*2D pulls in on hit
*3D/6D adjusted how the opponent is blown away on hit. Better frame advantage after normal hit (w/o WPs). (so I assume better oki on 2C 6C).
*3D/6D adjusted how the opponent is blown away on hit. Better frame advantage after normal hit (w/o WPs). (so I assume better oki on 2C 6C).
*Growler: will not be affected by dash intertia (no growler slide). Starter proration decreased
*Growler (214B): will not be affected by dash intertia (no growler slide). Starter proration decreased
*Valiant/hornet: Fully charged proration in combo is worse
*Valiant/Hornet (236D/214D): Fully charged proration in combo is worse
*Panzer strike: startup is slower. The rising part blows away further, so the second hit will hit more often. The falling hit blows less far on hit, and will result in a ground bounce. Also, the 2nd hit will not hit opponents behind AZ.
*Panzer Strike (623B): startup is slower. The rising part blows away further, so the second hit will hit more often. The falling hit blows less far on hit, and will result in a ground bounce. Also, the 2nd hit will not hit opponents behind AZ.
*Black Hawk Stinger: during the charge, AZ can withstand attacks but will still receive damage. OD version now has the same startup
*Black Hawk Stinger (236236D): during the charge, AZ can withstand attacks but will still receive damage. OD version now has the same startup


==Kagura==
==Kagura==
Line 278: Line 275:
* j.C: faster startup; landing recovery removed; opponent falls faster on air hit
* j.C: faster startup; landing recovery removed; opponent falls faster on air hit
* Drive stances can follow-up into moves faster
* Drive stances can follow-up into moves faster
* Dragon’s Blade: 1st hit float reduced; increased emergency untech time; 2nd hit attack level and recovery reduced, 2nd hit blows farther away and floats more
* Dragon’s Blade (2D~B): 1st hit float reduced; increased emergency untech time; 2nd hit attack level and recovery reduced, 2nd hit blows farther away and floats more
* Sky Dragon’s Strike: untech time increased
* Sky Dragon’s Strike (6D~C): untech time increased
* Dragon’s Dual Strike: slower startup, however because of the stance change, if you do it asap the total startup is faster than before
* Dragon’s Dual Strike (2D~C): slower startup, however because of the stance change, if you do it asap the total startup is faster than before
* Dragon’s Ascent B: P2 nerfed
* Dragon’s Ascent B ([2]8B): P2 nerfed
* Dragon’s Ascent C: P2 adjusted
* Dragon’s Ascent C ([2]8C): P2 adjusted
* Dragon’s Dance (follow-up ver.): damage increased; can't emergency tech; landing recovery reduced
* Dragon’s Dance (j.[8]2C) (follow-up ver.): damage increased; can't emergency tech; landing recovery reduced
* EA: fixed a bug where its reach would change depending on the situation
* EA: fixed a bug where its reach would change depending on the situation


==Kokonoe==
==Kokonoe==
* Graviton gauge recovers faster
* Graviton gauge recovers faster
Fixed a bug where the magnetic pull for left/right side differed
* Fixed a bug where the magnetic pull for left/right side differed
* 236D: You can press D to activate previously set up gravitons during special moves; they disappear faster once activated
* Activate Graviton  (236D): You can press D to activate previously set up gravitons during special moves; they disappear faster once activated
* "Aerial Powerdrive: Solid Wheel v3.37": fixed a bug where the opponent would blow away in a different direction if a graviton or 236D was in effect during it
* "Aerial Powerdrive: Solid Wheel v3.37" (236B): fixed a bug where the opponent would blow away in a different direction if a graviton or 236D was in effect during it
* "Pyro: Flaming Belobog v2.73": normal ver.'s P1 now the same as OD ver.; combo time level reduced
* "Pyro: Flaming Belobog v2.73" (214214A/B/C): normal ver.'s P1 now the same as OD ver.; combo time level reduced


==Terumi==
==Terumi==
Line 297: Line 294:
*2D has greater pull effect
*2D has greater pull effect
*4D hitbox moved downwards; OD 4D less untech
*4D hitbox moved downwards; OD 4D less untech
*Jagaku 1st hit range adjusted; cannot hit opponents far away or opponents too high; will now do followup animation even at low opponent heights; higher blockstun, so has better frame advantage
*Snakebite (236D) 1st hit range adjusted; cannot hit opponents far away or opponents too high; will now do followup animation even at low opponent heights; higher blockstun, so has better frame advantage
*Tsuishouga has faster startup but less blockstun; lower damage but forces crouch; less knockback; hitbox is slightly reduced from above
* Agonizing Fang (214C) has faster startup but less blockstun; lower damage but forces crouch; less knockback; hitbox is slightly reduced from above
*Garengeki now pulls in the opponent during attacks; only wallbounces in corner
* Cleaving Fang (22C) now pulls in the opponent during attacks; only wallbounces in corner


==Celica==
==Celica==
Line 310: Line 307:
* D moves (2nd hit): P1 nerfed, P2 buffed
* D moves (2nd hit): P1 nerfed, P2 buffed
* 2D (2nd hit): now a 2-hit move * a front and a rear hit (?)
* 2D (2nd hit): now a 2-hit move * a front and a rear hit (?)
* Pic Confit: travel speed and landing recovery decreased
* Pic Confit (j.214A): travel speed and landing recovery decreased
* Arc Griller: opponent doesn't blow away as far and floats less
* Arc Griller (236B): opponent doesn't blow away as far and floats less
* Lance Quiche: won't hit behind (backfire not included)
* Lance Quiche (214C): won't hit behind (backfire not included)
* Lance Quiche (backfire): won't hit forward; vacuum effect added
* Lance Quiche (214C) (backfire): won't hit forward; vacuum effect added


==Lambda==
==Lambda==
Line 320: Line 317:
* aerial D moves: up/downwards hitbox increased; longer window for gatling cancels
* aerial D moves: up/downwards hitbox increased; longer window for gatling cancels
* Backthrow: you change sides with the opponent
* Backthrow: you change sides with the opponent
* Act Parser Tri: Spada: opponent now blows away in the opposite direction as Lambda; landing recovery reduced she now slips through the opponent on both hit and block
* Act Parser Tri: Spada (236B~6A): opponent now blows away in the opposite direction as Lambda; landing recovery reduced she now slips through the opponent on both hit and block


==Hibiki==
==Hibiki==
Line 327: Line 324:
* OD J.2D will no longer get counter hit
* OD J.2D will no longer get counter hit
* His counter assault keeps counterhit state the entire way through now
* His counter assault keeps counterhit state the entire way through now
* Soaring Kick: can now be done in the air, and you can still do Piercing Feather.
* Soaring Kick (236A): can now be done in the air, and you can still do follow-ups with the exception of Piercing Feather.
* Ground version of Soaring Kick spends more time airborne and moves farther horizontally
* Ground version of Soaring Kick spends more time airborne and moves farther horizontally
* Piercing Feather has slower startup, only hits grounded opponents, and you can cancel into jump attacks or air specials on the way down
* Piercing Feather (236A~A) has slower startup, only hits grounded opponents, and you can cancel into jump attacks or air specials on the way down
* Thrashing Claw behaves differently now, it doesn't keep as much momentum from the Piercing Feather and has less pushback on block
* Thrashing Claw (236A~B) behaves differently now, it doesn't keep as much momentum from the Piercing Feather and has less pushback on block
* Pulverizing Fin does more damage when you hit higher up on the screen
* Pulverizing Fin (236A~C) does more damage when you hit higher up on the screen
* Catastrophic Strike is no longer projectile invulnerable
* Catastrophic Strike (236A~D) is no longer projectile invulnerable
* Piercing Muzzle Blade: can be done after Air Soaring Kick, moves faster than regular Muzzle Blade
* Piercing Muzzle Blade (j.214A): can be done after Air Soaring Kick, moves faster than regular Muzzle Blade
* Dual Wing Smash: has collision on both hibiki and the bunshin.
* Dual Wing Smash (214A/B): has collision on both hibiki and the bunshin.
* Dual Wing Smash: Heaven: has less recovery, movement speed adjusted, reduced overall frames, easier to hit crouching opponents but it will blow them back further, making it harder to combo off.
* Dual Wing Smash: Heaven (214A): has less recovery, movement speed adjusted, reduced overall frames, easier to hit crouching opponents but it will blow them back further, making it harder to combo off.
* Double Wing Cyclone: air ok, has less invuln.
* Double Wing Cyclone (623C): air ok, has less invuln.


==Naoto==
==Naoto==
Line 347: Line 344:
* 6C Can be gatling'd from 5D, 2D, 6D
* 6C Can be gatling'd from 5D, 2D, 6D
* All D moves After inputting any D move, if you press and hold D again, charged D won't come out
* All D moves After inputting any D move, if you press and hold D again, charged D won't come out
* Banishing Fang: Bigger hurtbox above him on startup, Floats higher if it hits in the air
* Banishing Fang (236B): Bigger hurtbox above him on startup, Floats higher if it hits in the air
* Banishing Fang: Roar: Increased active frames, reduced recovery; Has a bigger hitbox higher up, does not float as high on hit in air, is not in air when doing move
* Banishing Fang: Roar (236B~236B): Increased active frames, reduced recovery; Has a bigger hitbox higher up, does not float as high on hit in air, is not in air when doing move
* Banishing Fang: Raid:  Startup faster, Smaller hitbox lower after initial hitbox, worse proration
* Banishing Fang: Raid (236B~236B~236C):  Startup faster, Smaller hitbox lower after initial hitbox, worse proration
* Inferno Crusaders C: longer untech time, increased recovery
* Inferno Crusaders C (623C): longer untech time, increased recovery
* Sway non enhanced version reduced recovery, no changes to enhanced
* Shift Sway (214A) non enhanced version reduced recovery, no changes to enhanced
* Phantom Pain * command change 8A (from 28A), bigger hitbox
* Phantom Pain (214A~28A): command changed to 8A, bigger hitbox
* Phantom Pain increased time to follow up after hit, counter hit follow up time hasn't changed
* Phantom Pain increased time to follow up after hit, counter hit follow up time hasn't changed
* Slash Kaid Does not float as high on air hit,
* Slash Kaid (214D) Does not float as high on air hit,
* Enhanced Slash Kaid On hit from far away, increased stagger time
* Enhanced Slash Kaid (214D) On hit from far away, increased stagger time
* Enhanced Slash Kaid When hitting an opponent downed when close, it now staggers like it does on far hit
* Enhanced Slash Kaid (214D) When hitting an opponent downed when close, it now staggers like it does on far hit


==Nine==
==Nine==
Line 376: Line 373:
* throw full invul during throw animation
* throw full invul during throw animation
* air throw ( all character’s air throw become same expect tager)
* air throw ( all character’s air throw become same expect tager)
* DP increased damage after power buff
* DP increased damage after power buff. Increase recovery and hitstun on block
* any lv ice d attack decreased pushback, removed freeze time after DP but increased damage
* any lv ice d attack decreased pushback, removed freeze time after DP but increased damage
* any lv wind d attack increased pushback
* any lv wind d attack increased pushback
Line 386: Line 383:
* Timer increase opponent’s recovery frame
* Timer increase opponent’s recovery frame
* Raider: removed invul part from the animation  
* Raider: removed invul part from the animation  
* DP: increase recovery and hitstun on block
* Cardinal Nova: removed invul before flash but add invul during and after flash only attack once on block, less recovery, opponent position has been changed in order to combo
* Cardinal Nova: removed invul before flash but add invul during and after flash only attack once on block, less recovery, opponent position has been changed in order to combo
* Azurite Inferno: removed opponent’s invul after rc the first hit  
* Azurite Inferno: removed opponent’s invul after rc the first hit


==Izanami==
==Izanami==
Line 400: Line 396:
* All D attack: proration and scaling adjusted (doesn’t mentioned how), During OD and air tech, emergency tech, or wake up, you can’t buffer D attacks anymore
* All D attack: proration and scaling adjusted (doesn’t mentioned how), During OD and air tech, emergency tech, or wake up, you can’t buffer D attacks anymore
* 4D: bits less active and fly distance shortened (no longer full screen?)
* 4D: bits less active and fly distance shortened (no longer full screen?)
* Thunderbolt Lance A: on normal hit, it only wall bounces in the corner (counter hit still wallbounce mid-screen)
* Thunderbolt Lance A (214A): on normal hit, it only wall bounces in the corner (counter hit still wallbounce mid-screen)
* Ribcage: Cost barrier on activation now, Last until barrier reaches 0 (in training it’s 10 sec if you set barrier to infinite), Fixed sometimes it will break burst
* Shield of Dreams (623B): Cost barrier on activation now, Last until barrier reaches 0 (in training it’s 10 sec if you set barrier to infinite), Fixed sometimes it will break burst
* Ribcage release: more barrier recovery on hit
* Bulwark (623B~623B): more barrier recovery on hit
* Distant Affection: before animation starts removes ribcage now
* Distant Affection (63214C): before animation starts removes ribcage now
* Droplet and Orchid:  more reload time until it comes back to Izanami  
* Droplet and Orchid (41236D and 63214D):  more reload time until it comes back to Izanami  
* Both time stop super: removes ribcage, When time stop ends, they no longer slips out
* Both time stop super: removes ribcage, When time stop ends, they no longer slips out
* Astral: remove ribcage before animation starts
* Astral: remove ribcage before animation starts
Line 416: Line 412:
*3C worse p2
*3C worse p2
*Forward throw has less hitstop and less launch
*Forward throw has less hitstop and less launch
*DP has longer invuln, active frame hitboxes are all-around bigger
*Towering Flame (623C) has longer invuln, active frame hitboxes are all-around bigger
*Oshiyaku Zanka faster startup, bigger hitbox downwards
*Inevitable Calamity (CCC...) faster startup, bigger hitbox downwards
*Tachikiru Senjin bigger hitbox backwards
* Blade of Judgment (236D) bigger hitbox backwards
*Uchikuruu Kishin no Sengeki higher minimum damage, fixed a bug where certain attacks during animation wouldn't hit
* Strike of the Possessed God (632146D) higher minimum damage, fixed a bug where certain attacks during animation wouldn't hit


==Es==
==Es==
Line 430: Line 426:
* OD ver. 2D reduced recovery, 2nd part of Crest activation is now same as other D moves
* OD ver. 2D reduced recovery, 2nd part of Crest activation is now same as other D moves
* Forward throw reduced enemy blowback
* Forward throw reduced enemy blowback
* Air projectiles knockback is now same as grounded projectiles (reduced knockback)
* Air projectiles (j.236A/B) knockback is now same as grounded projectiles (reduced knockback)
* Type: Slasher "Mordred" will now hit enemy towards the direction she’s facing even with back part of hit
* Type: Slasher "Mordred" (214C) will now hit enemy towards the direction she’s facing even with back part of hit
* Type: Assaulter "Erec" the moment where she can move out of 214a is now same against every character
* Type: Assaulter "Erec" (214A) the moment where she can move out of 214a is now same against every character
* Type: Enchanter "Percival" increased effectiveness time
* Type: Enchanter "Percival" (632146D) increased effectiveness time


==Mai==
==Mai==
Line 439: Line 435:
* 5x[B]~6A/C: Bigger wallbounce on normal hit. Fatal counters.
* 5x[B]~6A/C: Bigger wallbounce on normal hit. Fatal counters.
* 5CC: Doesn't hit opponents behind her.
* 5CC: Doesn't hit opponents behind her.
* A Himeyuri: Better p1, worse p2. Upper hurtbox expanded. Pulls in airborne opponent on tip hit. Damage decreased on followup hits of OD version.
* A Himeyuri (236A): Better p1, worse p2. Upper hurtbox expanded. Pulls in airborne opponent on tip hit. Damage decreased on followup hits of OD version.
* B Himeyuri: Better p1, worse p2. Upper hurtbox expanded. Damage decreased on followup hits of OD version.
* B Himeyuri (236B): Better p1, worse p2. Upper hurtbox expanded. Damage decreased on followup hits of OD version.
* Himeyuri: Dipper: Better p1, worse p2. Damage decreased on followup hits of OD version.
* Himeyuri: Dipper (236C): Better p1, worse p2. Damage decreased on followup hits of OD version.
* Suzuran: p2 applied on both the dive and the shockwave.
* Suzuran (214A/B/C): p2 applied on both the dive and the shockwave.
* Suzuran: Blaze: p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
* Suzuran: Blaze (214B): p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
* Suzuran: Dipper: p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
* Suzuran: Dipper (214C): p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
 
==Navigation==
{{BBCF/Navigation}}

Latest revision as of 02:37, 18 September 2023

System changes

  • Special hurtboxes during things like spin and slide are standardized
  • Special hurtboxes like spin have more hitstun on crouching opponents
  • Standardized wallsplat hurtboxes (other than Tager and Susanoo)
  • Amount of barrier consumed when activating it reduced
  • Cooldown on barrier gauge regen is shortened
  • Amount of meter gain on IB increased
  • Uncharged crush trigger shorter window to combo. Charged crushed trigger is unchanged
  • Active flow now only triggers on the following:
    • When an attack hits (not on block)
    • Activating overdrive
    • Hitting with EA
    • When Opponent gets negative penalty
  • When overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind)
  • EA is now minus on block and has minimum damage. In CH state during recovery
  • Ground throws and command throws changed so you can’t throw people behind you
  • Air throw ranges all standardized (other than tager)
  • Some EAs and astral animations changed

Ragna

  • Air hurtbox increased upwards
  • 2D: Now a low.
  • 6A: Startup faster
  • 6B: Stagger time increased
  • 6D: Normal version's startup faster (same as OD ver.); reduced inertia from dashing
  • Gauntlet Hades (214B) (air/ground): Untechable time increased.
  • Blood Scythe (214D): Body/Foot/Projectile invul added while in movement; sliding time increased
  • Nightmare Edge (j.214C): can't emergency tech its last hit on ground hit anymore, same for both ground and air CH

Jin

  • 5B: slower startup
  • 2B: increased active frames, less recovery; total frames remain the same
  • OD C attacks: fixed a bug where the opponent would get hit in a way not intended under certain conditions
  • Fubuki (623B): changed the direction opponent flies to on normal hit; increased untech time; worse prorate; combo time level reduced
  • Rehhyou (623C): increased untech time
  • Sekkajin (22C): area of effect (to successfully hit opponent) reduced; JIn won't get knocked back once the move starts (easier to use in corner)
  • Hizansen (j.214C): worse prorate
  • Hizangeki (j.214D): Jin floats upwards before the 2nd hit; because of that change, the move's static difference is worse. 2nd hit has worse prorate
  • Hiyoku Getsumei (632146D): hitstop increased on the last hit; minimum damage reduced

Noel

  • Standing stagger frontal hurtbox increased
  • 5B: can't use 5B twice in the same string
  • 2B: can be used up to 2 times per string
  • 2C: stagger time and untech time increased
  • 6A: jump cancelable on block; floats less on hit
  • j.B: added rear hitbox
  • j.2C: hitbox increased upwards
  • 4D: body invul now starts from 1f; combo time level reduced
  • j.D: the move's trajectory won't change regardless of how you jump; faster startup; has Body invul while it's moving
  • Muzzle Flitter (214A): prorate buffed; untech time increased; follow-up time is universal for all characters

Rachel

  • Standing stagger frontal hurtbox increased
  • 2C: blows opponent farther away on CH
  • j.B: not an overhead anymore
  • j.2C: landing recovery decreased; only cancelable on hit; combo level time increased
  • Wind: no matter which direction you use it, it'll add to the negative penalty
  • Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA
  • George XIII (214A): when hit by a projectile, the frog will get knocked back
  • Ivy Blossom (214B): bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased; damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit; when Rachel is damaged the move disappears (won't disappear on block)

Litchi

  • Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH
  • Great Wheel (Overdrive): can't use it during any kind of tech, during OD activation or EA
  • Ren Chan (214B/C) (projectile part): less hitstop; floats less on air hit
  • Ren Chan B (214B) (Litchi part): less recovery; because of the projectile change it's more unsafe on block and worse on hit
  • Ren Chan C (214C) (Litchi): slower startup; less recovery; total frames have increased but she moves faster after throwing staff
  • Ren Chan C (214C) (Litchi): because of the projectile change it's more unsafe on block, but still the same on hit
  • Gut Shot (421C) (charge): faster startup after the crossup; will crossup even in the corner

Taokaka

  • 3C: prorate buffed
  • j.B: active frames and recovery increased
  • 4D: stagger on ground hit increased; now a Fatal Counter
  • Cat Spirit Encore (236C~B): less recovery on block and whiff; not a Fatal Counter anymore
  • Cat Spirit Two (j.236B): hitbox increased up/downwards

Tager

  • 5A: less knockback on air hit
  • 5B: inwards hitbox increased
  • j.B: adjusted how the opponent is blown away on CH
  • j.2C: upwards hitbox right after startup increased
  • Wedge Catapult (360B): follow-up time is universal for all characters
  • A Sledge (236A): P1 nerfed
  • B Sledge (236B): recovery increased; P1 nerfed; staggers on ground hit; floats higher on air hit
  • Sledge follow-up: they're considered different special moves when done from 236A, 236B, or 214D
  • Voltec Charge follow-up: faster startup

Bang

  • 6A: you can use it up to 2 times during a blockstring; 6A > 5B gatling added
  • 6C: now a Fatal Counter
  • 3C: floats less on CH; unable to emergency tech; hitbox increased upwards
  • D moves: prorate buffed
  • 5D: hitbox increased downwards
  • 2D: opponent floats the same height as normal hit on CH
  • Explosion during Drive (D~D): Bang doesn't jump as high after explosion; you can't move while descending but you land faster; doesn't hit multiple times on block (only hits once now); fixed a bug where the sprite would last on screen
  • Bang's Heavenly Double Palm Thrust (623B): inwards hitbox increased
  • Bumper (214A/B/C/D): the bumper's scarf changes as you use its charges; it'll always set up a bumper on screen when used in the corner
  • Flaming Air Attack (j.22A): removed height limitation; can be used right after jumping
  • Ultra Technique:"Hyper Shadowstep Strike" (236236D): able to grab opponents who've just started jumping/landing; less recovery on whiff (ground ver. only)

Arakune

  • Air hurtbox increased downwards
  • D moves' curse gain reduced on block
  • j.A: can't repeat on whiff anymore
  • Throw/Backthrow: adjusted how the opponent is blown away; both throws are the same; follow-up time is universal to all characters
  • Curse bugs: can't be used during Techs, EA activation, or Overdrive
  • Curse bugs: fixed a bug where bugs wouldn't disappear when Arakune got hit under certain circumstances.
  • Overdrive: when you don't enter curse right on OD activation, the curse gauge depletion speed won't get slower but it'll still get slower if you activate OD while in curse or you activate curse while in OD
  • Zero Vector (236D) (in AND out of curse): total recovery reduced; cloud will disappear if Arakune blocks a move
  • Y-Two Dash (j.236C): proration adjusted; combo time level reduced
  • Permutation, N, R (22A/B/C): curse gain reduced on block
  • F Equals (236236D) (ground/air): knockback reduced; the bug comes back faster in OD version

Carl

  • Doll gauge: doll's recovery rate after breaking has been slowed down
  • j.A: slower startup
  • Doll can't be used during any kind of techs, OD and EA.
  • Doll normals now cost more gauge (except 6D)
  • 6D: cost reduced; damage reduced
  • 3D: combo time level reduced
  • Allegretto (j.214C): P1 nerfed
  • Rhapsody of Memories (236236D): Nirvana won't hit behind her

Hakumen

  • Dash: inertia effect for moves when hopping has increased
  • 6A/6B: can be canceled into Kokūjin: Shippu (632146C)
  • j.C: only cancelable on hit; hitbox increased upwards
  • Drive: special cancelable when activated against projectiles
  • Drive: damage reduced, but now special cancelable
  • 5D: emergency untech time reduced
  • j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows untech time decreased on successful counter; can use jump normals/specials when descending on successful counter your jumps reset (you can jump twice/airdash again)
  • Backthrow: follow-up time is universal for all characters
  • Renka (236B): visual effect on 2nd hit changed (no changes to hitbox)
  • Tsubaki (j.214C): guard crush time increased
  • Yanagi (214D): hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul, spends 2 magatama

Nu

  • 3C: floats higher on hit
  • j.C: faster startup; first 3 hits' up/downwards hitbox increased
  • 5D: downwards hitbox increased
  • All aerial Ds: up/downwards hitboxes increased
  • Backthrow: you change sides with the opponent on damage
  • Sickle Storm (236D): cancelable into Gravity Seed on block
  • Gravity Seed (214A/B/C): you can buffer dash cancels now
  • EA: startup and active frames now the same as other chars' EA; recovery and static difference are worse than other chars' EA
  • OD Calamity Sword (632146D): all hits can finish a round now

Tsubaki

  • 6B: opponent blows away a lot on air hit, but floats less; can't emergency tech on CH
  • 6BB: opponent floats higher on CH
  • 2CC: downwards hitbox increased; makes opponent float on ground hit now
  • 3CC: fixed a bug where she wouldn't be on CH state
  • CT: won't step back after hitting the opponent
  • Agnus Dei (22B/D): attack level reduced (prorate worse & more unsafe on block)
  • Benedictus Rex C (623C): P1 nerfed; P2 buffed
  • Benedictus Rex D (623D): untech time increased
  • Confutatis Maledictus (236236C/D): min damage reduced
  • Macto Maledictus (214214D): Bugfix where you would “stagnate” in midair [?].

Hazama

  • Aerial D moves: goes into "long-range" version faster
  • Drive~A followup: total recovery reduced when used after aerial D moves
  • Drive~B followup: projectile invul added while in movement
  • Throw: opponent blows away less on successful throw
  • Vengeful Viper (214B): active frames increased; follow-ups can be done faster (doesn't change anything on hit, but reduces the gap on block)
  • Rising Fang (214D~B): landing recovery decreased
  • Hungry Coils (623D): active frames increased
  • Serpent’s Infernal Rapture (236236B): faster start-up
  • OD Eternal Coils of the Dragon Serpent (632146C): Bug fix where it wouldn't count as an overdrive finish

Mu

  • Standing stagger frontal hurtbox increased
  • 5B: attack level reduced (untech time remains the same)
  • 6B: 1st hit untech time increased
  • Totsuka Blade (236D): faster startup; recovered increased; total frames in ground ver. unchanged; air ver. takes longer for Mu to start descending
  • 6C: P2 nerfed

Makoto

  • air hurtbox on hit increased hurtbox upwards
  • 6c increased enemy blowback on hit and reduced their float. Increased untech time.
  • 3C enemy will float higher on hit.
  • 2D reduced enemy blowback on hit
  • 236A projectile will last less, and lowered speed. Also, shorted distance
  • Air Corona Upper (j.623D) is air blockable now.
  • Infinite Rush (214A~CCC...): increased hitbox upwards except for the final hit. Reduced recovery. Enemy floats higher on final hit
  • Stargazer (214A~C~B): reduced enemy float on hit.
  • Cosmic Ray (214A~D): changed hit stop. On guard, less hit stop for opponent only and is worse on block no. (no change for hit)
  • Shooting Star (236B): low and throw invul on startup. Wall bound on counter hit even on midscreen. Increased wall stick time on corner. Worsened P1, for the move being the first hit of a combo lowered combo rate

Valkenhayn

  • 6A floats lower and closer on hit, untech time increased, recovery decreased
  • Wolf Gauge cooldown is now a fixed 120f, regardless of whether you're in the air or on the ground (previously you had to be on the ground).
  • Wolf 5C floats higher on hit
  • In wolf form, landing during j.D active frames will result in Valk changing to human form after landing.
  • You will remain in wolf form if you press j.D extremely late, just before landing. In 2.0 the human transformation is always guaranteed
  • Wolf grab recovers 25% wolf gauge immediately after the damage is dealt

Platinum

  • Standing stagger frontal hurtbox increased
  • Powered-up Items now have bonus proration
  • Hammer (powerup included): faster startup
  • Cat (power-up): P2 nerfed
  • Bomb, Missile (power-up included): changed P2 (doesn't specify better or worse)
  • Box: removed bonus proration
  • Box (power-up): P1 on 2nd hit nerfed
  • Air Persia (236A) (movement): only has projectile invul; moves faster horizontally
  • Mami Circular (236B/C): P2 buffed

Izayoi

  • Gain Art dash/airdash: landing recovery increased
  • 6A: forces crouch on ground hit
  • 6[B]: trans-am's bits will attack now
  • 623B~A: once it starts you lose the invul immediately
  • OD Astraea (Seraphim ~ D): only does all hits if you successfully hit (otherwise it's only the 1st one); adjusted damage
  • Strike Fall (623B/C ~ D): min damage removed
  • Slaver Trans-Am (632146D): only invul during superflash; fixed malfunction where bits wouldn't move properly

Relius

  • 6B: faster startup; less float on hit; air untech time increased; added bonus proration
  • Throw/Backthrow: blows away less on hit
  • Doll normals: can't be used during any kind of tech, OD or EA
  • Led Lay (236A): invul to burst added while moving
  • Air Id Lauger (j.236C): height restriction lessened; can TK it now
  • Air Id Naias (j.214B): summons doll closer; P1 nerfed; can't emergency tech on ground hit; can emergency tech on CH air hit (OD ver. not included)
  • Duo Bios (236236D): Ignis won't hit behind her

Bullet

  • 5B 6B can only be dash cancelled while in Heat Up
  • 6A knockback reduced, can now gatling into 6B
  • 2C first hit will now knock down on anti-air hit and be untechable
  • 2C second hit launches higher
  • You can now gatling from 2C, 6A, 6B into D moves when you hit and special cancel, it will calculate your new heat level before the special comes out
  • 5D j.D horizontal hitbox reduced, adjusted their guard stun in the air and on the ground to be the same
  • When 5D and j.D are blocked, she can take air actions, BUT if the opponent is grounded and she did 5D, she can't move until landing
  • After hitting 5D or j.D, they bounce lower, and the cancel timings come later
  • And they fixed a bug where some situations made her get counterhit
  • 2D active faster, less recovery, trajectory changed
  • Added block stun to the non-Heat Up version and made it uncancellable on block
  • 6D hitbox reduced, active faster, trajectory changed made it more active, reduced recovery
  • added guard stun to the non-Heat Up version, and can't be cancelled on block
  • Piercing Engage (41236C~236D): less wall stick on Heat 1 hit
  • Cutting Sheer (623B) now has SMP applied to it
  • Snap Hands Fist (623C) has an easier time grabbing people below Bullet now and made it less affected by character so it's less character-specific on timings etc
  • Flechette Engage (623C~623D) launches less and now launches straight up
  • non-OD Rage Agressor (2363214C) is now considered a different move than OD Rage Aggressor

Amane

  • standing hurtbox while being hit has been extended forward
  • stand C, crouch C, 6C, damage reduced
  • all Ds except 6D do more chip damage, combo correction adjusted
  • 6D no longer has its combo correction changed by your Spiral Level and its combo correction has been changed
  • Ginga (214C) projectile will now move to the outer edges of the screen

Azrael

  • 2D pulls in on hit
  • 3D/6D adjusted how the opponent is blown away on hit. Better frame advantage after normal hit (w/o WPs). (so I assume better oki on 2C 6C).
  • Growler (214B): will not be affected by dash intertia (no growler slide). Starter proration decreased
  • Valiant/Hornet (236D/214D): Fully charged proration in combo is worse
  • Panzer Strike (623B): startup is slower. The rising part blows away further, so the second hit will hit more often. The falling hit blows less far on hit, and will result in a ground bounce. Also, the 2nd hit will not hit opponents behind AZ.
  • Black Hawk Stinger (236236D): during the charge, AZ can withstand attacks but will still receive damage. OD version now has the same startup

Kagura

  • Aerial spinning hurtbox increased downwards
  • 2C: hitbox increased downwards
  • 6B: faster startup; more active frames; less recovery; hitbox increased downwards; Drive cancelable
  • 6C: floats less on hit
  • 3C: P2 nerfed
  • j.B: opponent's hitstun motion on air hit has changed
  • j.C: faster startup; landing recovery removed; opponent falls faster on air hit
  • Drive stances can follow-up into moves faster
  • Dragon’s Blade (2D~B): 1st hit float reduced; increased emergency untech time; 2nd hit attack level and recovery reduced, 2nd hit blows farther away and floats more
  • Sky Dragon’s Strike (6D~C): untech time increased
  • Dragon’s Dual Strike (2D~C): slower startup, however because of the stance change, if you do it asap the total startup is faster than before
  • Dragon’s Ascent B ([2]8B): P2 nerfed
  • Dragon’s Ascent C ([2]8C): P2 adjusted
  • Dragon’s Dance (j.[8]2C) (follow-up ver.): damage increased; can't emergency tech; landing recovery reduced
  • EA: fixed a bug where its reach would change depending on the situation

Kokonoe

  • Graviton gauge recovers faster
  • Fixed a bug where the magnetic pull for left/right side differed
  • Activate Graviton (236D): You can press D to activate previously set up gravitons during special moves; they disappear faster once activated
  • "Aerial Powerdrive: Solid Wheel v3.37" (236B): fixed a bug where the opponent would blow away in a different direction if a graviton or 236D was in effect during it
  • "Pyro: Flaming Belobog v2.73" (214214A/B/C): normal ver.'s P1 now the same as OD ver.; combo time level reduced

Terumi

  • Terumi negative penalty resistance increased
  • 2D has greater pull effect
  • 4D hitbox moved downwards; OD 4D less untech
  • Snakebite (236D) 1st hit range adjusted; cannot hit opponents far away or opponents too high; will now do followup animation even at low opponent heights; higher blockstun, so has better frame advantage
  • Agonizing Fang (214C) has faster startup but less blockstun; lower damage but forces crouch; less knockback; hitbox is slightly reduced from above
  • Cleaving Fang (22C) now pulls in the opponent during attacks; only wallbounces in corner

Celica

  • Added an visual effect for when she has gray health
  • Airdash now shorter (travels less AND doesn't last as much)
  • Standing stagger frontal hurtbox increased
  • 3C: upwards hitbox increased
  • D moves: the amount of gray health you get increases the more D moves you use; gray health gain in OD now same as normally doesn't get gray health on blocked D moves but you can special cancel them; can't cancel moves on late recovery
  • 2D/6D: P2 nerfed
  • D moves (2nd hit): P1 nerfed, P2 buffed
  • 2D (2nd hit): now a 2-hit move * a front and a rear hit (?)
  • Pic Confit (j.214A): travel speed and landing recovery decreased
  • Arc Griller (236B): opponent doesn't blow away as far and floats less
  • Lance Quiche (214C): won't hit behind (backfire not included)
  • Lance Quiche (214C) (backfire): won't hit forward; vacuum effect added

Lambda

  • j.C: faster startup; up/downwards hitbox increased in the first 3 hits
  • 5D: downwards hitbox increased
  • aerial D moves: up/downwards hitbox increased; longer window for gatling cancels
  • Backthrow: you change sides with the opponent
  • Act Parser Tri: Spada (236B~6A): opponent now blows away in the opposite direction as Lambda; landing recovery reduced she now slips through the opponent on both hit and block

Hibiki

  • Hibiki’s lying-face-down hurtbox has been raised
  • J.2D and OD J.2D had their movement changed
  • OD J.2D will no longer get counter hit
  • His counter assault keeps counterhit state the entire way through now
  • Soaring Kick (236A): can now be done in the air, and you can still do follow-ups with the exception of Piercing Feather.
  • Ground version of Soaring Kick spends more time airborne and moves farther horizontally
  • Piercing Feather (236A~A) has slower startup, only hits grounded opponents, and you can cancel into jump attacks or air specials on the way down
  • Thrashing Claw (236A~B) behaves differently now, it doesn't keep as much momentum from the Piercing Feather and has less pushback on block
  • Pulverizing Fin (236A~C) does more damage when you hit higher up on the screen
  • Catastrophic Strike (236A~D) is no longer projectile invulnerable
  • Piercing Muzzle Blade (j.214A): can be done after Air Soaring Kick, moves faster than regular Muzzle Blade
  • Dual Wing Smash (214A/B): has collision on both hibiki and the bunshin.
  • Dual Wing Smash: Heaven (214A): has less recovery, movement speed adjusted, reduced overall frames, easier to hit crouching opponents but it will blow them back further, making it harder to combo off.
  • Double Wing Cyclone (623C): air ok, has less invuln.

Naoto

  • 5B Startup moves naoto moves farther forward, Bigger hitbox below, hitbox around his head increased
  • 2C untech time up
  • 6A Removed hitbox around head
  • 6B Can be gatling'd from 5B, 2B, 5C
  • 6C Goes farther, slower start up
  • 6C lost foot invincibility, can go under, can't hit crouching opponents, can be cancelled into specials and normals.
  • 6C Can be gatling'd from 5D, 2D, 6D
  • All D moves After inputting any D move, if you press and hold D again, charged D won't come out
  • Banishing Fang (236B): Bigger hurtbox above him on startup, Floats higher if it hits in the air
  • Banishing Fang: Roar (236B~236B): Increased active frames, reduced recovery; Has a bigger hitbox higher up, does not float as high on hit in air, is not in air when doing move
  • Banishing Fang: Raid (236B~236B~236C): Startup faster, Smaller hitbox lower after initial hitbox, worse proration
  • Inferno Crusaders C (623C): longer untech time, increased recovery
  • Shift Sway (214A) non enhanced version reduced recovery, no changes to enhanced
  • Phantom Pain (214A~28A): command changed to 8A, bigger hitbox
  • Phantom Pain increased time to follow up after hit, counter hit follow up time hasn't changed
  • Slash Kaid (214D) Does not float as high on air hit,
  • Enhanced Slash Kaid (214D) On hit from far away, increased stagger time
  • Enhanced Slash Kaid (214D) When hitting an opponent downed when close, it now staggers like it does on far hit

Nine

  • During crouching increased hurtbox
  • In the air increased hurtbox
  • Any dash or air dash movement and timing have been changed
  • Forward teleport can teleport further but increased recovery
  • Increase recovery and count as negative move
  • 2nd teleport decreased invul, counter hit before animation finishes, also count as negative more for all directions
  • 5A increased recovery
  • 5B increased recovery
  • 2A increased recovery and hurtbox
  • 2B increased hurtbox
  • 2C increased recovery and hurtbox
  • 6A faster startup but increased active and recovery
  • 6B faster startup but increased recovery
  • 6C faster startup but increased active and recovery
  • 3C faster startup but increased recovery and hurtbox
  • throw full invul during throw animation
  • air throw ( all character’s air throw become same expect tager)
  • DP increased damage after power buff. Increase recovery and hitstun on block
  • any lv ice d attack decreased pushback, removed freeze time after DP but increased damage
  • any lv wind d attack increased pushback
  • skull removed invul, skull now is considered as an attack, more attack patterns after it’s activated
  • Lightning ball moves faster at beginning then becomes slower and slower
  • Mirror moves faster at the beginning then becomes slower and slower, can be set up behind opponent
  • Orbs: cross faster startup if not charged but less plus frames and less active frames
  • Kunzite: only appears in front of nine, 2nd hit is not mid anymore. Decreased hitstun on block (kunzite will not track anymore and less advantage on block, nothing changed after hit)
  • Timer increase opponent’s recovery frame
  • Raider: removed invul part from the animation
  • Cardinal Nova: removed invul before flash but add invul during and after flash only attack once on block, less recovery, opponent position has been changed in order to combo
  • Azurite Inferno: removed opponent’s invul after rc the first hit

Izanami

  • Crouching hurtbox during combo is extended forward
  • Air hurtbox is extended downward
  • 2B: Before attack comes out, hurtbox extend forward, Attack level lowered, Recovery frames extended
  • 5C: Attack level lowered, Startup is faster but doesn’t move forward as far, When hitting an air opponent, they float lower
  • 5CC and 2CC: better scaling
  • 6B: special cancel and gatling limited only on hit now (except when she is in float)
  • 3C: gatling limited only on hit (except when she is in float), Less blow back on hit
  • All D attack: proration and scaling adjusted (doesn’t mentioned how), During OD and air tech, emergency tech, or wake up, you can’t buffer D attacks anymore
  • 4D: bits less active and fly distance shortened (no longer full screen?)
  • Thunderbolt Lance A (214A): on normal hit, it only wall bounces in the corner (counter hit still wallbounce mid-screen)
  • Shield of Dreams (623B): Cost barrier on activation now, Last until barrier reaches 0 (in training it’s 10 sec if you set barrier to infinite), Fixed sometimes it will break burst
  • Bulwark (623B~623B): more barrier recovery on hit
  • Distant Affection (63214C): before animation starts removes ribcage now
  • Droplet and Orchid (41236D and 63214D): more reload time until it comes back to Izanami
  • Both time stop super: removes ribcage, When time stop ends, they no longer slips out
  • Astral: remove ribcage before animation starts

Susano’o

  • Susanoo p2 is now correspondent to attack level
  • 6B has bigger hitbox above
  • 6B(1) has bigger hitbox below, less recovery, damage reduced
  • 5C less recovery
  • 2C(1) jump cancellable
  • 3C worse p2
  • Forward throw has less hitstop and less launch
  • Towering Flame (623C) has longer invuln, active frame hitboxes are all-around bigger
  • Inevitable Calamity (CCC...) faster startup, bigger hitbox downwards
  • Blade of Judgment (236D) bigger hitbox backwards
  • Strike of the Possessed God (632146D) higher minimum damage, fixed a bug where certain attacks during animation wouldn't hit

Es

  • crouch block increased hurbox upwards
  • downed state increased hurbox upwards
  • 2A increased hitbox inwards
  • 5C reduces recovery, reduced upwards float on hit
  • 3C increased hitbox and hurtbox upwards
  • 2D reduced recovery
  • OD ver. 2D reduced recovery, 2nd part of Crest activation is now same as other D moves
  • Forward throw reduced enemy blowback
  • Air projectiles (j.236A/B) knockback is now same as grounded projectiles (reduced knockback)
  • Type: Slasher "Mordred" (214C) will now hit enemy towards the direction she’s facing even with back part of hit
  • Type: Assaulter "Erec" (214A) the moment where she can move out of 214a is now same against every character
  • Type: Enchanter "Percival" (632146D) increased effectiveness time

Mai

  • 5x[B]~8A/C: Behavior on CH now the same as normal hit. Now also comes out with ~9A/C input.
  • 5x[B]~6A/C: Bigger wallbounce on normal hit. Fatal counters.
  • 5CC: Doesn't hit opponents behind her.
  • A Himeyuri (236A): Better p1, worse p2. Upper hurtbox expanded. Pulls in airborne opponent on tip hit. Damage decreased on followup hits of OD version.
  • B Himeyuri (236B): Better p1, worse p2. Upper hurtbox expanded. Damage decreased on followup hits of OD version.
  • Himeyuri: Dipper (236C): Better p1, worse p2. Damage decreased on followup hits of OD version.
  • Suzuran (214A/B/C): p2 applied on both the dive and the shockwave.
  • Suzuran: Blaze (214B): p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
  • Suzuran: Dipper (214C): p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.

Navigation

System Pages
Mechanics
Application & Advanced Information
Archived Information