< GGXRD-R2 | Patch Notes
(→Baiken) |
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*'''6H:''' Force crouch on hit. Knock back reduced. | *'''6H:''' Force crouch on hit. Knock back reduced. | ||
**Pushbox expanded forward. | **Pushbox expanded forward. | ||
*'''Volcanic Viper (DI version):''' screen shake increased on first hit. | *'''Volcanic Viper (DI version) (623S/H):''' screen shake increased on first hit. | ||
*'''Ground S Volcanic Viper:''' First part of 2nd hit's hitbox size increased overall. | *'''Ground S Volcanic Viper (623S):''' First part of 2nd hit's hitbox size increased overall. | ||
**Untech time increased on 2nd hit. | **Untech time increased on 2nd hit. | ||
*'''Ground S Volcanic Viper (DI version):''' First part of 2nd hit's hitbox size increased overall. | *'''Ground S Volcanic Viper (DI version) (623S):''' First part of 2nd hit's hitbox size increased overall. | ||
*'''Air Bandit Revolver:''' added horizontal knock back. | *'''Air Bandit Revolver (j.236K):''' added horizontal knock back. | ||
**2nd hit starts up earlier, more active frames, recovery is unchanged. | **2nd hit starts up earlier, more active frames, recovery is unchanged. | ||
**Does not do 2 hits on the later part if the move any longer. | **Does not do 2 hits on the later part if the move any longer. | ||
*'''Wild | *'''Wild Throw (623K):''' RC buffer on hit increased, including DI version. | ||
*'''Grand | *'''Grand Viper (214S):''' the time before Sol moves forward was reduced. | ||
**Startup and active frames unchanged. | **Startup and active frames unchanged. | ||
**Added acceleration to the rushing part of the move. | **Added acceleration to the rushing part of the move. | ||
**Added forward acceleration on the falling part of the move in DI. | **Added forward acceleration on the falling part of the move in DI. | ||
*'''Fafnir (DI version):''' screen shake increased. | *'''Fafnir (DI version) (41236H):''' screen shake increased. | ||
*'''PBB:''' screen shake increased. Added RC buffer on hit. | *'''PBB (j.623K):''' screen shake increased. Added RC buffer on hit. | ||
==Ky== | ==Ky== | ||
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*'''j.D:''' Moved the grinder set location lower, this affects the hitbox. | *'''j.D:''' Moved the grinder set location lower, this affects the hitbox. | ||
**Lower hitbox smaller | **Lower hitbox smaller | ||
*'''Ground Stun Edge (Fortified version):''' hitstop increased | *'''Ground Stun Edge (Fortified version) (236S):''' hitstop increased | ||
*'''Greed | *'''Greed Sever (214K):''' Pushback on block decreased. Hitbox size decreased overall. | ||
**Lower hurtbox increased. Ground bounce height lowered. | **Lower hurtbox increased. Ground bounce height lowered. | ||
**Changed the timing where ky starts falling downwards and the fall speed. | **Changed the timing where ky starts falling downwards and the fall speed. | ||
**Air duration and recovery is unchanged | **Air duration and recovery is unchanged | ||
*'''Air | *'''H Air Vapor Thrust (j.623H):''' increased horizontal knock back | ||
*'''Grinder:''' vetical hitbox when it strengthens a stunedge increased. | *'''Grinder:''' vetical hitbox when it strengthens a stunedge increased. | ||
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**Downward part changed to regular hitstun | **Downward part changed to regular hitstun | ||
*'''H vertical dolphin:''' Bounce back when the downward moving parts hits decreased | *'''H vertical dolphin:''' Bounce back when the downward moving parts hits decreased | ||
*'''Ensenga?:''' First hit on the rising portion is an overhead. | *'''Ensenga? (j.41236H):''' First hit on the rising portion is an overhead. | ||
**Startup on the first hit decreased. | **Startup on the first hit decreased. | ||
**Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well. | **Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well. | ||
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==Millia== | ==Millia== | ||
*'''6P: | *'''6P:''' gatling into 6H added. | ||
*'''Badmoon (above minimum height):''' hit count increases with height | *'''Badmoon (above minimum height) (j.236P):''' hit count increases with height | ||
**Forward speed increased | **Forward speed increased | ||
**Damage reduced | **Damage reduced | ||
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**Ground bounces on hit and knocks away | **Ground bounces on hit and knocks away | ||
**Regular hitstun on ground hit | **Regular hitstun on ground hit | ||
*'''Silent | *'''Silent Force (j.214S/H):''' can pick up pin with roll and 2nd roll follow up | ||
*'''Emerald | *'''Emerald Rain (236236S):''' forced proration added | ||
**Wall bounce decreased | **Wall bounce decreased | ||
**Height, speed and knock back of projectiles changed | **Height, speed and knock back of projectiles changed | ||
*'''Chroming Rose:''' Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose | *'''Chroming Rose (214214S):''' Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose | ||
**Turbofalls speed and startup are faster in chroming rose | **Turbofalls speed and startup are faster in chroming rose | ||
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*'''j.S:''' jump cancelable | *'''j.S:''' jump cancelable | ||
*'''Eddie unsummon:''' doesn't take Eddie meter if you release P, K or S while unsummoning | *'''Eddie unsummon:''' doesn't take Eddie meter if you release P, K or S while unsummoning | ||
*''' | *'''Deadman's Hand (Eddie > 63214D):''' forward movement faster at the start, slower during active frames | ||
**Lower hurtbox on start and active decreased | **Lower hurtbox on start and active decreased | ||
*'''Damned Fang:''' RC buffer on hit increased | *'''Damned Fang (623S):''' RC buffer on hit increased | ||
*'''Drunken Shade:''' horizontal knock back increased, vertical knock back reduced | *'''Drunken Shade (214S):''' horizontal knock back increased, vertical knock back reduced | ||
*'''Great | *'''Great White (632146S):''' hitbox influenced by time stop | ||
**consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned. | **consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned. | ||
**Attacks 3 times, depending on the amount of Eddie gauge left. | **Attacks 3 times, depending on the amount of Eddie gauge left. | ||
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==Potemkin== | ==Potemkin== | ||
*'''j.D:''' fixed a bug where pot would not transition into landing. | *'''j.D:''' fixed a bug where pot would not transition into landing. | ||
*'''Heat | *'''Heat Knuckle (623H):''' startup decreased | ||
**Recovery on hit increased | **Recovery on hit increased | ||
*'''Forward | *'''Forward Mega Fist (236P):''' knocks downwards on air hit | ||
*'''Potemkin Buster:''' RC buffer on hit increased | *'''Potemkin Buster (632146P):''' RC buffer on hit increased | ||
*'''ICPM:''' can combo after on RC | *'''ICPM (41236H):''' can combo after on RC | ||
*'''Heavenly Potemkin Buster:''' RC buffer on hit increased | *'''Heavenly Potemkin Buster (236236S):''' RC buffer on hit increased | ||
**Startup decreased | **Startup decreased | ||
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*'''j.S:''' lower hitbox increased | *'''j.S:''' lower hitbox increased | ||
*'''j.H:''' first hits vertical knock back decreased | *'''j.H:''' first hits vertical knock back decreased | ||
*'''Air | *'''Air Alpha Blade (j.236P):''' turns to face the opponent if the early part hits | ||
*'''Ground | *'''Ground Beta Blade (623S):''' throw invul added | ||
*'''Genrouzan/wall cling genrouzan:''' RC buffer on hit increased | *'''Genrouzan/wall cling genrouzan (63214S):''' RC buffer on hit increased | ||
*'''Wall | *'''Wall Cling Alpha Blade (Wall > P):''' hitstop increased | ||
**Horizontal knock back increased, vertical knock back decreased | **Horizontal knock back increased, vertical knock back decreased | ||
**Knocks opponent in the direction chipp is facing | **Knocks opponent in the direction chipp is facing | ||
**Horizontal movement decreased | **Horizontal movement decreased | ||
*'''Zansei | *'''Zansei Rouga (632146H):''' last hit horizontal knock back increased | ||
**Last hit can be RCed | **Last hit can be RCed | ||
*'''Ryuu Yanagi:''' minimum damage reduced | *'''Ryuu Yanagi (j.214214K):''' minimum damage reduced | ||
==Faust== | ==Faust== | ||
*'''Going My Way:''' Pushbox while active removed | *'''Going My Way (j.236H):''' Pushbox while active removed | ||
**Removed landing recovery after all hits land | **Removed landing recovery after all hits land | ||
**Hitbox and hurtbox altered | **Hitbox and hurtbox altered | ||
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**Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further | **Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further | ||
**Faust rises high up in the latter half of the move | **Faust rises high up in the latter half of the move | ||
*''' | *'''From Above (214S):''' Faust falls faster | ||
**Faust does not bounce off on hit | **Faust does not bounce off on hit | ||
**Faust has no pushbox after hitting until he lands | **Faust has no pushbox after hitting until he lands | ||
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**Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased | **Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased | ||
**The speed at which Faust bounces back on block or whiff was altered | **The speed at which Faust bounces back on block or whiff was altered | ||
*''' | *'''Spear Point Centripetal Dance (236S):''' Can cancel into followups earlier | ||
*'''Pogo~K:''' Front hurtbox is smaller in the first half of the move, and wider in the second half | *'''Growing Flower (Pogo~K):''' Front hurtbox is smaller in the first half of the move, and wider in the second half | ||
**Hitbox is wider | **Hitbox is wider | ||
*'''Pogo~S:''' If YRCed, the flower comes out as a mid hitting projectile | *'''See? I'm A Flower! (Pogo~S):''' If YRCed, the flower comes out as a mid hitting projectile | ||
**When done in the corner, the flower will still appear on stage | **When done in the corner, the flower will still appear on stage | ||
*'''Pogo~9:''' Buffer into Pogo~P/K/S/H/D extended | *'''Small Jump (Pogo~9):''' Buffer into Pogo~P/K/S/H/D extended | ||
*'''Doctor Copter (Pogo~8):''' Startup is faster | *'''Doctor Copter (Pogo~8):''' Startup is faster | ||
*'''Stimulating Fists of Annihilation:''' RC buffer on hit increased | *'''Stimulating Fists of Annihilation (236236S):''' RC buffer on hit increased | ||
==Axl== | ==Axl== | ||
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*'''j.6K:''' Vacuums the opponent even on air block | *'''j.6K:''' Vacuums the opponent even on air block | ||
*'''j.2S:''' Added gatling into j.P | *'''j.2S:''' Added gatling into j.P | ||
*'''Heaven Can Wait (Mid):''' Overall duration when not successful is longer, counter catch time is the same | *'''Heaven Can Wait (Mid) (214P):''' Overall duration when not successful is longer, counter catch time is the same | ||
**Overall duration on successful counter is shorter | **Overall duration on successful counter is shorter | ||
**Vertical knock back increased, unaffected by the opponent's weight | **Vertical knock back increased, unaffected by the opponent's weight | ||
**RC buffer on hit increased | **RC buffer on hit increased | ||
*'''Heaven Can Wait (Low):''' RC buffer on hit increased | *'''Heaven Can Wait (Low) (214K):''' RC buffer on hit increased | ||
*'''Sparrowhawk Stance:''' Follow up attacks do not stay unblockable | *'''Sparrowhawk Stance (63214H):''' Follow up attacks do not stay unblockable | ||
*'''Sickle Storm:''' First hit horizontal knock back increased | *'''Sickle Storm (2363214H):''' First hit horizontal knock back increased | ||
**Second hit vertical knock back increased | **Second hit vertical knock back increased | ||
**Axl takes longer to throw the sickle out, overall duration unchanged | **Axl takes longer to throw the sickle out, overall duration unchanged | ||
**The above mentioned part's hitbox is widens backwards | **The above mentioned part's hitbox is widens backwards | ||
**Fixed a bug where the opponent would be stuck in a block animation | **Fixed a bug where the opponent would be stuck in a block animation | ||
*'''Shark Strike:''' Vacuums the opponents even on air block | *'''Shark Strike (214214S):''' Vacuums the opponents even on air block | ||
==Venom== | ==Venom== | ||
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*'''j.H:''' Lowered damage | *'''j.H:''' Lowered damage | ||
*'''j.D:''' Lowered damage | *'''j.D:''' Lowered damage | ||
*'''Stinger Aim:''' First hit builds more RISC on block, second hit builds the same amount as before | *'''Stinger Aim ([4]6S/H):''' First hit builds more RISC on block, second hit builds the same amount as before | ||
*'''Carcass Raid:''' First hit builds more RISC on block, second hit builds the same amount as before | *'''Carcass Raid ([2]8S/H):''' First hit builds more RISC on block, second hit builds the same amount as before | ||
*'''S Double Head Morbid:''' The hitbox on the interior portion is widened backwards | *'''S Double Head Morbid (623S):''' The hitbox on the interior portion is widened backwards | ||
**Launches balls upwards on contact, which then bounce off the ceiling and the ground | **Launches balls upwards on contact, which then bounce off the ceiling and the ground | ||
**Ball speed increased | **Ball speed increased | ||
*'''H Double Head Morbid:''' The hitbox on the interior portion is widened backwards | *'''H Double Head Morbid (623H):''' The hitbox on the interior portion is widened backwards | ||
**Knock back increased on block | **Knock back increased on block | ||
**Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground | **Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground | ||
**Ball speed increased | **Ball speed increased | ||
*'''QV:''' Screen shake added right before active frames | *'''QV (41236P/K/S/H):''' Screen shake added right before active frames | ||
**The hitbox on the inner portion is larger behind | **The hitbox on the inner portion is larger behind | ||
*'''Dark Angel:''' Chip damage increased | *'''Dark Angel (2363214S):''' Chip damage increased | ||
==Slayer== | ==Slayer== |
Revision as of 01:34, 23 February 2018
System Changes
- Air blitz: Fixed a bug where doing blitz before landing would not take meter
Sol
- Forward dash: Acceleration increased, including the Dragon Install version.
- 6H: Force crouch on hit. Knock back reduced.
- Pushbox expanded forward.
- Volcanic Viper (DI version) (623S/H): screen shake increased on first hit.
- Ground S Volcanic Viper (623S): First part of 2nd hit's hitbox size increased overall.
- Untech time increased on 2nd hit.
- Ground S Volcanic Viper (DI version) (623S): First part of 2nd hit's hitbox size increased overall.
- Air Bandit Revolver (j.236K): added horizontal knock back.
- 2nd hit starts up earlier, more active frames, recovery is unchanged.
- Does not do 2 hits on the later part if the move any longer.
- Wild Throw (623K): RC buffer on hit increased, including DI version.
- Grand Viper (214S): the time before Sol moves forward was reduced.
- Startup and active frames unchanged.
- Added acceleration to the rushing part of the move.
- Added forward acceleration on the falling part of the move in DI.
- Fafnir (DI version) (41236H): screen shake increased.
- PBB (j.623K): screen shake increased. Added RC buffer on hit.
Ky
- 6H: 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
- j.D: Moved the grinder set location lower, this affects the hitbox.
- Lower hitbox smaller
- Ground Stun Edge (Fortified version) (236S): hitstop increased
- Greed Sever (214K): Pushback on block decreased. Hitbox size decreased overall.
- Lower hurtbox increased. Ground bounce height lowered.
- Changed the timing where ky starts falling downwards and the fall speed.
- Air duration and recovery is unchanged
- H Air Vapor Thrust (j.623H): increased horizontal knock back
- Grinder: vetical hitbox when it strengthens a stunedge increased.
May
- 2S: gatlings into 3K
- 3K: moves forward faster.
- Deceleration starts earlier, overall slower movement
- j.D: counter hit untech time increased.
- Horizontal knock back on counter hit decreased
- S vertical dolphin: hurtbox during the upwards movement decreased.
- Bounce back when the downward moving parts hits decreased.
- Downward part changed to regular hitstun
- H vertical dolphin: Bounce back when the downward moving parts hits decreased
- Ensenga? (j.41236H): First hit on the rising portion is an overhead.
- Startup on the first hit decreased.
- Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
- First hit lower hitbox increased.
Millia
- 6P: gatling into 6H added.
- Badmoon (above minimum height) (j.236P): hit count increases with height
- Forward speed increased
- Damage reduced
- Hitstop reduced
- Untech time reduced
- Ground bounces on hit and knocks away
- Regular hitstun on ground hit
- Silent Force (j.214S/H): can pick up pin with roll and 2nd roll follow up
- Emerald Rain (236236S): forced proration added
- Wall bounce decreased
- Height, speed and knock back of projectiles changed
- Chroming Rose (214214S): Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
- Turbofalls speed and startup are faster in chroming rose
Zato
- 2K: gatling into 5D added
- f.S: gatling into 6H added
- 6H: horizontal knock back on hit increased
- Horizontal knock back on counter hit increased slightly
- j.S: jump cancelable
- Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
- Deadman's Hand (Eddie > 63214D): forward movement faster at the start, slower during active frames
- Lower hurtbox on start and active decreased
- Damned Fang (623S): RC buffer on hit increased
- Drunken Shade (214S): horizontal knock back increased, vertical knock back reduced
- Great White (632146S): hitbox influenced by time stop
- consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
- Attacks 3 times, depending on the amount of Eddie gauge left.
Potemkin
- j.D: fixed a bug where pot would not transition into landing.
- Heat Knuckle (623H): startup decreased
- Recovery on hit increased
- Forward Mega Fist (236P): knocks downwards on air hit
- Potemkin Buster (632146P): RC buffer on hit increased
- ICPM (41236H): can combo after on RC
- Heavenly Potemkin Buster (236236S): RC buffer on hit increased
- Startup decreased
Chipp
- Pre standing animation: hurtbox in the back decreased
- Jump startup: hurtbox in the back decreased
- j.S: lower hitbox increased
- j.H: first hits vertical knock back decreased
- Air Alpha Blade (j.236P): turns to face the opponent if the early part hits
- Ground Beta Blade (623S): throw invul added
- Genrouzan/wall cling genrouzan (63214S): RC buffer on hit increased
- Wall Cling Alpha Blade (Wall > P): hitstop increased
- Horizontal knock back increased, vertical knock back decreased
- Knocks opponent in the direction chipp is facing
- Horizontal movement decreased
- Zansei Rouga (632146H): last hit horizontal knock back increased
- Last hit can be RCed
- Ryuu Yanagi (j.214214K): minimum damage reduced
Faust
- Going My Way (j.236H): Pushbox while active removed
- Removed landing recovery after all hits land
- Hitbox and hurtbox altered
- Untech time increased
- Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
- Faust rises high up in the latter half of the move
- From Above (214S): Faust falls faster
- Faust does not bounce off on hit
- Faust has no pushbox after hitting until he lands
- Hit type changed to ground bounce from regular hitstun
- Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
- The speed at which Faust bounces back on block or whiff was altered
- Spear Point Centripetal Dance (236S): Can cancel into followups earlier
- Growing Flower (Pogo~K): Front hurtbox is smaller in the first half of the move, and wider in the second half
- Hitbox is wider
- See? I'm A Flower! (Pogo~S): If YRCed, the flower comes out as a mid hitting projectile
- When done in the corner, the flower will still appear on stage
- Small Jump (Pogo~9): Buffer into Pogo~P/K/S/H/D extended
- Doctor Copter (Pogo~8): Startup is faster
- Stimulating Fists of Annihilation (236236S): RC buffer on hit increased
Axl
- 5K: Removed gatling into 2H
- 2P: Can cancel into f.S regardless of distance from the opponent
- 2K: Removed gatling into 2H
- 2S: Vacuums the opponent even on air block
- 2H: Special cancelable
- Startup increased, overall duration longer
- Normal hitstun on hit
- Attack level on first hit reduced
- Amount of RISC taken off by the first hit increased
- Added initial proration
- 2nd hit vacuums the opponent even on air block
- In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
- 6P: Removed gatling into 2H
- 6K: Vacuums the opponent even on air block
- j.S: Vacuums the opponent even on air block
- j.6K: Vacuums the opponent even on air block
- j.2S: Added gatling into j.P
- Heaven Can Wait (Mid) (214P): Overall duration when not successful is longer, counter catch time is the same
- Overall duration on successful counter is shorter
- Vertical knock back increased, unaffected by the opponent's weight
- RC buffer on hit increased
- Heaven Can Wait (Low) (214K): RC buffer on hit increased
- Sparrowhawk Stance (63214H): Follow up attacks do not stay unblockable
- Sickle Storm (2363214H): First hit horizontal knock back increased
- Second hit vertical knock back increased
- Axl takes longer to throw the sickle out, overall duration unchanged
- The above mentioned part's hitbox is widens backwards
- Fixed a bug where the opponent would be stuck in a block animation
- Shark Strike (214214S): Vacuums the opponents even on air block
Venom
- j.S: Lowered damage
- j.H: Lowered damage
- j.D: Lowered damage
- Stinger Aim ([4]6S/H): First hit builds more RISC on block, second hit builds the same amount as before
- Carcass Raid ([2]8S/H): First hit builds more RISC on block, second hit builds the same amount as before
- S Double Head Morbid (623S): The hitbox on the interior portion is widened backwards
- Launches balls upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
- H Double Head Morbid (623H): The hitbox on the interior portion is widened backwards
- Knock back increased on block
- Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
- QV (41236P/K/S/H): Screen shake added right before active frames
- The hitbox on the inner portion is larger behind
- Dark Angel (2363214S): Chip damage increased
Slayer
- 5P: Attack level increased
- 2K: Damage increased
- Knockback reduced
- 2S: Damage increased
- 6K: Once the K button is released, you cannot do the feint
- Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
- 6H: Cancel window extended
- Bloodsucking Universe: RC buffer on hit increased
- Whiffing a special does not end the CH buff state
- If you land a bite while in the CH buff state, the new buff will last longer
- Time during cinematics no longer counts to the CH buff timer
I-No
- Air Dash after 663: Special cancelable
- f.S: Startup faster, recovery reduced
- Hitbox larger in every direction other than behind
- f.S>6S: recovery reduced
- Hitbox larger in every direction other than downwards
- 2D: Startup faster
- j.S: Hitbox larger behind
- j.H: recovery shorter
- Ground Note: Up and Down inputs affect the movement of the note more
- S Stroke The Big Tree: stagger time increased
- P Sultry Performance: Minimum height added
- If the attack hits at the same time I-no lands, she bounces backwards
- Max charge ground bounces on hit
- The bounce back after the attack lands can be cancelled into Fortissimo
- K Sultry Performance: Minimum height added
- S Sultry Performance: Minimum height added
- H Sultry Performance: Standardized the speed I-no moves during the active frames
- I-no now has a pushbox during the active frames
- Landing recovery reduced, max charge version has no landing recovery
- Knock back increased
- Air Vertical Chemical Love: When done during the air dash after 663, the trajectory is altered
Bedman
- Forward Dash: Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
- 1/2/3H: Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
- 6P: Untech time increased on counter hit
- 6H (followup): Startup slower
- First hit's knock back decreased
- Only the first hit is special cancelable
- Ground Blitz Shield: Return position of Task A and Task A' altered while doing Blitz on the ground
- Task B: Hitbox and hurtbox on the lower portion increased
- Return position of Task A and Task A' altered
- Ground Task B: Startup faster
- The initial speed is fast, but it decelerates as the move goes on
- Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent
- Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.
- Various Air Dejavus: Minimum height increased
- Landing recovery decreased
- Hemijack: Overall duration shortened
- Made it hard to build meter while Hemijack is active
- Hemijack (projectile): Cannot hit grounded opponents
- Appears directly above the opponent
- Destroyed after taking 3 attacks
- Hitbox and hurtbox changed
Ramlethal
- f.S(sword): cancels into forpelli in stylish mode on auto combo
- f.S(no sword): cancels into martelli in stylish mode on auto combo
- 2D: cancels into martelli in stylish mode on block auto combo
- Ground/air throw: distance opponent lands after throw reduced
- Various sword sets: when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
- PPK, KPK: increased attack level
- Increased knock back on block
- PK4K, KK4K, K4K: decreased upper hurtbox before the attack
- Dauro: accepts buffer inputs.
- Dauro (just frame): forced proration removed
- Flama Cargo: easier to carry dash momentum before the active frames
- RC buffer on hit increased
- Cassius: hitbox on the back right after startup larger
- Martelli: can do this move when S sword is set. Slower startup than equipped version.
- Knocks away on ground hit.
- Untech time increased
- Forpelli: can do this move when H sword is set. Slower startup than equipped version.
- Explode: RC buffer on hit increased
Sin
- 5H (2nd hit): Changed knock back to a horizontal one, pulls the opponent in (vacuums)
- Has vertical knock back on counter hit
- Knocks down (where they fall forward (probably face down kd)) on air hit
- 6H: Knock back decreased
- 2D: Startup reduced
- Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
- Charged version charged faster
- I'm Sure I'll Hit Something: All hits untech time normalized to be the same as the final hits untech time
- Bull Bash: Startup reduced
- Elk Hunt: Hitbox of the beginning part of the attack made taller
- Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased
Elphelt
- 2S: Vertical knock back decreased
- Added gatling into 2H
- 2H: First hit's vertical knock back decreased
- 6P: knock back decreased
- j.D: Vertical knock back on counter hit increased
- When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
- j.D (RCed just before active): Made it possible to hit crouchers
- Lower hitbox increased
- Ground Bridal Express: Made it so that it will always knock the opponent forward
- Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
- Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire
- Judge Better Half: Knock back on the latter half of the active frames increased
- RC Buffer for after the cinematic increased
- Genoverse: The hitbox right at the beginning of startup is extended forward
Leo
- f.S~P: Can YRC when it guard points a move
- 5H~P: Can YRC when it guard points a move
- 6P: Hitstop on armor reduced, start up varies based on the timing it armored a move
- j.D: Hits 3 times
- Along with the above change, it's performance is changed entirely
- When cancelled after making contact with the opponent, Leo will turn to face the opponent
- air throw: Leo falls slower
- S Graviert Würde: YRC window increased
- S Eisen Sturm: Horizontal movement increased on the rising portion
- 1st hit active frames reduced
- 2nd hit vertical knock back increased, horizontal knock back decreased
- 2nd hit untech time increased
- H Eisen Sturm: 1st hit active frames reduced
- Vertical knock back on later active frames decreased
- Brynhildr Stance: Buffer on everything other than dashes increased
- Leidenschaft Dirigent: Cinematic animation switched to 4th or 5th hit
Johnny
- j.D: Cancel window larger
- Mist Finer Stance: Time to buffer ground dash increased
- Mist Finer Air dash overall duration decreased
- Mist Finer Dash can be canceled into Mist Finer
- Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
- Mist Finer: The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
- Ground Zweihander: The timing on the jump is later when the follow up input is used
- Projectile hitbox larger
- Air Zweihander: Projectile hitbox larger
- That's My Name: RC buffer on hit increased
Jack-O
- Elysion Driver (6D): RC Buffer on hit increased
- Hunger of Dopoulos (4D/Meterless Version): Startup reduced
- The direction and the timing the opponent gets knocked back on hit cannot be controlled
- Hunger of Dopoulos (4D/Metered Version): RC buffer on hit increased
- Ghost Pick Up: Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
- After a certain amount of time, the ghost you are hold starts to regenerate health
- The time until the next servant spawns for the ghost you're holding is decreased
- Ghost Throw: Damage increases with Ghost levels
- After throwing the ghost, the time until the next servant spawns is increased
- Servant: Fixed a bug where more than 3 servants of a kind could be spawned
- K Servant: Depending on the level, the about of RISC taken away on hit is reduced
- Organ Deployment: If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
- Organ Followups: Clock Up, Explode, Aegis Field cooldowns shortened
- Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
- Clock Up: Fixed a bug where the servants kept animating powering up even though they were at max level
- Forever Elysion Driver: RC buffer on hit increased
Jam
- 5H: Can cancel into f.S regardless of distance from the opponent
- 6P: Knock back on the first hit decreased
- Knock back decreased
- j.S: Vertical knock back decreased
- Senri Shinshou: When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
- Hochifu~P: Cancels projectiles
- Renhoukyaku (super puffball): Overall duration increased, hitstop increased
- Advantage on block unchanged
- Bao Saishinshou: Fixed a bug where the animation on his changed based on the platform the game was running on
Raven
- Excitement: Does not decrease while Raven takes damage
- Fixed a bug where his excitement would not decreased during charged blitz
- Crouch: Hurtbox widened forward
- j.D: Untech time on 2nd hit reduced
- Air Grausam Impuls: If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
- Active frames reduced
- Landing recovery added if raven lands during the move, no landing recovery if move is completed
- Ground Scharf Kugel: Moves forward less, slowly rises
- Startup increased
- Active frames increased
Haehyun
- 6P: Attack level increased
- Vertical knock back on regular hit decreased
- 5D: When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
- j.H: Untech time reduced
- j.2K: When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
- Attack level increased
- Active frames increased
- Recovery increased
- Four Tigers Sword: Cannot transition into Four Tigers Sword (Reverse) after jumping up
- Falcon Dive (Reverse): The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
- Enlightened 3000 Palm Strike: Grants roll hit stun state no matter how many times it is used successively
Dizzy
- f.S: The Hurtbox on the Latter half of the move is larger in front
- 2H: Buffer time on jump cancel for the second hit increased
- 6H: Fully charged version is an overhead
- Fully charged version ground bounces on ground hit
- 2D: Hitbox made taller
- j.D: Effect on hit changed from vertical hit stun to normal hit stun
- Vertical knock back decreased, horizontal knock back increased
- First hit's untech time decreased
- Fire Spear: Fixed a bug where the trajectory of the spears would not change upon being fully charged
- Ice and Fire Bubbles: Increased the window for accepting a down input to affect the trajectory of the bubble
- Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
- Gamma Ray: Startup reduced
- Initial proration increased (more than what it's traditionally been)
- Hitbox for the first half of the attack increased
- Damage for the second half of the attack increased
Baiken
- Defense Modifier: Increased
- Push box: Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
- 5H: Hitbox and hurtbox made larger in front
- 6P: Internal hitbox larger
- 2D: Initial proration reduced
- j.S: Hitbox extends forward faster
- Dead Angle Attack: Internal hitbox larger
- Youzansen (j.623S): Landing recovery reduced
- Baiken falls faster after the move
- Azami (S+H): Overall duration increased
- Azami (Hold) (S+H): if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
- Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
- Azami (Guard Cancel) (S+H): The window to catch attacks can be extended by holding the buttons
- Given counter hit recovery
- Air Azami (j.S+H): Unheld version shortest possible catch window increased
- Along with the change above, overall duration increased
- Even when done right before landing, landing recovery will apply
- Landing recovery reduced
- On successful Azami, landing recovery is removed
- Rokkonsogi (Azami > H): When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
- Kabari (41236S/H): Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)
- S Kabari (41236S): Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
- H Kabari (41236H): Untech time increased
- Vertical knock back decreased
- Himawari (Kabari > P): RCing once the move is active will now be PRC
- RC buffer on hit increased
- Tsurane Sanzu Watashi (236236S): If the super hits such that the cinematic plays, the last hit cannot be RCed
Answer
- 5K: Added gatling into 6K
- c.S: First and second hits' damage reduced, thirds hit's damage increased
- Amount of RISC taken on hit increased
- 5H: Attack levle reduced
- Damage reduced
- 2H: Damage reduced
- 6K: Damage reduced
- Vertical knock back reduced
- Once the K button is released, you cannot do the feint
- j.H: Damage reduced
- j.D: Damage increased
- Business Ninpo; Under the Bus (421S/H): If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
- Startup reduced
- Damage increased
- Savvy Ninpo: Stepping Down (seal slide): Damage increased
- Savvy Ninpo: Safety Net (seal~D): Damage increased
- Resshou (46P): Damage increased
- Ground Savvy Ninpo: Tax Write-off (623K): Cannot cancel into from normals
- Ground Dead Stock Ninpo; Firesale (632146S/D): First hits's hitbox moves forward
- First hit's hitbox larger overall
- Air Dead Stock Ninpo: Firesale (j.63216S/D): The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit
- Business Ultimate Ninpo: All Hands (236236K): RC buffer on hit increased