GGXRD-R2/Patch Notes/Ver.2.10: Difference between revisions

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==Sol==
==Sol==
*'''Forward dash:''' Acceleration increased, including the Dragon Install version.
*'''Forward dash:''' Acceleration increased, including the Dragon Install version.
*'''6H:''' Force crouch on hit. Knock back reduced. Pushbox expanded forward.
*'''6H:''' Force crouch on hit. Knock back reduced.
*'''Volcanic Viper (DI version):''' screen shake increased on first hit.
**Pushbox expanded forward.
*'''Ground S Volcanic Viper:''' First part of 2nd hit's hitbox size increased overall. Untech time increased on 2nd hit.
*'''Volcanic Viper (DI version) (623S/H):''' screen shake increased on first hit.
*'''Ground S Volcanic Viper (DI version):''' 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.
*'''Air Bandit Revolver:''' added horizontal knock back.
**Untech time increased on 2nd hit.
**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.
*'''Ground S Volcanic Viper (DI version) (623S):''' First part of 2nd hit's hitbox size increased overall.
*'''Wild throw:''' RC buffer on hit increased, including DI version.
*'''Air Bandit Revolver (j.236K):''' added horizontal knock back.
*'''Grand viper:''' the time before Sol moves forward was reduced. Startup and active frames unchanged.
**2nd hit starts up earlier, more active frames, recovery is unchanged.
**Added acceleration to the rushing part of the move. Added forward acceleration on the falling part of the move in DI.
**Does not do 2 hits on the later part if the move any longer.
*'''Fafnir (DI version):''' screen shake increased.
*'''Wild Throw (623K):''' RC buffer on hit increased, including DI version.
*'''PBB:''' screen shake increased. Added RC buffer on hit.
*'''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==
==Ky==
*'''6H:''' 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
*'''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
*'''j.D:''' Moved the grinder set location lower, this affects the hitbox.
*'''Ground Stun Edge (Fortified version):''' hitstop increased
**Lower hitbox smaller
*'''Greed sever:''' Pushback on block decreased. Hitbox size decreased overall. Lower hurtbox increased. Ground bounce height lowered.
*'''Ground Stun Edge (Fortified version) (236S):''' hitstop increased
**Changed the timing where ky starts falling downwards and the fall speed. Air duration and recovery is unchanged
*'''Greed Sever (214K):''' Pushback on block decreased. Hitbox size decreased overall.
*'''Air vapor thrust:''' H version given horizontal knock back
**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.
*'''Grinder:''' vetical hitbox when it strengthens a stunedge increased.


==May==
==May==
*'''2S:''' gatlings into 3K
*'''2S:''' gatlings into 3K
*'''3K:''' moves forward faster. Deceleration starts earlier, overall slower movement
*'''3K:''' moves forward faster.
*'''j.D:''' counter hit untech time increased. Horizontal knock back on counter hit decreased
**Deceleration starts earlier, overall slower movement
*'''S vertical dolphin:''' hurtbox during the upwards movement decreased. Bounce back when the downward moving parts hits decreased. Downward part changed to regular hitstun
*'''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
*'''H vertical dolphin:''' Bounce back when the downward moving parts hits decreased
*'''Ensenga?:''' First hit on the rising portion is an overhead. Startup on the first hit decreased.
*'''Ensenga? (j.41236H):''' First hit on the rising portion is an overhead.
**Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well. First hit lower hitbox increased.
**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 (63214H):''' 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
*'''Antidepressant Scale (214P):''' Up and Down inputs affect the movement of the note more
*'''S Stroke The Big Tree (4236S):''' stagger time increased
*'''P Sultry Performance (j.236P):''' 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 (j.236K):''' Minimum height added
*'''S Sultry Performance (j.236S):''' Minimum height added
*'''H Sultry Performance (j.236H):''' 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 (j.214S):''' 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
*'''6HH:''' 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 (236S):''' Hitbox and hurtbox on the lower portion increased
**Return position of Task A and Task A' altered
*'''Ground Task B (236S):''' Startup faster
**The initial speed is fast, but it decelerates as the move goes on
*'''Ground Task C (236H):''' If RCed in the air, Bedman has air actions and will face the opponent
*'''Dejavu (214P/K/S/H):''' Damage increased on all dejavu moves other than air icon Dejavu B.
*'''Various Air Dejavus (j.214P/K/S/H):''' Minimum height increased
**Landing recovery decreased
*'''Hemi Jack (632146S):''' Overall duration shortened
**Made it hard to build meter while Hemijack is active
*'''Hemi Jack (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 (623P):''' accepts buffer inputs.
*'''Dauro (just frame) (623P):''' forced proration removed
*'''Flama Cargo (236K):''' easier to carry dash momentum before the active frames
**RC buffer on hit increased
*'''Cassius (214P):''' hitbox on the back right after startup larger
*'''Martelli (214S):''' can do this move when S sword is set. Slower startup than equipped version.
**Knocks away on ground hit.
**Untech time increased
*'''Forpelli (214H):''' can do this move when H sword is set. Slower startup than equipped version.
*'''Explode (2363214K):''' 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 (236H):''' Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
**Charged version charged faster
*'''I'm Sure I'll Hit Something (236H > H):''' All hits untech time normalized to be the same as the final hits untech time
*'''Bull Bash (214S):''' Startup reduced
*'''Elk Hunt (236K):''' Hitbox of the beginning part of the attack made taller
*'''Air Beak Driver (j.236H):''' 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 (214K):''' Made it so that it will always knock the opponent forward
*'''Miss Confire (236S):''' Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
*'''Miss Travailler Demolish (shotgun grab) (236H~D):''' Cancelable into Miss Confire
*'''Judge Better Half (236236H):''' Knock back on the latter half of the active frames increased
**RC Buffer for after the cinematic increased
*'''Genoise (632146H):''' 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 ([4]6S):''' YRC window increased
*'''S Eisen Sturm ([2]8S):''' 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 ([2]8H):''' 1st hit active frames reduced
**Vertical knock back on later active frames decreased
*'''Brynhildr Stance:''' Buffer on everything other than dashes increased
*'''Leidenschaft Dirigent (632146H):''' Cinematic animation switched to 4th or 5th hit
 
==Johnny==
*'''j.D:''' Cancel window larger
*'''Mist Finer Stance (214P/K/S/H):''' 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 (623K~K):''' The timing on the jump is later when the follow up input is used
**Projectile hitbox larger
*'''Air Zweihander (j.623K):''' Projectile hitbox larger
*'''That's My Name (2363214H):''' 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 (2P near Ghost):''' 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 (Pick Up Ghost > 5P/K/S):''' 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 (22H):''' 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 (Organ > P/K/S/H):''' 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 (Organ > K):''' Fixed a bug where the servants kept animating powering up even though they were at max level
*'''Forever Elysion Driver (360P):''' 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 (Hyappo Shinshou > H):''' When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
*'''Hochifu~P (46~P):''' Cancels projectiles
*'''Renhoukyaku (632146H):''' Overall duration increased, hitstop increased
**Advantage on block unchanged
*'''Bao Saishinshou (236236H):''' 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 (j.236S):''' 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 (236H):''' 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 (623K):''' Cannot transition into Four Tigers Sword (Reverse) after jumping up
*'''Falcon Dive (Reverse) (214K):''' The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
*'''Enlightened 3000 Palm Strike (236236H):''' 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 (421H):''' Fixed a bug where the trajectory of the spears would not change upon being fully charged
*'''Ice and Fire Bubbles (j.236P/K):''' 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 (64641236H):''' 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
 
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Revision as of 01:49, 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 (63214H): 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
  • Antidepressant Scale (214P): Up and Down inputs affect the movement of the note more
  • S Stroke The Big Tree (4236S): stagger time increased
  • P Sultry Performance (j.236P): 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 (j.236K): Minimum height added
  • S Sultry Performance (j.236S): Minimum height added
  • H Sultry Performance (j.236H): 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 (j.214S): 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
  • 6HH: 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 (236S): Hitbox and hurtbox on the lower portion increased
    • Return position of Task A and Task A' altered
  • Ground Task B (236S): Startup faster
    • The initial speed is fast, but it decelerates as the move goes on
  • Ground Task C (236H): If RCed in the air, Bedman has air actions and will face the opponent
  • Dejavu (214P/K/S/H): Damage increased on all dejavu moves other than air icon Dejavu B.
  • Various Air Dejavus (j.214P/K/S/H): Minimum height increased
    • Landing recovery decreased
  • Hemi Jack (632146S): Overall duration shortened
    • Made it hard to build meter while Hemijack is active
  • Hemi Jack (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 (623P): accepts buffer inputs.
  • Dauro (just frame) (623P): forced proration removed
  • Flama Cargo (236K): easier to carry dash momentum before the active frames
    • RC buffer on hit increased
  • Cassius (214P): hitbox on the back right after startup larger
  • Martelli (214S): can do this move when S sword is set. Slower startup than equipped version.
    • Knocks away on ground hit.
    • Untech time increased
  • Forpelli (214H): can do this move when H sword is set. Slower startup than equipped version.
  • Explode (2363214K): 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 (236H): Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
    • Charged version charged faster
  • I'm Sure I'll Hit Something (236H > H): All hits untech time normalized to be the same as the final hits untech time
  • Bull Bash (214S): Startup reduced
  • Elk Hunt (236K): Hitbox of the beginning part of the attack made taller
  • Air Beak Driver (j.236H): 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 (214K): Made it so that it will always knock the opponent forward
  • Miss Confire (236S): Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
  • Miss Travailler Demolish (shotgun grab) (236H~D): Cancelable into Miss Confire
  • Judge Better Half (236236H): Knock back on the latter half of the active frames increased
    • RC Buffer for after the cinematic increased
  • Genoise (632146H): 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 ([4]6S): YRC window increased
  • S Eisen Sturm ([2]8S): 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 ([2]8H): 1st hit active frames reduced
    • Vertical knock back on later active frames decreased
  • Brynhildr Stance: Buffer on everything other than dashes increased
  • Leidenschaft Dirigent (632146H): Cinematic animation switched to 4th or 5th hit

Johnny

  • j.D: Cancel window larger
  • Mist Finer Stance (214P/K/S/H): 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 (623K~K): The timing on the jump is later when the follow up input is used
    • Projectile hitbox larger
  • Air Zweihander (j.623K): Projectile hitbox larger
  • That's My Name (2363214H): 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 (2P near Ghost): 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 (Pick Up Ghost > 5P/K/S): 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 (22H): 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 (Organ > P/K/S/H): 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 (Organ > K): Fixed a bug where the servants kept animating powering up even though they were at max level
  • Forever Elysion Driver (360P): 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 (Hyappo Shinshou > H): When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
  • Hochifu~P (46~P): Cancels projectiles
  • Renhoukyaku (632146H): Overall duration increased, hitstop increased
    • Advantage on block unchanged
  • Bao Saishinshou (236236H): 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 (j.236S): 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 (236H): 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 (623K): Cannot transition into Four Tigers Sword (Reverse) after jumping up
  • Falcon Dive (Reverse) (214K): The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
  • Enlightened 3000 Palm Strike (236236H): 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 (421H): Fixed a bug where the trajectory of the spears would not change upon being fully charged
  • Ice and Fire Bubbles (j.236P/K): 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 (64641236H): 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

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