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

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* Banishing Fang (236B): 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 (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: 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~236B):  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 (623C): longer untech time, increased recovery
* Inferno Crusaders C (623C): longer untech time, increased recovery
* Shift Sway (214A) non enhanced version reduced recovery, no changes to enhanced
* Shift Sway (214A) non enhanced version reduced recovery, no changes to enhanced

Revision as of 07:56, 6 January 2021

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 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.