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System Changes
• Gem activation effects - Glowing effects toned down
• "FIGHT" timing at the beginning of the round - Disappears before characters are able to move
• Recoverable health color - Changed from dull white to orange color to increase visibility
• Camera work - Camera no longer changes during the launch attack portion of a cross rush
• Normal throws - Startup changed from 7F->5F
• Guard cancels - Can no longer follow up with additional hits after connecting with a guard cancel move
• Recoverable health speed - Speed of life recovery reduced to 1/3
• BP table contents - BP table modified
• Fortitude gem effects - Small:100 Mid:130->Small:80 Mid:110
• Life Force gem effects - Small:80 Mid:100->Small:60 Mid:80
• Harmonize gem effects - Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
• [ID:23] Immense Power Lv.3 - Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
• [ID:182] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• [ID:189] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• Forward recovery roll - After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
• Cross Arts - Initial move damage changed from 100->150
• Pandora - Timer increased from 7 secs->10 secs
Alisa Bosconovitch
Life - 1000->950
• Close/Far LP - Startup 5F->4F
• Close MP - Startup 7F->5F
- Reduced frames by 2 (On hit +7)
• Close MP - Added 5F to boost combo (On hit -3F/On block -9F)
• Close HP - Startup 11F->8F
- Reduced recovery by 3F
- Area from chest and up is invincible against air attacks
• Close HK - Added 8F to boost combo (On hit -9F/On block -14F)
• Far HP - Area from chest and up is invincible against air attacks
- Midair hit causes knockdown
• cr. MP - Startup 8F->5F
• cr. MK - Push back on block when used in boost combo reduced
• Destructive Form LP - Hurt box enlarged
- Damage 6x5(30)->8x5(40)
• Destructive Form cr. LP - Damage 6x5(30)->8x5(40)
• Destructive Form cr. MP - Startup 7F->6F
• Clock Setting - Hit causes vertical float
- Damage 30+15x4+50(140)->40+10x4+40(120)
• Rocket Punch - After shooting, no longer moves backwards
• EX Hard Reset - Block stun on last hit reduced by 14F (On block -7F)
• L. Happy Propeller - Block stun of first hit reduced by 10F
- 2nd hit will not hit crouching opponents
• EX Eject Slider - Removed armor properties before recovery ends
• Trigger Shuffle - Full invincibility from startup until first frame
• Spam Bomb - Damage 120->130
• Double Bull Shoot - Damage 120->130
Special move meter gain:
• Double Rocket Punch: Whiff 15->5/On hit 40->20
• Cradle Star: Whiff 10->15/Cradle Star (deviation): Whiff 5->10/On hit 40->30
• Happy Propeller: On hit 20x4(80)->15x4(60)
• Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15x3(45)
• Eject Slider: Whiff 5->15/On hit 20->50
• Thruster Right: Whiff 5->15/On hit 10x6(60)->8x6(48)
• Thruster Left: Whiff 5->15/On hit 10x3(30)->20x3(60)
• Double Cut: Whiff 15->0/On hit 5+5(10)->30x2(60)
Bryan Fury
• Far HK - Startup 17F->14F
- Considered midair from 9th frame and on
• cr. LK - Startup 5F->4F
• cr. MP - Startup 11F->7F
- Reduced hit stun by 4F (On hit +7)
• cr. MK - Startup 11F->9F
- Hurt box reduced
• cr. HP - Active hit frames increased by 2 (active for 5 frames)
- Hit opponents behind as well
- Startup 10F->7F
• cr. HK - Reduced frames by 6 (On block -9F)
• Mach Breaker - Startup 13F->8F
- Reduced push back on block
- Hit box reduced
- Reduced active hit frames by 2F (active for 3 frames)
• EX Mach Breaker - Startup 17F->11F
- Reduced block stun by 12F (On block -15)
- Reduced push back on block
• Chopping Elbow - Reduced block stun by 7F (On block -5)
• M/H Fisherman's Slam - Will not hit midair opponents
• Fisherman's Slam - Active hit frames increased by 2 (active for 6 frames)
Special move meter gain:
• Mach Breaker: On hit 40->45
• Snake Pit: On hit 40x2(80)->25x2(50)
• Atomic Throw: Whiff 5->10/On hit 20->30
• Right Left to Spin Kick 1st hit: On hit 40->25
• Right Left to Spin Kick 2nd hit: On hit 40->20
• Right Left to Spin Kick 3rd hit: Whiff 5->10/On hit 40->35
• Flying Knee: Whiff 15->0/On hit 30+30(60)->30+40(70)
Christie Monteiro
• Life - 900->950
• Close/Far LP - Startup 4F->3F (This will make a difference)
• Close MK - Hit stun reduced by 6F (On hit +2)
• Close/Far HP - Hit stun reduced by 7F (On hit +4)
• Close HK - Hit box enlarged
- Hit stun reduced by 8F (On hit +2)
• Far HK - "From 4th frame, head is projectile invincible.
• From 9th frame, upper body is projectile invincible."
• cr. HP - Parts of arm and head are invincible against air attacks
• cr. HK - Increased midair combo count
- Damage 90->80
• Negativa to Armada Combo - Hit stun reduced by 9F (On hit ±0)
• Gancho Chibata - Block stun reduced by 2F (On block -3)
- Reduced push back on block and hit
• Double Arm Stinger - Midair combo counter usage changed to 2
• Perch Flop Kick - Startup 14F->10F
- Invincible against air attacks until right after startup
- Damage 80->90
• Helicopter - Damage 20x4(80)->25x4(100)
- 4th hit on midair hit causes high vertical float
- 2nd and 3rd hit will connect against crouching opponents
• Front Stinger - Increased midair combo count
- Damage 80->100
• Wheel Kicks - Hit box enlarged
• L. Wheel Kicks - Damage 50+50(100)->60+20(80)
- Invincible against air attacks
• M/H Wheel Kicks - 2nd hit causes knockdown
- Reduced frames by 2 (On block -3)
• M. Wheel Kicks - Damage 50+50(100)->60+30(90)
• H. Wheel Kicks - Damage 50+50(100)->60+40(100)
- Projectile invincible
• Batucada - Only last hit causes push back on hit
Special move meter gain:
• Twister Sweep: On hit 20x# of times->10x# of times
• Helicopter: Whiff 5->15
• Batucada: Whiff 5->15/On hit 5x7(35)->5x6+15(45)
• Perch Flop Kick: Whiff 5->15
• Front Stinger: Whiff 0->15
• Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30x2(60)
Jack-X
• Health - 1150->1100
• LP - Hit box enlarged
• LK - Startup 6F->5F
- Removed 3F on hit (On hit +1)
- Can be canceled
- Hit box reduced
- Hurt box reduced
• Close HP - Damage 120->100
- Startup 9F->7F
• Far MP - Push back on block when used in boost combo reduced
- Added 3F to boost combos (On hit -6F/On block -10F)
• cr. LP - Damage 50->40
- Startup 7F->6F
- Removed 2F on hit (On hit +4)
- Hit box reduced
- Hurt box reduced
• cr. LK - Startup 9F->7F
• cr. MP - Damage 100->85
- Startup 13F->9F
- Added 3F to boost combos (On hit -6F/On block -10F)
- Push back on block when used in boost combo reduced
• cr. MK - Startup 10F->8F
- Hurt box enlarged
• cr. HP - Remove 6F (On block -7F)
- Damage 120->100
• j. MP - Can crossup
• Cossack Kicks - Damage 50+20x4(130)->50x5(250)
• Mad Dozer - Reduced move distance from 2nd to 3rd hit
- Armor properties activate during frames 25~40
- Full charge causes wall bounce on hit
- Removed 15F from full charge attack (On block -10)
• Piston Gun - Reduced push back on block
- Removed 18F from normal version block stun (On block -4)
- Removed 15F from normal version (On block -7)
• L. Rocket Uppercut - Throw invincible
• M. Rocket Uppercut - Reduced knockback distance on midair hit
- Reduced push back on block
- Reduced block stun by 10F
• H. Rocket Uppercut - Damage 100+40(140)
- Reduced block stun by 10F
- Reduced push back on block
- Increased midair combo count
- 2nd hit midair combo counter usage changed to 4
• EX Rocket Uppercut - 2 hit move
- Float amount on hit is same as H. Rocket Uppercut
- Reduced push back on block
• M. Atomic Shoulder Tackle - Startup 21F->19F
- Reduced block stun by 2F (On block -8)
• Atomic Shoulder Tackle - Damage 140->120
• EX Atomic Shoulder Tackle - Damage 120->110
• Megaton Earthquake - Damage 70x2(140)->50x2(100)
- Reduced block stun of 2nd hit by 4F (On block -9F)
• Megaton Drop - Damage 130->150
• Iron Gunman - Damage 130->150
Special move meter gain:
• Piston Gun: On hit 30+30+40(100)->15x3(45)
• Piston Gun (deviation): On hit 30+30(60)->15x2(30)
• Rocket Uppercut (H): On hit 20+20(40)->25x2(50)
• Megaton Earthquake: Whiff 15->10/On hit 20x2(40)->15x2(30)
• Gigaton Punch: Whiff 15->0/On hit 40->55
Lars Alexandersson
• Close LK - Startup 5F->4F
• Close HP - Startup 10F->5F
• Close HK - Push back on block when used in boost combo reduced
• Far LP - Startup 6F->5F
• Far MP - Area around arm is invincible against air attacks
• Far MK - Changed entire motion slightly
- Added 5F to boost combos (On hit -3F/On block -7F)
• Far HP - Startup 13F->11F
- Removed 5F from boost combos (On hit +2F/On block -4F)
- Hit box enlarged
• cr. LP - Hit stun 8F->7F
- Startup 5F->4F
• cr. MP - Push back on block when used in boost combo reduced
- Added +5F (On hit -4F/On block 8F)
• cr. MK - Push back on block when used in boost combo reduced
- Added 4F to boost combos (On hit -5F/On block -9F)
• cr. HP - Damage 50+50(100)->70+20(90)
- Push back on block when used in boost combo reduced
- Added 6F to boost combos (On hit -6F/On block -12F)
- After 2nd hit can transition to launch attack, cross rush
• Storm Axle - Damage 70->90
• L. Lightning Screw - Damage 40+50(90)->70+60(130)
• M. Lightning Screw - Damage 50+50(100)->80+60(140)
• H. Lightning Screw - Damage 60+50(110)->90+60(150)
• Lightning Screw - Reduced float when 1st hit connects midair
• Lightning Thrust - Damage 100->120
- Projectile invincible until hit box disappears
• Rising Storm - Damage 70->90
• Avalanche Spike - Damage 100->130
- Move attack property changed from high to mid
• L. Dynamic Entry - Attack Startup 21F->20F
• H. Dynamic Entry - Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
• EX Dynamic Entry - Reduced advantage on hit by 10F
- Damage 60->100
• EX Lock & Load - Midair combo counter usage changed to 1
- Damage 30->50
• EX Double Barrel - Midair combo counter usage changed to 0
- Hit stun reduced by 15F
• SHB - Damage 120->130
• Raging Thunder - Damage 150->130
Special move meter gain:
• Lightning Thrust: Whiff 15/On block 20/On hit 40
• Rising Storm: Whiff 5->15
• Avalanche Stomp: Whiff 5->10
• Avalanche Spike: Whiff 5->15
• Lightning Screw: On hit 40+40(80)->30+20(50)
• Dynamic Entry: Whiff 10->0/On hit 40->50
• Lock & Load: Whiff 5->10/On hit 40->20
• Double Barrel: Whiff 5->10/On hit 40->30
• Mjolnir: Whiff 5->15
Lei Wulong
• LK - Can be canceled by Snake only
• MK - Can be canceled by Drunken Master Walk only
• HP - Added 6F to boost combo (On hit -7F/On block -12F)
• cr. MP - Added 6F to boost combo (On hit -5F/On block -9F)
- Damage 60->50
• cr. MK - Added 6F to boost combo (On hit -5F/On block -9F)
• cr. HP - Damage 90->75
• j. LP - Hurt box reduced
- Hit box enlarged
• Vertical j. MP - Hurt box reduced
• Vertical j. HK - Hit box enlarged
• (Drunken Master Walk) LP - Reduced hit stun by 15 (On hit +5)
• (Drunken Master Walk) LK - Reduced hit stun by 10 (On hit ±0)
• (Drunken Master Walk) MP - Reduced hit stun by 25 (On hit +2)
- Reduced push back on block on hit
• (Drunken Master Walk) MK - Startup 10F->7F
- Reduced hit stun by 15 (On hit -1)
- Upper body is invincible against air attacks
- Midair hit causes knockdown
• (Drunken Master Walk) HK - Hit causes vertical float knockdown
- Reduced by 8F (On block -14)
- Move back distance is same as back turn kick of Drunken Fox Combination
• Drunken Rapid Fists - Added forward movement
• Drunken Fox Combination - Reduced 2nd hit by 37F (On hit ±0)
• Staggering Slide - Reduced by 27F (On block -15)
- Attack properties changed from high to low
• Tiger Sip Blow - Reduced by 14F (On block -10)
- Reduced push back on block and hit
• (Back Turn) LP - Hit stun reduced by 3F (On hit +8)
• (Back Turn) LK - Hit box reduced
• (Back Turn) MP - Hit stun reduced by 5F (On hit +6)
• (Back Turn) HP - Reduced push back on block and hit
• (Back Turn) HK - Invincible against air attacks
- Reduced by 5F (On block -5)
- When 3rd and 4th hit frames connect with midair opponent, causes similar float to Reverse Double Kick on hit
• Sailboat Stretch - Damage 120->130
• Closing Fan - Damage 120->130
• Panther - Hurt box reduced
- Walk speed changed to be same as Ryu forward walk
• Panther's Scratch - Can be canceled
• (Snake) LP - Startup 5F->3F
• (Snake) LK - Reduced by 3F (On hit +3F/On block -1F)
• (Snake) MP - Startup 8F->6F
- Block stun increased by 2F (On block +2F)
• (Snake) MK - Increased active hit frames (5F)
• (Snake) HP - Counter hit causes crumple
• (Dragon) LP - Can be canceled by Dragon's Spite
• (Dragon) LK - Reduced by 3F (On hit +3F/On block -1F)
• (Dragon) HP - When it connects it causes same float effect as last hit of Snake Bite Combo
• Tiger - P attack, hit stun of K attack, block stun, push back on block, all changed to be same as current H. version
• (Tiger) P - Active armor frames lengthened (10F)
- Counter hit causes wall bounce
- Damage 70->100
• Double Tiger Palm - Hit box enlarged
- Startup 14F->10F
- Block stun increased by 3F (On block +2F)
• (Tiger) K - Can be canceled by Double Tiger Palm only
• (Dragon) HP - Combo count usage changed to 2
• Comet Kick - Block stun reduced by 3F (On block -6F)
• Guard Cancel - Startup 9F->6F
- Landing recovery reduced by 7F
- Hit box enlarged
Special move meter gain:
• Reverse Lotus: Whiff 10->15
• Floating Lotus : On hit 40->15
• Comet Kick: Whiff 10->15
• Comet Strike: Whiff 5->10/On hit 40->30
• Tornado Kick: On hit 20->30
• Tornado Kick (deviation): Whiff 5->15/On hit 20->15
• Spinning Headbutt: On hit 40->50
• Drunken Fall: On hit 40->50
• Tiger Sip: Whiff 5->10
• Tiger Sip Blow: Whiff 5->15/On hit 30->40
• Double Tiger Palm: Whiff 15->20/On hit 40->60
• Leaping Crane: On hit 15+15(30)->30x2(60)
• Orchid Palm: Whiff 15->0/On hit 40->60
Last edited by Kalyx triaD; 10-26-2012 at 02:12 AM.
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