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#11 |
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Raw Video Footage
Posts: 45,950
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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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