CHARACTER
|
DETAILS
|
OVERALL |
This version focuses mainly on bug fixes, but some characters have had balance adjustments as well. |
KASUMI |
Changed damage for some moves. |
44P: Changed damage from 11 to 12. |
HAYABUSA |
Fixed bugs which occurred in certain circumstances and adjusted input detection of some moves. |
33P: Adjusted the input detection of the command. |
214P: Changed the move so that the line of attack is less likely to go off target when using this move on an opponent who has hit a vase or other stage gimmick. |
214T: Fixed a bug which caused the floor explosion sound effect to play twice on certain stages. |
TINA |
Added sound effect and improved her condition when coming out of certain throws. |
6T on a wall: Added a wall hit sound effect. |
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls. |
LEIFANG |
Adjusted input for some commands. |
4P+K: Will also be performed when inputting 44P+K. |
214P+K: Adjusted the input detection of the command. |
ZACK |
Fixed bugs. |
Low K hold: Fixed a bug in certain stages which would mistakenly add extra damage when a floor explosion was caused under certain circumstances. |
HELENA |
Added the ground strike property to some moves. |
214P+K: Changed the ground strike property from none to medium. |
AYANE |
Changed damage for some moves. |
(PP)KKK, 3KKKK, Back-turned PKKK: Changed damage from 32 to 35. |
(PP)KK, 2K, 3KKK2K, Back-turned PKK2K: Changed damage from 35 to 32. |
HAYATE |
Fixed bugs. |
41236T on ceiling hit: Fixed a bug which did not trigger floor destruction. |
HITOMI |
Changed some sound effects. |
9PK: Changed the sound effect when hitting in the air. |
ELIOT |
Change damage for 3_P, and increased power on High Counter hit. |
3_P: Changed damage from 18 to 19. |
KOKORO |
Made her easier to fight with. |
P+K: Changed overall frames from 22(4)24 to 22(4)23, and adjusted to be able to perform a followup mid attack of up to 14 frames against many characters who are staggered after this move. |
8PP: Changed damage from 25 to 20, wall knock-back distance on Counter from 1m to none, and status after air hit from down to juggle. |
Back-turned P6PP: Changed damage from 23 to 20, knock-back distance on Counter from 1m to none, and status after air hit from down to forced getup. |
GEN FU |
Adjusted risk/reward balance. Fixed and added some voices. |
33P: Adjusted the input detection of the command. |
16P: Changed voice. |
6_KK: Added voice |
8K: Added voice |
3K: Changed Cr(5→1) to -9 frames on standing normal hit and added voice. |
3KPP: Changed from GB(7) to GB(2) on guard. |
Back-turned 4P: Matched delay input frames to 6P (25 frames to 14 frames). |
Back-turned 4PP: Matched delay input frames to 6PP (25 frames to 14 frames). |
Low P hold: Changed voice on Hi Counter hit. |
Low K hold: Changed voice on Hi Counter hit. |
LEON |
Fixed bugs. |
H+K: Fixed a bug which would cause a guarding opponent to use the crouching guard animation. |
MOMIJI |
Adjusted to expand her fighting style to take advantage of more of her moves. Also added visual and sound effects. |
4P: Changed to sit down stun on Counter or crouching Counter, and changed advantage on guard from -5 frames to -9 frames. |
3P4PP: Change wall knock-back distance from 2.5m to 3 m, and added visual and sound effects. |
1PP: Changed status on hit from Critical to Down, damage from 20 to 24, advantage on guard from -13 frames to -9 frames, wall knock-back distance to 1m, adjusted the knock-back animation on air hit. Added visual and sound effects. |
33P: Adjusted the input detection of the command. |
6K, PPK, 6PK: On Counter hit or higher, changed from Critical to launch. |
8K: Fixed an issue which caused her to be in jump status until the end of the move. |
Junyo-Izuna: Changed damage from 10+24 to 5+24+5. |
Junten-Izuna: Changed damage from 10+10+25+10 to 10+10+28+10. |
Uzukaze P: Change Critical on hit from Cr(-11 → -16) to Cr(4 → -4). |
Uzukaze K, PPKK, 6PKK, 6KK: Changed damage from 16 to 15 in order to make it easier to keep Critical state. |
Back-turned 4P: Changed Critical Stun on Counter hit or higher to a small sit-down stun (time in Critical remains as Cr(26 → 18), changed damage from 20 to 18, changed advantage on guard from -3 frames to -10 frames. |
41236T: Changed damage from 26+36 to 45+17. |
ALPHA-152 |
Fixed bugs. |
4P: Fixed an issue which would prevent being thrown if the P button was pressed after this move was blocked. |
8KKKK type moves: Fixed a bug which made these moves able to be held even though they are multi-hit moves. |
2H+K2K2K2KK type moves: Fixed a bug which made these moves able to be held even though they are multi-hit moves. |
AKIRA |
Fixed bugs. |
Back-turned P+K: Fixed an issue which caused Critical when this move hit on a crouching opponent, and changed it to cause down status. |
SARAH |
Fixed bugs. |
P+K: Changed the move so that the line of attack is less likely to go off target when using this move on an opponent who has hit a vase or other stage gimmick. |
JACKY |
Made her easier to fight with. |
(Back-turned) PP6PP: Matched behavior on hit with 6PP. |
(Back-turned) PP6PPP: Matched behavior on hit with 6PPP. |
3P+K: Changed damage from 18 to 24. |
On 3P+K hit, T: Changed damage from 40 to 45. |
On 33K hit during Slide Shuffle, T: Changed damage from 43 to 50. |
MARIE ROSE |
Fixed bugs and changed status on normal hit for some moves. |
2K: Change advantage on normal hit from -4 frames to -3 frames. |
Low K hold: Fixed a bug which caused the floor explosion sound effect to play twice on certain stages, and made it impossible to tech roll. |
PHASE 4 |
Adjusted the characteristics of Tenfu T. |
Tenfu T: Adjusted to be harder to avoid by free stepping. |
NYOTENGU |
Changed attacks after Hiten-No-Mai to have the jump hold attribute, and expanded attack options in Criticals after Hiten-No-Mai. |
Hiten-No-Mai P: Changed attribute when held from high P to jumping high P. |
Hiten-No-Mai PP: Changed attribute when held from high P to jumping high P. |
Hiten-No-Mai PPP: Changed attribute when held from mid P to jumping mid P. |
Hiten-No-Mai PK: Changed strike from high K to mid K, and made it hit crouching opponents. Changed attribute when held from high K to jumping mid K. |
Hiten-No-Mai P+K: Changed attribute when held from mid P to jumping mid P. |
Hiten-No-Mai H+K: Changed attribute when held from high K/mid K/mid K to jumping highK/jumping mid K/jumping mid K. |
HONOKA |
Changed to be able to use her strengths better while right next to an opponent or while in Hissatsu-no-Kamae. |
P: Changed advantage on normal hit and guard from -2 frames to -1 frames. |
PP4P: Changed hit reaction on Counter or higher from launch to uppercut stun (Cr(29 → 19)). |
6P: Changed overall frames from 11(3)21 to 11(2)22, and extended reach about 20cm. |
66P: Adjusted the input detection of the command. |
33P: Heightened the launch on Counter hit or higher. |
K: Changed damage from 22 to 25. |
6K: Change damage from 20 to 21, and extended reach about 5cm. |
4K2: Fixed issue which removed crouching status starting from frame 11. |
66P+K: Changed advantage on guard from -27 frames to -8 frames. |
236P+K: Fixed an issue which allowed a followup to Ducking even with back turned after going over an opponent. |
Dokuritsu-Ho H+K: Changed advantage on guard from -21 frames to -11 frames. |
Dragon Stance P: Changed advantage on guard from -18 frames to -3 frames. |
Hissatsu-no-Kamae P: Changed advantage on guard from -4 frames to GB(-1). |
Hissatsu-no-Kamae P (max charge): Changed advantage on guard from -4 frames to GB(4). |
Hissatsu-no-Kamae K: Changed damage from 28 to 32, wall knock-back distance from 1m to none, heightened launch and juggle. Also changed the launch animation of the opponent on Counter hit or higher. |
Back-turned PP: Changed damage from 16 to 18. |
Back-turned 2P: Fixed a bug which would cause a guarding opponent to use the standing guard animation. |
Back-turned K: Changed wall knock-back distance from 2.5m to 1m. |
6T: Changed damage from 28 to 29. |
Back-turned 6T: Shortened the disadvantage by 25 frames when the opponent tech rolls. |
33T on wall: Stage gimmicks are now triggered on the final part of the attack. |
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls. |
Hissatsu-no-Kamae T: Changed damage from 25+50 to 25+52. |
Hissatsu-no-Kamae 2T: Changed damage from 72 to 81. Adjusted mouth movement. |
Taunts: Adjusted mouth movement. |
RAIDOU |
Matched certain behavior with other characters, and concentrated on making him easier to understand. |
PP6P: Fixed an issue which caused a normal hit instead of a crouching normal hit, and changed Critical to Cr(20 → 13). |
66K: Changed status at the end of the move from standing to squatting. |
214K: Fixed an issue when this was held which caused the opponent to perform the animaion for a jumping mid P hold instead of the correct jumping mid K hold. |
P+K: Adjusted input detection to allow P+K to be performed from crouch. |
Tag throw: Changed startup from 10 frames to 12 frames. |