Dead or Alive 5 Ultimate Ver 1.04 Changelog
CHANGE |
PLATFORM | ||
PS3™ | Xbox360® | ||
"Private Paradise" category added to Movies. | ✓ | ✓ | |
Two new victory lines added for Kasumi. | ✓ | ✓ | |
To improve the stability of online matches, data is now synched after every round. | ✓ | ✓ | |
Added the "Hall of Fame" designation for players with extraordinary achievements in Ranked Matches. | ✓ | ✓ | |
Option to filter Hall of Fame players added to the leaderboards. | ✓ | ✓ | |
Dialogue added to show when a Ranked Match opponent is found that does not meet the search criteria. | ✓ | ✓ | |
GP cap set for Ranked Matches. GP will no longer be earned when the cap is reached. | ✓ | ✓ | |
Lowered the win-streak GP bonus when beating an opponent with a lower grade. | ✓ | ✓ | |
The "OPPONENT STRENGTH (MAX)" preference is no longer saved on the lobby creation and search screen. Instead, the setting will default to the highest grade available upon next login. | ✓ | ✓ | |
Added ability to turn Dirt on and off for the victory and defeat animations in Movie mode. | ✓ | ✓ | |
System for saving replay data changed for compatibility with various patch changes. Replays saved in Ver. 1.04 will not be playable in previous versions. | ✓ | ✓ | |
Two combo challenges added due to balance changes: ・Ayane - Critical Burst Combo (Difficulty: 3) ・Kokoro - Critical Burst Combo (Difficulty: 3) |
✓ | ✓ | |
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CHANGE |
PLATFORM | ||
PS3™ | Xbox360® | ||
Fixed a bug in the Haunted Lorelei stage which caused characters knocked into a wall to fly into the air and become unresponsive to player input. | ✓ | ✓ | |
Fixed an issue with the defeat animations of certain characters in the Haunted Lorelei stage. | ✓ | ✓ | |
Fixed an issue with Critical Bursts so they now are performed correctly near a wall. | ✓ | ✓ | |
Fixed an issue in tag matches which caused an overreduction of air combo damage under certain conditions. | ✓ | ✓ | |
Fixed a bug that caused players to get stuck on the loading screen when certain character and stage combinations were selected in tag matches. | ✓ | ✓ | |
Fixed a bug that allowed players to enter lobbies without meeting the specified connection requirement. | ✓ | ✓ | |
Fixed a bug in Movie Mode causing players to exit victory/defeat animations when the BACK button was pressed. | ✓ | ||
Movie Mode settings are now remembered until the game is exited. | ✓ | ✓ | |
Fixed a bug in the Fight Record which caused all locked characters to display as "Zack" when selecting "Sort by CP" in the "CHARACTER RECORD (SOLO MATCHES)" and "CHARACTER RECORD (TAG MATCHES)" pages. | ✓ | ||
Fixed a bug that prevented player progress when restarting the "Stage Combo" challenge in Hitomi's Combo Challenge mode. | ✓ | ✓ | |
Fixed the criteria used to determine if certain moves were performed successfully in Command Training. | ✓ | ✓ | |
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Control System GuideP : Punch K : Kick H : Holds T : Throws _ : Hold the button down (e.g. 3_P = 3, hold down P) |
CHARACTER |
CHANGE |
PLATFORM | |
PS3™ | Xbox360® | ||
ALL | Adjustments have been made with the goal of making the game more friendly for non-veteran players. The overall input feel and low/crouching moves were revisited as starting points. | ||
Input feel of 33T command improved for certain characters. | ✓ | ✓ | |
Input feel after certain moves with changing recovery improved. | ✓ | ✓ | |
Certain moves changed so they can be performed from a crouching state. | ✓ | ✓ | |
Fixed to allow holds after standing up from a sit-down stun from behind. | ✓ | ✓ | |
Certain forced down strikes now knock the opponent down closer to the character. | ✓ | ✓ | |
Stun from the backdraft Danger Zone in the Hot Zone stage adjusted to be easier to follow up with a combo. | ✓ | ✓ | |
Fixed a bug that caused the frame advantage of certain low strikes on normal hit to change when landed on the opponent's feet. | ✓ | ✓ | |
Ein | Ein's movelist has been improved across the board in keeping with his vision as a "simple yet strong" character. | ||
214214H+P+K or 4APL: Taunt added. | ✓ | ✓ | |
4P+K: Initial frames changed from 38-71 to 33-48F. Damage increased from 40-60 to 50-70. | ✓ | ✓ | |
1K: Advantage on normal hit changed from -7 to -8F. | ✓ | ✓ | |
T: Damage increased from 46 to 48. | ✓ | ✓ | |
6T: Damage increased from 53 to 55. 6T near a wall: Damage increased from 63 to 65. |
✓ | ✓ | |
214T: Damage increased from 60 to 62. | ✓ | ✓ | |
33T: Damage increased from 66 to 70. 33T near a wall: Damage increased from 76 to 80. |
✓ | ✓ | |
2T: Damage increased from 52 to 55. | ✓ | ✓ | |
T on back-facing opponent: Damage increased from 57 to 58. | ✓ | ✓ | |
2T on back-facing opponent: Damage increased from 62 to 65. | ✓ | ✓ | |
Holds vs. High P, High K, Mid P, Mid K, Low P, Low K: Damage increased from 55 to 58. | ✓ | ✓ | |
Holds vs. jumping punches and jumping kicks: Damage increased from 60 to 63. | ✓ | ✓ | |
66T: Damage increased from 35 to 40. | ✓ | ✓ | |
3T: Damage increased from 45 to 50. | ✓ | ✓ | |
33T: Sound on hit changed. | ✓ | ✓ | |
Standing/crouching transition frames fixed so as not to be slower than other characters. | ✓ | ✓ | |
Leon | Leon's trickier moves have been made easier to use, and unintended behaviors have been fixed. | ||
33P: Fixed to prevent the opponent from being pushed back too far on hit. | ✓ | ✓ | |
8PP: No longer knocks opponent into wall. | ✓ | ✓ | |
41236T: Tech roll timing changed. | ✓ | ✓ | |
Fixed guard advantage issues that had been affecting Leon. | ✓ | ✓ | |
Standing/crouching transition frames fixed so as not to be slower than other characters. | ✓ | ✓ | |
Momiji | Momiji's revisions focused on preventing her low moves from being too powerful. Also, her Tenku, which could previously be dealt with with a standing or crouching guard, now requires the player to watch Momiji's movements more carefully. | ||
64H vs. Mid P (Gosho-Guruma): Damage increased from 52 to 58. | ✓ | ✓ | |
P: Guard advantage changed from 0 to -2F. | ✓ | ✓ | |
6KK: When guarded, the followup Tenku P can now be guarded even by large characters. | ✓ | ✓ | |
1PP: Motion recovery increased from 22 to 25F. | ✓ | ✓ | |
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
3K: Push distance on guard adjusted. | ✓ | ✓ | |
2H+K: Hurtbox adjusted. | ✓ | ✓ | |
Tenku P: Changed to squatting position after completion. Guard advantage changed from -9 to GB(-1). | ✓ | ✓ | |
Tenku K: Guard advantage changed from GB(+2) to -2F. | ✓ | ✓ | |
Tenku T: Changed to squatting position after completion. | ✓ | ✓ | |
Tenku P: Fixed a bug that sometimes prevented an opponent's next move from going in Momiji's direction after side stepping Tenku P. | ✓ | ✓ | |
Tenku P, Tenku K: Fixed a bug that made wall hits difficult. | ✓ | ✓ | |
Rachel | Adjustments to Rachel's low moves were used as a starting point. | ||
2 or 8P+KP: Animation adjusted. | ✓ | ✓ | |
7P: Damage decreased from 22 to 18. | ✓ | ✓ | |
66T, PPT: Frame advantage on normal hit changed from +9 to +7F. | ✓ | ✓ | |
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
214P+KT, 3PPP+KT, 4PPPP+KT: Damage increased from 30 to 32. | ✓ | ✓ | |
66T, PPT: Fixed a bug that prevented opponent from choosing whether to stand or crouch after being hit with the move. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -5 to 0F. | ✓ | ✓ | |
2H+K, PP2K: Frame advantage for Counter Hit and higher changed from +25 to +20F. | ✓ | ✓ | |
214P+KT, 3PPP+KT, 4PPPP+KT: Recovery changed from 18 to 23F. Changed to squatting position after completion. | ✓ | ✓ | |
Low hold: Hurtbox during the grabbing animation adjusted. | ✓ | ✓ | |
Light ground attack: Damage increased from 4+2+2+7 to 4+2+2+10. | ✓ | ✓ | |
Fixed a bug that caused a Critical Finish when side step P was followed by 4P. | ✓ | ✓ | |
Jacky | Changes for Jacky include adjustments to combo damage and move chain guards. | ||
3K: Command reception adjusted. | ✓ | ✓ | |
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
2P: Recovery when move does not hit reduced by 2F. | ✓ | ✓ | |
8P+KP: Recovery when move does not hit reduced by 3F. | ✓ | ✓ | |
Slide Shuffle P initial frames reduced by 2F. | ✓ | ✓ | |
6P: Frame advantage on guard changed from -5 to -7F. Frame advantage on normal hit changed from 0 to -6F. | ✓ | ✓ | |
4P: Guard advantage changed from -1 to -3F. | ✓ | ✓ | |
4P2K initial frames changed to 21F. | ✓ | ✓ | |
1P+K: Damage increased from 16 to 18. | ✓ | ✓ | |
1P+KP: Damage increased from 13 to 16. | ✓ | ✓ | |
1P+KPP: Damage increased from 20 to 23. | ✓ | ✓ | |
1P+KPK: Damage increased from 23 to 26. | ✓ | ✓ | |
1P+KK: Damage increased from 22 to 24. | ✓ | ✓ | |
7K: Damage increased from 45 to 50. | ✓ | ✓ | |
2_3P: Damage decreased from 20 to 19. | ✓ | ✓ | |
6K: Damage increased from 20 to 21. | ✓ | ✓ | |
Mid P hold: Damage increased from 38 to 40. | ✓ | ✓ | |
When caught by an Offensive Hold in neutral position, Hi Counter Hit changed to Counter Hit. (Jacky automatically enters Pak Sao, which has hold properties, when he is hit from the front in neutral position.) | ✓ | ✓ | |
Pak Sao reception now begins 1F after returning to neutral. | ✓ | ✓ | |
Fixed a bug that caused hits taken during Side Slide Shuffle to become back hits. | ✓ | ✓ | |
Kasumi | Some of Kasumi's trickier moves have been made easier to use, and her maximum possible throws increased. | ||
Power Launcher command changed from 236P+K to 7P+K. | ✓ | ✓ | |
P+K, P6P, SSP: Hitbox adjusted. | ✓ | ✓ | |
1P: Changed to squatting position after completion. Frame advantage for Counter Hit and higher changed from +24 to +19F. | ✓ | ✓ | |
6K, PP6K: Hitbox adjusted. | ✓ | ✓ | |
4KP, 3PKP, PPPKP: Launch height increased. Damage decreased from 35 to 30. | ✓ | ✓ | |
Back 4P: Launch height increased. | ✓ | ✓ | |
46T: Damage increased from 20 to 25. | ✓ | ✓ | |
33T: Initial frames changed from 12 to 17F. Damage increased from 65 to 68. | ✓ | ✓ | |
Hayabusa | The balance adjustments for Hayabusa focused on moves which unintentionally allowed him to avoid opponents' moves and air combos which caused too much damage. | ||
While standing up H+K: Command reception adjusted. | ✓ | ✓ | |
66K: Hitbox adjusted. | ✓ | ✓ | |
33P: Hurtbox and relaunch height adjusted. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -6 to -2F. | ✓ | ✓ | |
P+K: Hurtbox adjusted. | ✓ | ✓ | |
2H+K: Hitbox adjusted. | ✓ | ✓ | |
4H+K9P, Side step K9P, Standing up 4K9P: Command reception adjusted to prevent accidental inputs. | ✓ | ✓ | |
Ongyoin P, Back P+K: Damage increased from 15 to 18. | ✓ | ✓ | |
Ongyoin PP, Back P+KP: Damage decreased from 18 to 15. | ✓ | ✓ | |
33T: Initial frames changed from 10 to 12F. | ✓ | ✓ | |
8T: Damage increased from 40 to 45. To foe's back 8T: Damage increased from 50 to 55. 8T against wall: Damage increased from 55 to 60. Near a wall, to foe's back 8T: Damage increased from 60 to 65. | ✓ | ✓ | |
Tina | Tina's mid-range moves have been made stronger, and her strikes, throws, and Offensive Holds easier to use. | ||
4K, 6PK: Guard advantage changed from -6 to -5F. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -8 to -5F. | ✓ | ✓ | |
236K, Running K: Hitbox adjusted. | ✓ | ✓ | |
4K, 6PK: Hitbox adjusted. | ✓ | ✓ | |
236P: Initial frames changed from 19 to 18F. Hit frames changed from 4 to 5F. Close Hits enabled. | ✓ | ✓ | |
4P+K, Back P+K: Damage increased from 35 to 42. Next to ropes 4P+K: Damage increased from 45 to 48. |
✓ | ✓ | |
66T: Damage increased from 38 to 42. | ✓ | ✓ | |
Back facing foe's back T: Damage increased from 48 to 68. | ✓ | ✓ | |
Jann Lee | Jann Lee's moves have been adjusted to make him stronger at close range. | ||
6P: Initial frames changed from 12 to 11F. | ✓ | ✓ | |
2P: Frame advantage on normal hit changed from 0 to -1F. | ✓ | ✓ | |
2K, PP2K: Frame advantage for Counter Hit and higher changed from +23F to +18F. | ✓ | ✓ | |
214T: Damage increased from 58 to 60. 214T near a wall: Damage increased from 68 to 70. |
✓ | ✓ | |
Leifang | Leifang has been made easier to fight with. | ||
PP6PP, P2PP, 3P2PP, 3PP6PP, 6PP, Back 2PPP, 66P: Guard advantage changed from -8 to -7F. | ✓ | ✓ | |
2K: Changed to standing. Frame advantage on normal hit changed from -6 to -3F. | ✓ | ✓ | |
2H+K: Command reception adjusted. | ✓ | ✓ | |
6T: Changed to enable wall hits. | ✓ | ✓ | |
Zack | Adjustments have been made to made to improve Zack's character control. | ||
Power Launcher command changed from 33P+K to 7P+K. | ✓ | ✓ | |
Various Fake Roll moves: Delayable frames increased. It is now easier to perform moves after cancelling from Fake Roll. | ✓ | ✓ | |
Bayman | Bayman's hold behavior has been improved for a more rewarding feel. | ||
Expert Hold vs. High K: Damage increased from 75 to 80. | ✓ | ✓ | |
4T: Camera behavior changed. | ✓ | ✓ | |
Bass | Controls for Bass have been improved, and the properties of certain moves have been adjusted. | ||
236P+K command changed to 44P+K. 3_P+K command changed to "While standing up 4P+K". |
✓ | ✓ | |
2K: Frame advantage on normal hit changed from -7 to 0F. | ✓ | ✓ | |
Back T: Frame advantage on normal hit changed from +21 to +15F. | ✓ | ✓ | |
While standing up 4P+K: Damage increased from 30 to 32. Guard advantage changed from GB(-5) to GB(0). | ✓ | ✓ | |
While standing up 4P+KP: Initial frames changed from 33 to 44F. | ✓ | ✓ | |
4P+K, While standing up 4P+KP, Back 4P+K: Damage increased from 28+15 to 38+15. | ✓ | ✓ | |
Ayane | Ayane's overall balance has been revised to make her easier to use. | ||
4P, Back 4P, Back PP6P: Changed launch type for Critical Level 1. | ✓ | ✓ | |
Mid K Hold: Brushed up motion design. | ✓ | ✓ | |
6P: Damage decreased from 22 to 18. | ✓ | ✓ | |
6PK, PP6PK: Damage increased from 26 to 30. | ✓ | ✓ | |
8KK: Guard advantage changed from 18 to 20F. | ✓ | ✓ | |
3P: Delayable frames adjusted. | ✓ | ✓ | |
3PP: Frame advantage on normal hit changed from -9F to -3F. | ✓ | ✓ | |
4P・K, Back 4P・K, Back PP6P・K: Increased knockback distance on wall hit from 3 to 4m. | ✓ | ✓ | |
236K: Increased knockback distance on wall hit from 4 to 5m. | ✓ | ✓ | |
2H+K, 6K2K, PP6K2K, 3PK, 33P2K: Frame advantage for Counter Hit and higher changed from +23F to +18F. | ✓ | ✓ | |
Back PP6K: Guard advantage changed from -11 to -16F. No longer guards successive attacks. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -6 to -2F. | ✓ | ✓ | |
Helena | Delayable frames for some of Helena's moves have been reduced, and her hurtboxes have been adjusted so that she no longer avoids more moves than intended.The properties of some of her low moves have also been revised. | ||
2H+K, etc.: Stagger changed for Critical Hits and higher. | ✓ | ✓ | |
44PP2P, etc.: Delayable frames adjusted. | ✓ | ✓ | |
P+K: Hurtbox adjusted. | ✓ | ✓ | |
44P+K: Hurtbox adjusted. | ✓ | ✓ | |
K: Damage decreased from 26 to 24. | ✓ | ✓ | |
3KK: Effect on hit changed to match KKK. | ✓ | ✓ | |
PK: Damage decreased from 26 to 24. | ✓ | ✓ | |
K, KK, PK, PKK, 3K, 3KK: Delayable frames adjusted. | ✓ | ✓ | |
Back 4P+K: Guard advantage changed from -10F to -4F. | ✓ | ✓ | |
3PP4, 6P4: Fixed a bug that made moves land as front hits when turning around. | ✓ | ✓ | |
66H+K: Guard advantage changed from -16 to -5F. | ✓ | ✓ | |
H+K2: Delayable time frame adjusted to prevent unintended inputs. | ✓ | ✓ | |
Crouching hurtbox adjusted. | ✓ | ✓ | |
Hayate | Controls for Hayate have been improved, and the properties of certain moves have been adjusted. | ||
2 or 8P+KP: Damage decreased from 32 to 24. | ✓ | ✓ | |
3H+K: Delayable frames adjusted. | ✓ | ✓ | |
PP6P4, 6P4, 66P4: Commands changed to PP6P44, 6P44, 66P44. | ✓ | ✓ | |
H+KK, PPKK: Guard advantage changed from -11 to -4F. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -6 to -3F. | ✓ | ✓ | |
Hitomi | The properties of some of Hitomi's moves have been changed. | ||
PP4PPP, Back PP4PPP, 4PPP: Stun type changed. | ✓ | ✓ | |
236K, 66KKK, Back 8K, PP6PK, 8P2K6PK, 1K6PK, 66PK: Guard advantage changed from -1 to -5F. | ✓ | ✓ | |
4P+K: Damage decreased from 50-68 to 48-68. Initial frames changed from 37-47 to 32-47. | ✓ | ✓ | |
8PPP: Now causes sit-down bounce on normal hit. | ✓ | ✓ | |
66K: Stagger on hit changed. | ✓ | ✓ | |
6T: Damage decreased from 35 to 32. | ✓ | ✓ | |
33T: Damage decreased from 68 to 66. Wall 33T: Damage decreased from 78 to 76. |
✓ | ✓ | |
Brad Wong | The properties of some of Brad Wong's moves have been changed. | ||
236P: Damage increased from 28 to 40. Close Hit distance adjusted. | ✓ | ✓ | |
6H+K, 6KK: Guard advantage changed from -6 to -5F. | ✓ | ✓ | |
Christie | Christie's hurtboxes have been adjusted so that she no longer avoids more moves than intended, and the properties of some of her moves have been changed. | ||
2H+KP, PP2KP: Frame advantage for Counter Hit and higher changed from +27 to +22F. | ✓ | ✓ | |
2PP: Changed to squatting position after completion. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -9 to -4F. | ✓ | ✓ | |
Crouching hurtbox adjusted. | ✓ | ✓ | |
Jakeiho P: Hurtbox adjusted. | ✓ | ✓ | |
Jakeiho 2KK: Guard advantage changed from GB(+4) to -3F. | ✓ | ✓ | |
2H+KT, PP2KT, 3P+KT: No longer causes a wall hit. | ✓ | ✓ | |
Eliot | The properties of some of Eliot's moves have been changed. | ||
6P+K: Now causes sit-down stun on hit. Guard advantage changed from -6 to -11F. | ✓ | ✓ | |
4K: Guard advantage changed from -10 to -6F. | ✓ | ✓ | |
PP2P, etc.: Frame advantage for Counter Hit and higher changed from +29F to +19F. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -5 to -2F. | ✓ | ✓ | |
Kokoro | Moves and options from Heichu have been revised, and the properties of some moves have been changed. | ||
6PPP: Recovery changed from 33 to 30F. | ✓ | ✓ | |
66P+K: Stun on 4th hit changed. Follow up attacks can now be held. | ✓ | ✓ | |
1KK2P: Changed to end in crouching status like 3K2P. | ✓ | ✓ | |
33P: Damage decreased from 28 to 22. | ✓ | ✓ | |
214T・4T: Damage decreased from 15 to 12. | ✓ | ✓ | |
44P: No longer can be held after a successful sabaki. | ✓ | ✓ | |
1P: Frame advantage for Counter Hit and higher changed from +26 to +21F. | ✓ | ✓ | |
3K2P, PK2P, 1KK2P, Back 4PK2P: Frame advantage for Counter Hit and higher changed from +26 to +21F. | ✓ | ✓ | |
33P+K: Command reception adjusted. | ✓ | ✓ | |
Heichu P: Changed the stun for Counter Hits and higher. | ✓ | ✓ | |
Heichu 2P: Changed the stun for Counter Hits and higher. | ✓ | ✓ | |
La Mariposa | Unintended damage on some of La Mariposa's throws was revised, and hits that were difficult to land directly were adjusted. | ||
Back 6T: Damage decreased from 65 to 60. To foe's back 6T: Damage increased from 65 to 70. |
✓ | ✓ | |
6P4P, 1KKP: Made easier to land a hit. | ✓ | ✓ | |
66PK: Frame advantage for Counter Hit and higher changed from +28 to +23F. | ✓ | ✓ | |
Mila | The properties of Mila's 6T was changed to encourage the use of a variety of throws. The properties of some of her low moves were revised. | ||
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
6T: Distance after the move adjusted. | ✓ | ✓ | |
2K, PP2K: Frame advantage for Counter Hit and higher changed from +24 to +19F. | ✓ | ✓ | |
Rig | The properties of some of Rig's moves were changed, including a decrease in his followup combo damage. | ||
Bending stance 2K: Frame advantage on normal hit changed from +27 to +22F. | ✓ | ✓ | |
K: Guard advantage changed from +5 to +3F. Frame advantage on normal hit changed from +7 to +5F. | ✓ | ✓ | |
2K: Frame advantage for Counter Hit and higher changed from +26 to +16F. | ✓ | ✓ | |
6T: Damage increased from 41 to 45. | ✓ | ✓ | |
41236T: Damage decreased from 35 to 20 to adjust air combos. | ✓ | ✓ | |
Gen Fu | One of Gen Fu's commands was changed to prevent unintended inputs. | ||
Power Launcher command changed from 44P+K to 7P+K. | ✓ | ✓ | |
Alpha-152 | Improvements have been made to Alpha-152's character control. Unintended properties of certain movies have been corrected. | ||
66T command changed to 6T. | ✓ | ✓ | |
9K: Startup animation changed. | ✓ | ✓ | |
K, KK, PK, PKK, etc.: Delayable frames reduced. | ✓ | ✓ | |
236236T: Motion recovery changed from 13 to 23F. | ✓ | ✓ | |
9H, 3H: Initial frames reduced by 8F for successful holds. Guard break changed from +17 to +12F. | ✓ | ✓ | |
KK, KKKK, PKK, PKKKK, etc.: Fixed the stun on back-turned crouching opponents. | ✓ | ✓ | |
Akira | The input feel and the balance of Akira's air combo damage has been adjusted. | ||
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
2P: Recovery when hit does not land reduced by 2F. | ✓ | ✓ | |
33P: Recovery when hit does not land reduced by 9F. | ✓ | ✓ | |
46P: Recovery when hit does not land reduced by 3F. | ✓ | ✓ | |
214P: Recovery when hit does not land reduced by 5F. | ✓ | ✓ | |
33P: Initial frames changed from 18 to 17F, hit frames changed from 3 to 4F. | ✓ | ✓ | |
2_46P: Damage increased from 52 to 58. Knockback distance changed to 2m. | ✓ | ✓ | |
466P+K, Back P+K: Damage increased from 55 to 60. | ✓ | ✓ | |
2K: Frame advantage on normal hit changed from -7 to -3F. | ✓ | ✓ | |
To foe's back T: Timing of camera motion adjusted. | ✓ | ✓ | |
Sarah | The input feel of some of Sarah's commands has been adjusted. | ||
2P: Recovery motion when hit does not land reduced by 2F. | ✓ | ✓ | |
3PK: Recovery motion when hit does not land reduced by 3F. | ✓ | ✓ | |
Flamingo 1KK, Flamingo KK2KK: Recovery motion when hit does not land reduced by 4F. | ✓ | ✓ | |
2K: Frame advantage for Counter Hit and higher changed from +25 to +20F. Frame advantage on normal hit changed from -6 to -4F. | ✓ | ✓ | |
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
Step K: Fixed a motion issue that sometimes occurred depending on the timing of the following move. | ✓ | ✓ | |
Pai | The input feel and the properties of some of Pai's moves have been adjusted. | ||
Power Launcher command changed from 236P+K to 7P+K. | ✓ | ✓ | |
Crouching and back-turned walk speeds adjusted. | ✓ | ✓ | |
66P: Stagger on Counter Hit changed. | ✓ | ✓ | |
2P: Recovery motion when hit does not land reduced by 2F. | ✓ | ✓ | |
2_3P+K: Recovery motion when hit does not land reduced by 2F. | ✓ | ✓ | |
6P: Damage increased from 16 to 17. | ✓ | ✓ | |
PPPK, Back K, 4H+K: Damage increased from 30 to 35. | ✓ | ✓ | |
High K Hold: Character distance after move reduced. | ✓ | ✓ | |
66H+K: Command reception adjusted. | ✓ | ✓ | |
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