CHARACTER
|
CHANGE
|
ALL |
This version contains mostly bug fixes and minor balance changes, without any general overarching goal. Based on comments from players, we took a look at the play style of each character and adjusted specific points which we felt were too strong or weak. |
Fixed a bug which prevented the opponent from choosing whether to stand or crouch after certain Guard Breaks. |
Fixed the "44" command input for certain characters to be less likely to be misread as a back dash. |
Fixed a bug that sometimes allowed players to continue attacking stunned opponents after a Critical Finish. |
Fixed a bug that sometimes caused a regular stun when a Critical Finish was performed from a low move. |
Fixed the input detection for commands requiring more than one button to be pushed simultaneously so that these commands are no longer more difficult to perform from certain character positions. |
Fixed a bug that caused followup attacks from a Guard Break to carry over the Counter/Hi-Counter bonus from the previous attack. |
MARIE ROSE |
Hit detection adjusted for heavy ground attacks. |
Jump P Hold, Jump K Hold: Damage increased from 60 to 65. |
Back-turned H+K: No longer allows wall hits. |
8P, Back-turned 8P:Launch height adjusted vs. juggled opponents. Damage increased from 16 to 20. |
KASUMI |
46T: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished. |
H+K, PPK: No longer evades Jump Kick Holds. |
4K, 3PK, PPPK: Damage decreased from 27 to 23. |
TINA |
To launched foe 4T: Camera behavior changed. |
When 6K or 6PP6K hits, T: Adjusted to enable the followup throw even if the opponent holds. |
Next to ropes 44T: Holdable frames delayed by 32F so that a followup P is guaranteed. |
LEIFANG |
High P hold: Damage changed from 65 to 35+30.
Expert low kick hold: Damage changed from 30+45 to 15+30+30. Fixed to cause extra damage for floor Danger Zones. |
7P2P: Command detection changed so the move chain is read more easily. |
ZACK |
Ducking PP6P: Added sound effect on Counter hit. |
BASS |
Back-turned T: Changed from throw to Offensive Hold. |
Crouching with back to foe 2T:Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished. |
Fixed a bug where P+K from side step P caused a Critical Finish. |
AYANE |
Hit detection adjusted for heavy ground attacks. |
3H+K: Damage increased from 23 to 26. |
HELENA |
Bokuho PPK: Stun on the first move changed to the same uppercut stun as in 9K. Damage increased from 15+17 to 15+20. |
236P+K, 4P2P, 3_P4P, 214P4P, 214P4PP, Back-turned PP4P2P, Back-turned PPP, Back-turned P+K, Bokuho 6P4PP: Fixed the stun on the first and second moves when landed on back-turned opponents. |
HAYATE |
PP6P max charge: Fixed a bug that caused the move to go through a character near a wall. |
Side step K: No longer evades Jump Kick Holds. |
7K: Startup is no longer slower when performed while standing up. |
BRAD WONG |
7KK: Guard advantage changed from -6F to -5F. |
Fixed a bug where 8K from side step K caused a Critical Finish. |
CHRISTIE |
Fixed a bug where 7P from side step P caused a Critical Finish. |
KOKORO |
Side step P: Stun changed to uppercut stun on normal hit. |
LA MARIPOSA |
Next to ropes 44T: Changed the time frame when the opponent can hold so that P is guaranteed to hit. Changed holdable frames so that a followup P is guaranteed. |
MILA |
6T: Adjusted the time frame for followup attacks. |
7K: Changed to smaller stun on front-facing hits when not fully charged. Guard advantage when fully charged changed from GB(+15) to GB(+10). |
41236T: Damage increased from 58 to 60. |
7PP: Frames changed from 17(2)27 to 19(2)25. |
Tackle Feint P+K: Stun type changed on Counter hits and higher. |
RIG |
Bending Stance 4H+K: Damage decreased from 35 to 25. |
41236T: Damage increased from 20 to 28. |
GEN FU |
H+K: Startup is no longer slower when performed while standing up. |
EIN |
6H+KKK: Stun changed on launched opponents. |
LEON |
Near wall 66T: Damage increased from 10+20 to 10+35. |
MOMIJI |
Near wall 66T, 1T, Against back-turned foe 2T Mid K Hold, Low K Hold: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished. |
RACHEL |
3T: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished. |
Fixed a bug where 6K from side step K caused a Critical Finish. |
ALPHA-152 |
P: Startup is no longer slower when performed while standing up. |
7K: Startup is no longer slower when performed while standing up. |
H+K2H+K, 2H+K2K2K2H+K, H+K2K2K2K2H+K: Added tracking. |
To downed foe 2P: Recovery frames increased from 26 to 36. |
Near a wall 6T・2T: Damage changed from 62+10 to 72. Damage further increased for wall Danger Zones. |
Fixed a bug where P+K from side step P caused a Critical Finish. |
AKIRA |
3P: Changed sound on hit against launched opponent. |
To downed foe 3P: Recovery frames increased from 26 to 31. |
JACKY |
6P: Guard advantage changed from -7F to -6F.
PP6P: Guard advantage changed from -4F to -6F. Advantage on normal hit changed from -2F to -6F.
6PK, PP6PK: Startup frames decreased from 16F to 14F. |
Fixed an issue which prevented certain throws vs. Pak Sao from being counted as a Hi Counter. |
Against back-turned foe T: Animation adjusted. Fixed to cause extra damage for floor Danger Zones. |
SARAH |
Back H+K: Fixed a bug that caused this high move to be displayed as mid in Move Details and to hit crouching opponents. |
↑TOP |