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- ======System Changes======
- ===Quick Ride===
- The characters with the “Horseback” Style can now press the Style button after a normal move to quickly get on the horse.
- ===Jump===
- All characters got the following changes to the landing cooldown after jumping and/or performing jump attacks.
- - Characters can no longer guard, throw, break throws, or attack during the landing.
- - If a character jumps without attacking, the only thing you cannot do is Stylish Move.
- - If a character jumps backwards, the landing cooldown occurs even if they didn’t perform an attack.
- ===Health===
- The health values have been adjusted for the following characters:
- - Cars
- - Polnareff
- - DIO
- - Iggy
- - Koichi
- - Fugo
- - Jolyne
- - Annasui
- - Pucci
- - Gyro
- - Valentine
- - Ikuro/Baoh
- ===Throw===
- The damage values of normal throws have been adjusted for the following characters:
- - Caesar
- - Iggy
- - Okuyasu
- - Koichi
- - Shigechi
- - Mista
- Moreover, normal throws now give the user 15% more HH Gauge and remove 10% more Guard Gauge from the opponent.
- ===GHA===
- The damage values of GHAs have been adjusted for the following characters:
- - Dio Brando
- - Joseph
- - Lisa Lisa
- - Kakyoin
- - Polnareff
- - Hol Horse
- - Okuyasu
- - Koichi
- - Akira
- - Mista
- - Narancia
- - Fugo
- - Diavolo
- - Hermes
- - Valentine
- - Jo2uke
- The following special moves can now be canceled into GHA:
- - Jonathan: 6L, 6M, 6H
- - Will Zeppeli: 6M
- - Dio Brando: 6H
- - Joseph: 3S, 6H
- - Wham: 6H
- - ACDC: 6H
- - Cars: 3H
- - Jotaro: 3H (SOff), 6H (SOn)
- - Polnareff: 6M (SOff), 6H (SOn)
- - Kakyoin: 6M (SOff)
- - Old Joseph: 6M (SOff)
- - Josuke: 6H (SOff), 3H (SOn), 3M (Hair Install)
- - Koichi: 6H (SOff)
- - Okuyasu: 6H (SOn)
- - Shigechi: 236S, 214S
- - Kira: 6H
- - Giorno: 6H (SOff), 6H (SOn)
- - Mista: 3H
- - Narancia: 6H (SOff)
- - Fugo: 6M (SOff)
- - Diavolo: 6H (SOn)
- - Jolyne: 6H (SOff)
- - Hermes: 3H (SOff)
- - Annasui: 6H (SOff)
- - Pucci: 6H (SOff), 6H (SOn)
- - Jo2uke: 3H
- ===Mode===
- (In these notes, the S version of the Mode is called Mode 1, while the 22S version of the Mode is called Mode 2).
- - Mode activation animation now lasts 9 frames instead of 15, while Mode deactivation animation now lasts 36 frames instead of 15.
- - Except for ACDC, the Pillar Men can now gain HH Gauge during Mode 1.
- - During the Mode (including Mode 2), performing a HHA now consumes all the gauge that has been spent on activating the Mode and deactivates it (the Mode deactivation activation does not happen).
- - Activating Mode 1 now consumes 25% of HH Gauge.
- - Manual Mode 1 deactivation now consumes 25% of HH Gauge (this makes it cost at least 50% of HH Gauge when coupled with the activation). If the character has less than 25% of HH Gauge left, manual Mode 1 deactivation is impossible.
- - You can now activate Mode 2 by pressing 22S even outside of Mode 1. Activating it is now treated the same as activating Mode 1 (can be canceled from normals and specials).
- - Mode 2 now allows the usage of HHA regardless of the gauge left.
- - The cooldown period of Mode 2 activation has been increased.
- ===High Jump===
- The following characters’ high jump start-up has been increased to 3 frames from 1 frame:
- - Will Zeppeli
- - Caesar
- - Ikuro/Baoh
- Moreover, all hits received during a high jump now register as counter-hits.
- ===Stylish Move===
- - Stylish Move now has two versions: standing (performed by pressing 4 when hit by a mid, overhead, or unblockable) and crouching (performed by pressing 1 when hit by a mid, low, or unblockable). Performing the wrong version against an mid or unblockable now drains 40% of your Guard Gauge instead of 30%.
- - After performing a Stylish Move, you now gain different amounts of invulnerability depending on the action you perform: movement actions (jumps, walks, runs, side-steps) gain 10 frames, while other actions (mostly attacks) gain 5 frames.
- - After performing a Stylish Move against an aerial attack, you can now act 4 frames earlier.
- - Stylish Move is now no longer possible for characters in Horseback mode and Iggy in Stand Off mode.
- ===Counter-Hit===
- The properties of counter-hits have been adjusted.
- - The counter-hit damage is now doubled.
- - When landing a counter-hit on the airborne opponent, they cannot recover for additional 5 frames (effect persists in combos).
- - 5L and 2L no longer counter-hit.
- ===Resolve Mode===
- - Super-armor effect of Resolve Mode is now applied to attacks starting from the second frame.
- ===Guard Break===
- - During a Guard Break, the same combo proration is now applied.
- ===Guard Gauge===
- - The amount of Guard Gauge has been adjusted for Iggy.
- - Guard Gauge now changes color depending on its amount: green (100% and lower), yellow (40% and lower), red and flashing (30% and lower).
- - When you block the multi-hit attack, the amount of Guard Gauge lost is now correctly calculated from the sum of the separate hits.
- - During the taunt against a downed opponent, both players now recover their Guard Gauges.
- - Guard Gauge no longer recovers for 7 frames after landing after the jump.
- - The speed of Guard Gauge’s recovery is now reverse-proportional to the amount of Guard Gauge left: the less you have, the faster it recovers (the recovery rate is doubled at 0% and decreases to the regular speed at 50%).
- ===Stand Rush===
- - The input window for Stand Rush now opens 3 frames early.
- ===Quick Stand On===
- - The following specials can now be canceled into Quick Stand On:
- Jotaro: 3H
- Kakyoin: 6M
- Polnareff: 6M
- Old Joseph: 6M
- Narancia: 6H
- Fugo: 6M
- Hermes: 3H
- - Quick Stand On now costs 50% of HH Gauge instead of 100%. Moreover, you can now act after Quick Stand On after 12 frames instead of 10 and no longer gain HH Gauge during the following combo.
- - Quick Stand On can no longer be done during the cooldown period of specials and normals.
- ===Other===
- - The following moves now have different inputs to prevent accidental performance:
- Will Zeppeli: high jump
- Dio Brando: high jump
- Caesar: high jump
- Cars: flight
- Jolyne: string pull
- Ikuro/Baoh: high jump
- Jonathan: 46A (now 546A)
- Joseph: 623A
- - Dashes now stop automatically after 5 seconds.
- - Part 7 stage’s stage gimmick now gives 1 stock of HH Gauge instead of 3.
- - The following characters’ behavior after being hit in midair has been adjusted:
- Wham
- ACDC
- Cars
- Abdul
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