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dhalsim

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Dec 19th, 2016
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  1. DHALSIM
  2. Vitality:
  3.  Increased vitality 900 to 925
  4. Hurtbox:
  5.  Adjusted hurtbox when changing direction while crouching
  6. Forward Throw:
  7.  Increased recovery on-hit 5F
  8.  Reduced damage 120 to 110
  9.  Reduced stun 170 to 120
  10.  Reduced CA meter gain
  11. Back Throw:
  12.  Fixed issue where distance to opponent after throw was different depending on if you are in the
  13. corner or mid screen.
  14. Standing LP:
  15.  Increased hitbox size during 2~3F of active frames
  16.  Increased hurtbox up and forwards during first active frame
  17.  Increased distance airborne opponents are knocked back when hit
  18. Standing LK:
  19.  Changed startup 5F to 4F
  20. o Reduced duration of entire move 1F
  21. Standing MP:
  22.  Changed advantage on-hit ±0F to +2F
  23.  Increased size of hitbox upwards
  24.  Now CA cancellable
  25.  Reduced size of hurtbox in downward direction during active frames
  26. Standing MK:
  27.  Changed advantage on-hit ±0F to +2F
  28.  Increased size of hitbox forward
  29.  Now CA cancellable
  30.  Reduced size of hurtbox in upward direction during active frames
  31. Standing HP:
  32.  Changed startup 20F to 16F
  33. o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at
  34. 18F
  35.  Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
  36.  Now CA cancellable
  37. Standing HK:
  38.  Changed startup 16F to 15F
  39. o Reduced duration of entire move
  40.  Changed advantage on-hit -3F to +4F
  41.  Now CA cancellable
  42. Crouching LP:
  43.  Rapid cancellable now only into Crouching LP
  44.  Increased hit pushback
  45.  Increase block pushback
  46.  Increased active frames 2F to 3F
  47. Crouching LK:
  48.  Increased size of hurtbox upwards during 5F~16F
  49. o The part that was increased has projectile invincibility
  50. Crouching MP:
  51.  Increased damage 60 to 70
  52. Crouching MK:
  53.  Increased damage 50 to 60
  54.  Changed advantage on-hit -3F to -2F
  55.  Changed advantage on-block -8F to -7F
  56.  Increased size of hurtbox upwards during 4F~20F
  57. o The part that was increased has projectile invincibility
  58. Crouching HP:
  59.  Changed startup 8F to 9F
  60. o Increased duration of entire move
  61. Jump HP:
  62.  Changed startup 7F to 9F
  63.  Reduced size of hitbox
  64. Yoga Upper (4MP):
  65.  Changed advantage on-hit +3F to +4F
  66.  Changed advantage on-block ±0F to +1F
  67.  Increased size of hitbox in backwards direction
  68.  Moved character's center point forward during this move
  69. o Adjusted the position of hurt/hit and collision box to match
  70. Yoga Anvil:
  71.  Increased size of hitbox forwards
  72.  Changed so no longer moves backwards during startup
  73. V-Skill (Yoga Float) (neutral):
  74.  Increased and standardized V-Gauge meter gain on all follow up moves
  75. o No change to drill kick or yoga gale
  76.  Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox
  77. V-Skill (Yoga Float) (forward):
  78.  Increased and standardized V-Gauge meter gain on all follow up moves
  79. o No change to drill kick or yoga gale
  80. V-Trigger (Yoga Burner):
  81.  The fire carpet now also does damage to downed opponents
  82.  Startup of recoverable damage hitbox is faster
  83. V-Reversal (Yoga Mala):
  84.  Changed startup 15F to 16F
  85.  Changed hit and projectile invincibility time from 1F~23F to 1F~30F
  86.  Changed distance and recovery on-hit
  87. Yoga Teleport:
  88.  Increased hurtbox during motion 1F~3F to 1F~4F
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