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SSF4:X Patch Notes 12/04/2013

Nov 13th, 2013
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  1. Cody
  2. Design Principle for Cody:
  3. Cody I wanted to emphasize his strengths as an all around balanced character BUT only while standing. Cody should feel like he is a formidable force at most ranges and has an answer to anything thrown at him as long as he is prepared ahead of time. However when knocked down is where Cody falters tremendously. His reversals will all be costly to use and unsafe if blocked as well as limited in scope. While Cody is viable at long range the range he is stronger the closer he is to you. His mixups are a bit lacking with his crack kick corpse hop or fjMK/HP crossups or F+HP overhead being the extent of his options. However he makes up for it by being incredibly strong while pressuring the opponent who is standing. Blocking Cody should be nearly as scary as blocking Gief or Makoto. He may not have a command throw but all of his normals are deadly and he is better than most at staying in as he has a plethora of forward moving attacks that are safe on block. crLK - LP Criminal Upper trap from Alpha 3 has returned to an extent as CU is now only -1F on block. There may be no guard break any more but it's still chip damage that adds up. Speaking of chip damage, Cody with the knife is a totally different beast.
  4.  
  5. Cody with the knife becomes a mini-Vega. His pokes all do a ton of chip damage, his attacks reach far and 3 of his knife attacks are special cancelable. All of his command normals are available while holding the knife. In general his knife attacks offer less block advantage but because of the chip and extra reach and better hitboxes they are moves you don't want to be blocking for long. In addition his knife pickup is now a special move allowing for new combos if you are careful to start a combo while standing over the knife. His biggest strength though is that while holding the knife his walk speed and dash ranges increase dramatically allowing him to play better footsies and make it harder to keep him pinned. Of course the downside is the loss of badstone, loss of cancelable crLP/sLP hurts his fast footsie OS of crLP - MK Ruffian and he cannot perform a focus attack without dropping the knife further making him weaker for pressuring. Plus all it takes is a single touch and he drops the knife and has to go fetch it again if he wants to use it potentially giving up positioning or simply making him predictable.
  6.  
  7. Further emphasizing his strengths as a "standing" character Cody has slow air normals and is unable to alter his jump arc whatsoever, he wants to keep the fight on the ground as much as possible. Cody
  8. Walk speed increased from 0.038 forward 0.024 backward to 0.043 forward 0.03 backward.
  9. Forward Dash distance slightly increased
  10. Backdash frame count reduced from 26F to 23F. Distance traveled increased. Now airborne from 4F-14F instead of 4F-13F.
  11. Forward Throw - Damage increased from 130 / 140 stun to 150 / 150
  12. Back Throw - Damage increased from 130 / 120 to 150 / 140
  13. Throw hit box size increased by 4%
  14. ----
  15. Normals:
  16. close LP - Hitbox size increased 11% now can no longer hit crouching opponents. Blockstun increased by 2F
  17. close MP - hurtbox on arm reduced by 10% blockstun increased by 1F
  18. close HP - blockstun increased by 1F
  19. close LK - now is a low hitting attack. Damage increased from 30 to 40. Blockstun increased by 2F
  20. close MK - blockstun increased by 3F
  21. close HK - Startup reduced from 8F to 7F. Upper body hurtbox reduced in width by 20%. Damage increased from 110 to 120 (130 on airborne). Blockstun increased by 2F. Can no longer hit crouching opponents.
  22. ----
  23. Far LP - Frame count changed from 3/2/6 to 3/3/5. Hitbox height increased by 15%. Blockstun increased by 2F can no longer hit crouching opponents. Damage increased from 30 to 35
  24. Far MP - Frame count changed from 7/3/11 to 6/3/10. Blockstun increased by 2F
  25. Far HP - Frame count changed from 8/4/17 to 8/5/16. Hitbox height increased 10%. Hurtbox on arm reduced in width by 10%. Blockstun increased by 1F.
  26. Far LK - Blockstun increased by 2F Stun increased from 50 to 75.
  27. Far MK - Hurtbox width drastically reduced on leg. Hitbox moved forward to match position for Far MK when holding knife. Blockstun increased by 2F. Now does 98damage on counterhit (140%) instead of 88damage (125%) base stun increased from 100 to 125. Stun on counterhit increased from 125 to 175 (140% of base stun)
  28. Far HK - Hitbox height increased by 12%. Now does 154damage on counterhit (140%) instead of 138damage (125%). Blockstun increased by 1F. Can no longer hit crouching opponents. Stun damage increased from 200 to 225
  29. ----
  30. Crouching LP - Damage increased from 20 to 30. Blockstun increased by 2F
  31. Crouching MP - Blockstun increased by 2F
  32. Crouching HP - Frame count changed from 7/3/16 to 7/4/15. Blockstun increased by 1F.
  33. crouching LK - Now can be chained to any OTHER light attack but not itself. (crLK - crLP or crLK - sLP but NOT crLK - crLK) blockstun increased by 2F.
  34. crouching MK - Hurtbox height reduced during startup and active portion. Distance traveled slightly increased. Recovery reduced by 2F. Hitstun increased by 2F. Blockstun increased by 1F (Now +1F on hit -4F on block)
  35. crouching HK - Blockstun REDUCED by 4F (now -13F on block.) damage reduced from 100 to 90
  36. ----
  37. NJ LP - Hitbox width increased by 12%. Hurtbox width reduced by 15% blockstun increased by 2F
  38. NJ MP - Blockstun increased by 2F
  39. NJ HP - Damage increased from 120 / 200 to 125 / 225. Blockstun increased by 2F
  40. NJ LK - Hitbox height increased 25% blockstun increased by 2F
  41. NJ MK - Blockstun increased by 2F
  42. NJ HK - Frame count changed from 8F startup 3F active to 7F startup 5F active. Hurtbox reduced overall. Blockstun increased by 2F
  43. ----
  44. FJ LP - Blockstun increased by 2F
  45. FJ MP - Startup reduced from 9F to 7F. Now causes a jugglable knockdown on air hit (Not a free juggle though). Damage reduced from 90 to 70. Blockstun increased by 2F
  46. FJ HP - Hitbox height increased by 25% Now flagged to allow for crossups. Blockstun increased by 2F damage increased from 100 to 110.
  47. FJ LK - Blockstun increased by 2F
  48. FJ MK - Blockstun increased by 2F damage increased from 70 to 75
  49. FJ HK - Damage increased from 90 to 100. Blockstun increased by 2F
  50. ----
  51. F+MP - Damage increased from 60 to 70. Blockstun increased by 1F. Pushback on hit reduced by 40%. Pushback on block reduced by 20%. Distance traveled increased by 7%.
  52. B+MP - Hitbox height on active frames 2-4F increased to match first active frame. Hurtbox height reduced aprox 8% during startup and active portions. Damage increased from 80 to 90. Blockstun increased by 2F. Active frames increased from 4 to 6F
  53. F+HK - Hitbox height increased by 12%. Startup reduced by 1F. Now considered airborne on 5F. Now able to hit crouching opponents. Damage reduced from 110 damage 200 stun to 90 damage 175 stun.
  54. F+HP - First hit now forces standing. Damage reduced from 40*60 to 40*50. Hitting a crouching opponent further reduces the damage to 30*50. Blockstun reduced by 2F. Now ALWAYS -6F on block +3F on hit.
  55. ----
  56. Knife changes
  57. Cody can now perform F+MP and B+MP while holding the knife.
  58. Cody can throw opponents or charge focus attack dash cancel without dropping the knife. Releasing a focus attack will drop the knife. Teching an opponents throw drops the knife. However if an opponent techs YOUR throw you retain it.
  59. Knife Pickup sped up 25%. Now considered a special move and can be canceled into from any special cancelable normal. Knife Pickup now builds 10 meter.
  60. While holding the knife Cody gains increased mobility:
  61. Walk speed increases from 0.043 forward 0.03 backward to 0.048 forward 0.035 backward.
  62. Dash distance increases (both forward and backward.)
  63. Knife normal changes:
  64. sLP - Hitbox height increased by 25%. Recovery reduced by 1F blockstun increased by 1F. Chip damage increased from 5 to 10
  65. sMP - First hit can now be special canceled on hit/block. Hurtbox width on arm reduced by 20% during active portion. Blockstun increased by 1F. Chip damage increased from 4x2 to 10x2.
  66. sHP - Frame data changed from 8/3/17 to 8/4/17. Now causes a techable knockdown on hit. Damage increased from 120 to 135. Blockstun increased by 1F. Hurtbox on arm reduced in width during active frames. Chip damage increased from 10 to 34
  67. crLP - Hitbox height increased by 25%. Hurtbox on arm reduced by 10% during active frames. Recovery reduced by 2F. Blockstun increased by 2F. Chip damage increased from 5 to 10. Now flagged as a crouching attack instead of standing.
  68. crMP - Hitstun increased by 1F. Counterhit stun increased by 2F. Blockstun increased by 3F. Now special cancelable on hit/block. Chip damage increased from 8 to 20. Now flagged as a crouching attack instead of standing.
  69. crHP - Hitbox moved forward and up slightly. Hitbox height increased by 10% to make it a better anti air. Damage REDUCED from 120 to 105. Blockstun increased by 2F. Chip damage increased from 10 to 26. Now special cancelable on hit/block. Now flagged as a crouching attack instead of standing.
  70. Jumping LP - Chip damage increased from 5 to 13. Blockstun increased by 2F
  71. Jumping MP - Active frames increased from 3F to 5F. Damage increased on air 2 air hit from 80 to 100. Hitting a grounded opponent still results in 80 damage. Chip damage increased from 8 to 20. Blockstun increased by 2F
  72. Jumping HP - Damage increased from 120 to 130. Chip damage increased from 10 to 33. Blockstun increased by 2F.
  73. ---------
  74. Knife throw startup reduced from 26F to 20F. Now possible to combo into knife throw from crHP with knife.
  75. EX Knife Throw added. EX Knife throw has the same startup as regular knife throw, however the knife cannot be knocked away by projectiles or strikes (it passes through projectiles without disrupting them.) in addition the knockdown caused by EX Knife throw is a free juggle state. Damage for EX Knife throw is 100 damage 100 stun. EX Knife projectile speed is Faster than LP Knife throw but slower than MP Knife throw. EX Knife throw breaks armor but regular knife throw does not. EX Knife Throw CANNOT be FADC'd or canceled into super.
  76. Fake Knife Throw frame count reduced from 32F to 27F. Now builds 8 meter.
  77. Badspray from face down knockdown recovery reduced by 20F to match Badspray from face up knockdown. Blockstun reduced by 3F. Should be -3F on block now and -2F on block when FADC'd. Hitbox height reduced by 8% to make it a weaker anti air. Invincibility increased by 5F (Now invincible 1-15F of it's 25F startup.)
  78. ---------
  79. Badstone revamped entirely:
  80. All Non-EX Badstones meter gain on startup increased from 10 to 15
  81. All badstones now have a 24F startup like EX. Now possible to combo into non-ex badstone with a counterhit sHP or crHP.
  82. All badstones do 25% stun on block. This can NOT result in a dizzy. Works just like Denjin Hadoken or Cody's Badspray, it requires a HIT to cause a dizzy even if stun is maxed out.
  83. LP Badstone arc changed to MP throw arc
  84. MP Throw arc changed to HP throw arc
  85. HP Throw arc now flies in a high arc that cannot hit crouching opponents during part of it's active frames.
  86. Badstone damage increased from 50 to 60.
  87. Badstone charging speed increased. In addition there are now 6 charge levels instead of 3. Each charge level gains 10 damage and 15stun. At max charge it becomes a 2hit level 1 badstone (60x2 damage 150x2 stun.) startup for a max charged badstone is 71F
  88. Blockstun increased by 2F, no change to hitstun.
  89. Fake Badstone frame count reduced from 31F to 26F now builds 8 meter.
  90. -------
  91. All Non-EX Criminal Uppers Meter Gain on startup increased from 20 to 30
  92. LP Criminal Upper recovery reduced from 22F to 18F. Tornado blockstun reduced by 1F Now -3F on block. Distance traveled increased by 6%. pushback on block increased slightly.
  93. MP/HP Criminal Upper travel distance increased 5-6% pushback on block increased a small amount..
  94. EX Criminal Upper damage increased on tornado hits from 20x6 to 22x6. Now causes slightly less pushback on block.
  95. -------------
  96. All non-ex Ruffian kicks meter gain on whiff increased from 20 to 25
  97. LK Ruffian Kick frame count changed from 15/8/20F to 15/11/17F. No change to frame advantage on block. (Unless spaced)
  98. MK Ruffian Kick frame count changed from 11/4/25F to 11/11/18F no change to frame advantage on block. (Unless spaced)
  99. HK Ruffian Kick frame count changed from 7/13/27 to 5/13/27. Hurtbox on upper body during startup and active frames reduced. On hit the opponent falls slower than previously (matches fall speed of an opponent hit by an SRK. Due to ease of comboing after meterless now the damage was reduced from 100 to 90 unless hit as an anti air.
  100. EX Ruffian Kick projectile invincibility increased from 11-20F to 7-20F. Frame count changed from 11/7/25 to 11/10/23. No change to frame advantage on block (Unless spaced). All non-ex Zonks meter gain on startup increased from 40 to 45
  101. ------------
  102. Zonk Knuckles have been more standardized. All levels of Zonk now have the same frame data and damage. Charging the zonk only changes how far you travel and the size of your hurtbox.
  103. Level 2 Zonk damage reduced from 140 to 130
  104. Level 3 Zonk damage reduced from 150 to 130
  105. Zonk frame data changed from 16-18F startup 3F active 26F recovery to 16F startup 4F active 23F recovery. Blockstun reduced by 4F to compensate for the reduced recovery. The move is now -8F on block. Pushback on block REDUCED by 25% making it easier to punish.
  106. Zonk now starts moving forward 1F earlier, slightly increasing the travel distance.
  107. Zonk Hitbox width and height increased by 20%, should no longer be able to be low profiled as easily and makes it a bit farther reaching.
  108. Zonk hurtbox height reduced during startup and active frames. Should trade less often and should no longer be so easily stuffed by mid body attacks such as Ryu's close HK.
  109. EX Zonk has been majorly changed:
  110. EX Zonk now has a 90F charge time (previously 60F)
  111. EX Zonk now costs 2 BARS of meter. EX Zonk CANNOT be FADC'd on block OR hit. EX Zonk Blockstun reduced by 2F. EX Zonk Damage reduced from 90*70 (160) to 70*70 (140).
  112. Frame count changed from 16/1*2/26 to 16/1*3/25. Hitbox size increased to match the increase of regular zonk.
  113. EX ZONK CAN NOW BE PERFORMED AS A GUARD CANCEL. Note: Multi hit moves that have no frame gap between hits cannot be guard canceled except on the last hit (Example: Ryu's U1). Moves with 16F or less from the first active frame until recovered (Such as light attacks or some mids) can be used to bait this move and punish it as it is -9F on block and cannot be made safe. The move also suffers from the same issue as regular zonk as it is not a good option against jump ins, trying to guard cancel a jump in will potentially cause you to whiff OR be punished due to the recovery of a jump in being so low.
  114. The EX Zonk 2 Bar cost is regardless if you used it as a guard cancel or not. It will cost 2 bars even in neutral.
  115. ------------
  116. New Move - Desperation Attack!
  117. Returning from the classic Final Fight days Cody's Desperation Attack is now possible to perform by hitting 3K. The move is a VERY high cost high reward move intentionally limited in when/how it can be used.
  118. The move has frame data as such: 4F startup 4F active Forward Facing Attack (3F no hitbox) 3F active Backwards facing hitbox (3F no hitbox) 3F active forward facing hitbox (3F no hitbox) 3F backward facing hitbox. (Simple version: 4/4(3)3(3)3(3)3/12+27 (12F airborne recovery 27F grounded) it is -40F on block.
  119. The move does 200 damage 250stun, breaks armor and causes an untechable knockdown that throws the opponent full screen. It is invincible 1F-18F
  120. However it is EXTREMELY costly to use:
  121. Desperation attack is just that, a move to be used in desperation. It can ONLY be performed as a reversal. The move CANNOT be FADC'd on block. It costs 1 bar of meter and 80 HEALTHto use. The health cannot be recovered, in addition the health cost is deducted on the first frame and you can SELF KO giving the opponent the round meaning don't use it if you aren't sure you have enough health. The health cost is however subject to life based scaling meaning once you start getting lower on health it will cost less just like damage scaling works but it never goes below 60health.
  122. The opponent also gains 80 meter when hit by the attack which is 30% of a bar. The move is intentionally very costly and intended to be used sparringly if at all. However having a 4F reversal with 18F invincibility and a large hitbox is a good tool to have, just don't let yourself get baited! It is safe jumpable at 4F startup and even if the attack whiffs or is blocked you pay the health cost.
  123. ---------------
  124. Super damage increased from 350 to 370.
  125. --------------
  126. U1 Juggle potential increased from 1 to 2. Startup reduced from 13F to 11F. Overall Damage lowered from 464 to 424 however the first hits damage was increased so that a counterhit results in a larger bonus than previously (Previously gained 21 dmg, now gains 28). The damage distribution was changed from 83+38x4+53+30x6 (Total: 468) to 113+27x4+41+27x6 (Total: 424).
  127. -------------
  128. U2 Juggle Potential for dust portion each hit increased by 1. Wrench Swings now have unlimited JP except for the last swing (the one that causes the camera change) which retains the original JP of 5. This allows Cody to use the dust and wrench swings as a juggle ender without being punished on hit. Hitbox size for each wrench swing as well as the distance traveled on the first wrench swing was increased, this should reduce situations where the dust hits but then the wrench swings are blockable. Damage distribution was completely reworked to emphasize the cinematic portion due to the increased strength of the non-cinematic portion. Damage distribution changed from: 23x7+45x6+75 (506) to 20x7+38x4+45x2+90 (472). This also means that the maximum damage for the non-cinematic version of the attack is 292 (though in practice it usually ends up at 254 as usually one of the wrench swings misses, I've never had 292 occur in all my tests but it SHOULD be possible somehow.)
  129. --------------------------
  130. Gouken
  131. Design principle for Gouken:
  132. Gouken is a somewhat slow attack speed heavy damage zoning character. Gouken is also a beast when he gets the opponent in the corner having some of the best juggle combos around. While Gouken's individual normals are all very good they often don't cover multiple angles of attack and cannot combo into his other attacks mid screen, Gouken must consistently choose the right attack for the situation but he usually has an option for any situation. Many of Gouken's attacks help to emphasize his relationship to Akuma (Gouki) and the defensive non-lethal version of Anatsuken martial arts that Gouken practices. To that end I wanted to emphasize some of Gouken's tools as defensive oriented teaching tools but also to further strengthen somewhat the idea of Gouken and Akuma being brothers.
  133. Lastly, while I want Gouken's aim to be to either push the opponent into the corner where his juggles are surpreme or simply punish opponents attempts to avoid his zoning I still wanted to shore up Gouken's poor hitconfirm options mid screen that force him to take higher risk than he should just to achieve consistency.
  134. -----------------------
  135. Walk speed increased from 0.045 forward 0.03 backward to 0.0465 forward 0.0325 Backward.
  136. Back Dash total frame count reduced from 25F to 24F distance traveled and speed traveled increased noticeably.
  137. Forward throw damage increased from 140 damage 150 stun to 150damage 150 stun.
  138. Back Throw tech window reduced from 16F to 10F after the throw hits.
  139. Removed Input Error causing B+F+B to register as a reverse SRK motion.
  140. ------------------
  141. Normals:
  142. close LP - Recovery reduced by 2F. blockstun increased increased by 2F
  143. close MP - blockstun increased by 1F damage increased from 65 to 70
  144. close HP - blockstun increased by 2F. Damage lowered from 100 to 90.
  145. close LK - Damage increased from 35 to 40. blockstun increased by 2F
  146. close MK - no change
  147. close HK - First hit causes a fast fall knockdown on air hit. 2nd hit causes a fast fall knockdown on air hit. 2nd hit has 1JP (Hitting the first hit on an airborne opponent will usually cause both hits to connect.) damage distribution changed from 40+70 (110) to 55+65(120) no change to stun damage. Blockstun increased by 2F.
  148. ------
  149. Far LP - Recovery reduced by 2F. Blockstun increased by 2F.
  150. Far MP - Blockstun increased by 3F
  151. Far HP - Blockstun increased by 1F stun increased from 200 to 250. Now does 313 stun on counterhit.
  152. Far LK - Recovery reduced by 2F. Blockstun increased by 2F
  153. Far MK - Frame data changed from 7/2/13 to 6/3/12. Hurtbox on upper body and leg reduced by aprox 10% during active frames. Damage increased from 75 to 80. Blockstun increased by 2F
  154. Far HK - Blockstun increased by 2F. Damage on counterhit increased from 138 (125%) to 154(140%)
  155. -------
  156. crouching LP - Recovery reduced by 1F. Damage increased from 20 to 30. Blockstun increased by 2F.
  157. crouching MP - Hitstun increased by 1F. Blockstun increased by 3F. (Now possible to combo crMP - Gohadoken)
  158. crHP - Damage increased on active frames 1-2F from 80 to 90. Air hit damage increased from 80 to 100. Damage for air hit on active frames 3-4F increased from 80 to 90.
  159. crLK - Hitstun increased by 4F blockstun increased by 4F damage increased from 40 to 45
  160. crMK - Hitbox width increased by 25%. Frame count changed from 4/3/16 to 4/4/15. damage increased from 70 to 80. Blockstun increased by 2F
  161. crHK - Blockstun reduced by 1F (Most sweeps recieved 2F or more reduction. I felt that Gouken's sweep was one of his most iconic moves for it's incredible safety, speed, and versatility. As such it is only -4F on block and it received the standard increased pushback on block. It is in some ways safer than before.
  162. ----------
  163. NJ LP - Blockstun increased by 2F
  164. NJ MP - Blockstun increased by 2F
  165. NJ HP - Damage increased from 105 to 110. Blockstun increased by 2F
  166. NJ LK - Blockstun increased by 2F
  167. NJ MK - Hitbox height increased by 25%. Active frames increased from 3F to 5F Blockstun increased by 2F
  168. NJ HK - Active frames increased from 3F to 5F. Blockstun increased by 2F
  169. ---------
  170. FJ LP - Blockstun increased by 2F
  171. FJ MP - First hit can now be canceled to Dive Kick on hit/Block. Blockstun increased by 2F for each hit.
  172. FJ HP - Blockstun increased by 2F
  173. FJ LK - Blockstun increased by 2F
  174. FJ MK - Blockstun inceased by 2F
  175. FJ HK - Blockstun increased by 2F
  176. ---------
  177. F+MP Overhead - Hitstun increased by 1F. Hitstun on counterhit increased by 2F. Now +3F on hit and +6F on counterhit. This allows you to link to Super on a normal hit and link to sweep on counter hit. Damage increased from 80 to 85
  178. D+MK (in Air) dive kick - Damage increased from 60 to 70. Blockstun inceased by 2F
  179. ---------
  180. All non-ex Gohadoken meter gain on startup increased from 10 to 15
  181. Gohadoken - Damage increased from 55 to 60. Damage for a charged fireball increased from 55x2 to 65x2. Charge time reduced. Fully charged startup reduced from 68F to 63F
  182. EX Gohadoken - Now 3 variations. LP + MP throws a fireball forward and and one slightly upwards. LP + HP throws a fireball forward and high up (same as current EX). MP + HP throws a fireball slightly upwards and then another one higher upwards. EX Gohadoken damage increased from 60 to 65. Stun increased from 80 to 100. Fully charged EX Gohadoken damage increased from 60x2 / 80x2 to 65x2 / 100x2. Startup for a fully charged EX Gohadoken reduced from 68F to 63F
  183. --------
  184. All Non-EX Tatsumaki meter gain on startup increased from 10 to 20
  185. LK Tatsumaki - Startup reduced from 7F to 5F. Hitbox position moved slightly down and increased in height by 12%. Grounded recovery reduced from 26F to 11F.
  186. MK Tatsumaki - Startup reduced from 10F to 7F. Hitbox position moved slightly down and increased in height by 12%. Grounded recovery reduced from 26F to 11F
  187. HK Tatsumaki - Startup reduced from 13F to 10F. Hitbox positioned moved slightly down and increased in height by 12%. Grounded recovery reduced from 26F to 11F
  188. EX Tatsumaki - Startup reduced from 7F to 6F. Invincibility reduced from 1-8F to 1-7F. Hitbox position moved slightly down and increased in height by 12%. Damage on final hit reduced by 10 (Now 190 damage total). Final hit now causes an untechable knockdown.
  189. ---------
  190. All Non-EX Rush Punch meter gain on startup increased from 10 to 15
  191. LP/MP Rush Punch - No Change
  192. HP Rush Punch - Invincibility increased from 5-19F to 3-19F
  193. EX Rush Punch - Damage reduced from 90*60 to 80*60
  194. ----------
  195. All non-ex Air Tatsumaki's meter gain on startup increased from 10 to 20. No other changes to air tatsu.
  196. ----------
  197. All non-EX Demon flips (but not the followups) meter gain on startup REDUCED from 30 to 25
  198. Demon Flip Slide - meter gain on hit increased from 30 to 40.
  199. Demon Flip Throw - Meter gain on hit increased from 30 to 60. Damage increased from 150 to 170.
  200. Demon Flip Dive Kick - Meter Gain on hit increased from 20 to 30.
  201. Demon Flip Focus - Landing recovery reduced by 1F
  202. ----------
  203. All non-ex counters meter gain on startup increased from 10 to 15
  204. Kongoshi (Counter) - All Counters now can absorb 2 hits. Should reduce the instances of a move successfully triggering the counter but then a followup attack beating the counter (Such as Blanka's close MK)
  205. ----------
  206. Gouken Can now perform a variation of his demon flip air focus during any jump. The move has a startup of 8F before Gouken becomes armored. In addition upon landing there is an 8F recovery. The move also has a slight height restriction. However it can be done forward, backward, or neutral jumping. It also builds 10 meter on startup. There is no EX variation.
  207. The attack is performed with QCF+Punch during any jump.
  208. -----------
  209. Super Damage increased from 345 to 355.
  210. ----------
  211. U1 damage lowered from 503 for full animation to 478 for full animation. Juggled version unchanged.
  212. U2 damage reduced from 60x(X)*120 to 45x(X)+120 no change to stun damage. Charge times drastically reduced.
  213. Level 1 = 0-2F (Unchanged)
  214. Level 2 = 3-22F changed to 3-17F
  215. Level 3 = 23-42F changed to 18-32F
  216. Level 4 = 43F-62F changed to 33F-47F
  217. Level 5 = 63Fonward changed to 48F onward.
  218.  
  219. --------------------------
  220. Rose
  221. Design principle for Rose:
  222. Rose is a heavily footsie based character who wants to consistently be changing her ranges. While she has viable up close footsie options she really excells at mid range or farther away. Rose is also notable for her ability to turn the opponents zoning attempts against them. While her ability to play the traditional zoner is somewhat limited by her slower than average fireball frame count and her inability to easily convert most anti airs into high damage she is able to fight other pure zoners in a way that is unconventional and forces the zoner to play more offensively than they would normally. Unfortunately, at the moment she is also very easy to rush down and has some trouble dealing damage without meter.
  223. To this end I wanted to emphasize some of her longer pokes and traditional zoning options but also make her better at fighting other zoners as that is something somewhat unique to her. With the changes to meter in this project Rose should also stand out as a character who is incredibly good at building meter and using it effectively.
  224. -----------------------
  225. Walk speed increased from 0.045 forward 0.035 backward to 0.048 forward 0.036 backward.
  226. Backdash is now airborne 4-18F (previously 5-18F)
  227. Focus attack frame data now matches Ryu's.
  228. Focus Attack hitbox moved slightly forward.
  229. Level 3 Focus Attack damage increased from 120 to 140
  230. Forward throw tech window error fixed. Now has standard throw tech window.
  231. Forward throw damage increased from 140 damage 100 stun to 140 damage 130 stun
  232. Back throw damage increased from 140 damage 100 stun to 150 damage 120 stun
  233. -----------------------
  234. close LP - Recovery reduced by 2F blockstun increased by 1F
  235. close MP - startup reduced by 1F blockstun increased by 2F
  236. close HP - blockstun increased by 2F
  237. close LK - Now hits low (must be blocked crouching) blockstun increased by 1F
  238. close MK - hitbox expanded and moved downward slightly to hit low profile attacks easier. blockstun increased by 1F
  239. close HK - Active frames increased by 2F. Recovery reduced by 2F. Blockstun increased by 3F.
  240. -----------------------
  241. Far LP - recovery reduced by 3F. Blockstun increased by 1F
  242. Far MP - Startup reduced by 1F. Blockstun increased by 2F
  243. Far HP - Hitbox moved a small amount forward and upward. Hitbox height increased. Extended hurtbox reduced slightly. Now can be super canceled on hit/block. Damage increased from 100 to 110. Blockstun increased by 1F
  244. Far LK - Now hits low (must be blocked crouching) damage increased from 30 to 35. Blockstun increased by 1F.
  245. Far MK - Hitbox moved slightly forward. Damage increased from 70 to 75. Blockstun increased by 1F.
  246. Far HK - Hitbox moved slightly forward. Active frames increased from 2F to 4F. Recovery reduced by by 1F blockstun reduced by 1F
  247. -----------------------
  248. crouching LP - Hitbox height increased a small amount. Damage increased from 20 to 25. Blockstun increased by 2F
  249. crouching MP - hitbox height increased. Blockstun increased by 1F. Now cancels to unique versions of Soul Spiral with faster startup/travel speed allowing for combos from farther away.
  250. crouching HP - Active frames increased by 1F recovery reduced by 4F. Blockstun increased by 2F
  251. crouching LK - damage increased from 30 to 35. Blockstun increased by 1F
  252. crouching MK - hurtbox on upper body reduced by 25% to allow for low profiling. Damage increased from 60 to 75. Blockstun increased by 2F
  253. crouching HK - recovery reduced by 4F. Blockstun reduced by 1F
  254. -----------------------
  255. Neutral Jump LP - Blockstun increased by 2F
  256. Neutral Jump MP - Blockstun increased by 2F
  257. Neutral Jump HP - New hitbox added directly below Rose during the begining of the attack this hitbox is active for 2F. The move now has a 7F startup and 7F active. Blockstun increased by 2F
  258. Neutral Jump LK - Blockstun increased by 2F
  259. Neutral Jump MK - Blockstun increased by 2F
  260. Neutral Jump HK - Hitbox height increased from 0.1 to 0.15. Blockstun increased by 2F
  261. -----------------------
  262. Forward Jump LP - Blockstun increased by 2F
  263. Forward Jump MP - Active frames increased from 3F to 6F. Blockstun increased by 2F
  264. Forward Jump HP - Hit box added in front of Rose during the earlier portion of the attack. Frame data is now 6F startup 8F active. Blockstun increased by 2F
  265. Forward Jump LK - Hitbox moved a tiny amount downward. Damage increased from 30 to 45. Blockstun increased by 2F
  266. Forward Jump MK - Damage increased from 60 to 75. Blockstun increased by 2F
  267. Forward Jump HK - Hitbox height increased from 0.05 to 0.1. Blockstun increased by 2F.
  268. -----------------------
  269. Forward + HK - Active frames increased by 1F. (no change to overall frame count.) Blockstun increased by 1F. Damage on air hit increased from 100 to 120.
  270. Down+Forward+MK - Hurtbox height during startup reduced by 10%. Hitstun increased by 1F. Blockstun increased by 2F. Damage increased from 60 to 65
  271. -----------------------
  272. Soul Spark input changed from Half Circle Forward to Quarter Circle Forward.
  273. All Soul Sparks - Damage increased from 80 to 85. Meter gain on HIT increased from 20 to 25. Hitbox width increased from 0.05 to 0.15.
  274. LP Soul Spark - Recovery reduced by 4F.
  275. MP Soul Spark - Startup reduced by 2F
  276. HP Soul Spark - Startup reduced by 3F
  277. EX Soul Spark - Now has a "Reflect" hitbox during frames 7 through 10. This can absorb a single fireball. Doing so will give you back 10 meter as well as buff the EX Soul Spark being thrown by 5% damage. Damage increased on EX Soul Spark from 30*70 to 35*75.
  278. -----------------------
  279. Soul Spiral Damage changed from 100 damage 100 stun for all non-ex versions to 90 damage 90 stun for light version 100 damage 100stun for medium and 110 damage 110 stun for heavy version. Meter gain on whiff increased by 5
  280. Canceling crMP into Soul Spiral will use a different version of Soul Spiral which has a faster startup and travels faster, however the recovery and hit/blockstun remains the same. This merely makes it so Rose can combo crMP - Soul Spiral from farther away.
  281. EX Soul Spiral startup reduced from 13F to 10F. Invincibility is now 1-11F. Damage increased from 120damage 100stun to 130 damage 150stun. Blockstun reduced by 1F recovery increased by 3F making it -10F on block point blank.
  282. -----------------------
  283. Reflect damage increased from 50 to 70. EX Reflect damage increased from 50 to 80.
  284. Meter gain on whiff increased from 20 to 30 for MP/HP reflect and from 20 to 25 for LP reflect.
  285. -----------------------
  286. Soul Throw input is now Quarter Circle Back + Kick.
  287. Hitbox size increased for all versions. L/M/H hitbox increased from 0.2x0.2 to 0.4x0.4. EX increased from 0.2x0.2 to 0.5x0.5
  288. EX Soul Throw damage increased from 160 damage 100stun to 180 damage 150stun.
  289. Now able to perform Soul Thow during a neutral or forward jump. The move has a small height restriction but it can dramatically alter your jump arc or landing time. The landing recovery on whiff is 13F.
  290. Meter gain on whiff for air version of Soul Throw is 20
  291. -----------------------
  292. Super damage increased from 50x4+100 to 60x4+100
  293. Ultra 1 startup reduced by 1F. Far hitbox appears 1F earlier in the attack now. Damage reduced from 498 to 458
  294. Ultra 2 damage reduced from 120*120 to 110*110. Chip damage increased from 30*30 to 33*33
  295. -----------------------
  296. Vega
  297. -----------------------
  298. Design principle for Vega:
  299. Vega is a character oriented almost exclusively around pokes, mobility, and his throw game. In addition Vega is the original "Vortex" character from ST. Vega's claw and mask also offer a uniqe aspect to his game both defensively and offensively. Losing his claw shortens his range and lowers the damage of claw based attacks by 10 damage. Losing his Mask causes him to take and deal 10% more damage. However usually it is simply better to always have the mask and claw which makes it feel more like a throwaway weakness. I wanted to emphasize Vega's strengths as a poke character and try and make him feel like there is a reason to actually use his "Remove Mask" and "Remove Claw" specials for a reason other than to taunt the opponent.
  300. In addition I wanted to return a bit of the threat of his flying barcelona in neutral which only really comes into play against less mobile characters as more mobile ones are able to easily punish it even on full screen whiff.
  301. Lastly I felt that while Vega should remain somewhat weak should you get past his pokes and speed and actually pressure him I felt he was a bit TOO weak in that situation. Rather than giving him a DP by making EX Scarlet Terror Strike invincible I thought it would be more interesting to buff his other ways of escaping rather than actually doing a reversal.
  302. -----------------------
  303. All normals that use the Claw now do 10% chip damage on block.
  304. All Punch normals WITHOUT the claw now do 20% more stun damage
  305. Throw damage increased from 120/120stun to 135 damage 135 stun.
  306. Air throw damage increased from 150 damage 130stun to 160 damage 150stun
  307. -----------------------
  308. Close LP - Hitstun increased by 1F. Blockstun increased by 2F
  309. Close MP - Blockstun increased by 2F
  310. Close HP - Blockstun on first hit increased by 2F. Blockstun on 2nd hit increased by 1F
  311. Close LK - Damage increased from 30 to 35. Blockstun increased by 2F
  312. Close MK - Blockstun increased by 2F
  313. Close HK - Hitbox position and size now match far HK better as an anti air. Both hits blockstun increased by 2F. Can be canceled to "Remove Mask" on hit/block.
  314. -----------------------
  315. Far LP - Hitbox height with claw increased from 0.1 to 0.15. Blockstun increased by 2F
  316. Far MP - Hitbox width with Claw increased from 0.3 to 0.315. Hitbox height with and without claw increased from 0.1 to 0.15. Blockstun increased by 1F. Can be canceled to "Remove Mask" on hit/block.
  317. Far HP - Hitbox height with claw increased from 0.1 to 0.15. Blockstun increased by 2F. Can be canceled to "Remove Mask" on hit/block.
  318. Far LK - Blockstun increased by 2F
  319. Far MK - Blockstun increased by 2F. Hitstun increased by 1F
  320. Far HK - Hitbox moved slightly forward on first hit and slightly down on second hit. Hurtbox height reduced during active frames. Can be canceled to "Remove Mask" on hit/block. Blockstun increased by 2F
  321. -----------------------
  322. crouching LP - hitbox height with claw increased from 0.1 to 0.15. Hitstun increased by 1F, blockstun increased by 2F
  323. crouching MP - hitbox height with claw increased from 0.1 to 0.15. Blockstun increased by 1F
  324. crouching HP - active frames increased by 2F. Recovery reduced by 2F. Hitbox with claw moved up slightly and increased in height from 0.1 to 0.2. Blockstun increased by 2F. Can be canceled to "Remove Mask" on hit/block
  325. crouching LK - blockstun increased buy 2F
  326. crouching MK - blockstun increased by 1F
  327. crouching HK - blockstun reduced by 1F. Now able to pickup Mask/Claw by sliding over them during active frames.
  328. -----------------------
  329. Neutral Jump LP - blockstun increased by 2F
  330. Neutral Jump MP - Blockstun increased by 2F
  331. Neutral Jump HP - Blockstun increased by 2F
  332. Neutral Jump LK - Blockstun increased by 2F
  333. Neutral Jump MK - Blockstun increased by 2F
  334. Neutral Jump HK - Blockstun increased by 2F
  335. -----------------------
  336. Forward Jump LP - Blockstun increased by 2F
  337. Forward Jump MP - Blockstun increased by 2F
  338. Forward Jump HP - Hitbox width increased dramatically and moved closer to the center of Vega. Now should be a much more consistent crossup but still requires careful spacing. Blockstun increased by 2F
  339. Forward Jump LK - Hitbox width increased from 0.4 to 0.6 and moved closer to center and flagged to allow for crossup. Blockstun increased by 2F
  340. Forward Jump MK - Blockstun increased by 2F.
  341. Forward Jump HK - Blockstun increased by 2F.
  342. -----------------------
  343. Down+Forward+MK (Overhead) - Damage increased from 60 to 80. Hitstun increased by 4F. Blockstun increased by 5F. Now should be +4F on hit +1F on block.
  344. Down+Forward+HK (Cosmic Heel) - Hurtbox width on leg reduced from 0.65 to 0.6 during active frames. Damage increased from 80 to 90.
  345. PPP backflip sped up. Total frame count reduced from 65F to 58F and moves more quickly.
  346. -----------------------
  347. LP RCF - Hitstun during rolling portion increased by 2F.
  348. MP RCF - Startup reduced by 2F. Hitstun during rolling portion increased by 2F
  349. HP RCF - Startup reduced by 2F. Hitstun during rolling portion increased by 2F
  350. EX RCF - Startup Reduced by 3F. Hitstun during rolling portion increased by 2F
  351. -----------------------
  352. Flying Barcelona - Landing recovery reduced from 31F to 24F on hit or whiff for all versions.
  353. -----------------------
  354. Izuna Drop damage increased from 150 damage 150 stun to 170 damage 150 stun. EX Version is 160 damage 150 stun.
  355. -----------------------
  356. Scarlet Terror - Light/Medium/Heavy versions hitbox size increased from 0.05x0.05 to 0.15x0.15
  357. EX Scarlet Terror - hitbox size increased from 0.15x0.15 to 0.2x0.175
  358. -----------------------
  359. Sky High Claw - L/M/H version hitbox with claw increased from 0.1x0.3 to 0.125x0.3
  360. EX Sky High Claw - Now strike invincible 1F-Till wall.
  361. -----------------------
  362. Remove Claw - Now builds 25 meter on use.
  363. Remove Mask - Total frame count reduced from 40F to 15F. Can be used to cancel some normals previously not cancelable to allow for new combos.
  364. -----------------------
  365. Super - Damage increased from 280 to 305 when doing strike versions
  366. -----------------------
  367. Ultra 1 - Now strike invincible 1-8F damage for full hits reduced from 480 to 450
  368. Ultra 2 - Damage reduced from 450 to 420.
  369. -----------------------
  370. Dan
  371. -----------------------
  372. Design Principle for Dan:
  373. Dan is at his core, a spoof of KOF characters Ryo, Robert, and Yuri. As a joke character Dan is traditionally one of the weakest characters in any game he is playable. My intentions for Dan was to keep him feeling "silly" and "jokey" without being weak. I think that Dan does a great job showing his personality through his animations and movesets. I wanted to make his an overall better character but rather than strictly buffing the things he is worse at to be equal to his Shoto counterparts of Ryu and Ken I felt it would be more fun to push the KOF roots of his design.
  374. To this end Dan has had his fireball adjusted to be more like Ryo's Kyoken and is more of a poke than a true zoning tool but is still useful for zoning. Dan also has been given a run with similar properties to CvS2 or KOF which allows him to quickly follow up and gain ground after any knockdown.
  375. Lastly, one of his most iconic moves is his taunts. I wanted to make his taunts feel like they were still taunts (and as such shouldn't be used against strong players very often if ever) but that if the Dan player was truely better than their opponent and could read them properly he could actually utilize the taunts into his gameplay and be rewarded for it.
  376. -----------------------
  377. Dan's walk speed was increased from 0.04 forward 0.03 backwards to 0.042 forward and 0.031 backwards.
  378. Forward Throw damage increased from 120 damage 100stun to 140 damage 130stun.
  379. Backward throw damage increased from 130 damage 120stun to 145 damage 140stun
  380. -----------------------
  381. Close LP - Blockstun increased by 2F
  382. Close MP - Damage increased from 65 to 70
  383. Close HP - Blockstun increased by 1F
  384. Close LK - Blockstun increased by 2F
  385. Close MK - Blockstun on both hits increased by 2F
  386. Close HK - Blockstun increased by 2F
  387. -----------------------
  388. Far LP - Blockstun increased by 2F
  389. Far MP - Blockstun increased by 2F
  390. Far HP - Startup reduced from 11F to 9F. Active frames increased from 2F to 3F. Recovery reduced by 1F. Blockstun increased by 2F
  391. Far LK - Hitbox width increased from 0.31 to 0.325. Made special cancelable on hit/block. Hitstun increased by 1F. Blockstun increased by 2F.
  392. Far MK - Damage increased from 70 to 75. Blockstun increased by 1F.
  393. Far HK - Startup reduced by 1F. Hitbox width increased from 0.3x0.15 to 0.325x0.15. Active frames increased by 1F, recovery reduced by 1F. Now moves Dan forward during startup.
  394. -----------------------
  395. Crouching LP - blockstun increased by 2F
  396. Crouching MP - Blockstun increased by 2F
  397. Crouching HP - Startup reduced by 3F. Active frames increased by 2F. Recovery reduced by 2F. Hitbox moved up higher and increased in size from 0.2x0.25 to 0.25x0.3. Hurtbox height reduced during active frames. Now does 120damage on airborne opponents. Blockstun increased by 2F
  398. Crouching LK - Blockstun increased by 2F
  399. Crouching MK - active frames increased by 1F. Recovery reduced by 1F. Blockstun increased by 1F
  400. Crouching HK - Blockstun reduced by 2F
  401. -----------------------
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