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- General note:
- - Blitz Shield can now work on projectiles depending on distance
- - Purple RC start-up time reduced
- - changed behaviour properties of neutral ukemi at lower altitudes
- - some commands and supers are easier to input
- - input buffer for forward dash, etc. increased
- - if opponent RCs during a Blue Burst start-up, a Red RC is performed.
- - Overall adjustments to entire cast
- ::...Characters...::
- Bedman:
- -1H/2H/3H is JC
- -6H is slower, but throw invuln
- -Dash improved
- -Successful Dash is cancel-able(?)
- -HemiJack is faster
- Elphelt Valentine:
- • Grenade:
- -Has a hitbox that can be attacked
- -Misfires if Elphelt is hit (doesn't blow up)
- -Blows up immediately when it touches a projectile
- -Bridal Express (both versions) have increased proation
- -6S decreased from 3 to 2
- -Miss Confire (236S) now launches the opponent higher on counter-hit.
- -Miss Travalier (236HS) the amount of tension gained with the reload is decreased from 200 to 100. (Thanks Rikir!)
- Sin Kiske:
- - 6P j. cancels. Recovery ↑
- - J. 236H (Beak Driver) has no landing lag
- - 236K +3 on block, Hurtbox increased
- - 263S (Hawk Baker) now crits far or close
- Millia Rage:
- - 6K is now -2 on block
- - Dead Angle causes blowback on hit now (?)
- - 214K/HS (Digitalis) untech time on CH ↑, recovery is increased to 26 frames (former 23), P1 changed from 80 to 75.
- • 2141236HS (Winger) ↓
- - opponent now rolls along ground rather than wall-bounced on hit
- - forced proration on hit is now removed
- - P1 is now 90
- - last hit reduces the R.I.S.C. Level by 15. (Thanks @FRBako for the link!)
- Chipp Zanuff:
- - 2S on CH causes stagger
- - 214K (Tsuyoshishiki Meisei) Visuals changed
- • HS Teleport (Tsuoyoshishiki Ten'i)
- - Overall recovery changed from 26->20 frames - same as S teleport
- - Teleport destination made slightly higher
- - DP (Shinkirou) on CH causes knockback (blowback?)
- - 632146H (Zansei Rouga) On hit interaction changed (?)
- - Final hit damage increased from 110 to 150.
- Faust: (credits to anon)
- f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34.
- j.2K - can now be performed at lower altitude.
- Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit.
- Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24.
- Ground hitstun - increased the hurtbox on some hitstun animations.
- Leo Whitefang:
- - last hit of rekka is now throw invul
- - Restand is now +3 rather than +2
- - S. Sonic Boom input now travels across full screen (used to stop around 60-75% across).
- - H. Sonic Boom is slower
- Sol Badguy:
- -Gunflame hitbox decreased
- - (more to be added)
- Venom:
- TL;DR (Will update) - Generally Ok.
- Zato-ONE:
- - Deadman's hand is now 214d, does more damage, less techable time.
- - Puddle summon uses Eddie bar
- - Puddles can be killed.
- - Great White is better
- - Eddie meter refills slower if completely depleted/Eddie gets hit.
- - YRC time for Break the Law reduced (thanks Beautifuldude!)
- May:
- - [4]6HS (Mr. Dolphin) - Attack level changed from 3 to 4.
- - 632146K (Overhead Kiss) changed to 623K
- • 41236P/K/S/HS (Applause for the Victim)
- - change input priority; if button is released right after initial input, ring stays in place
- - activates when you release the corresponding button again;
- - start-up is reduced from 13 to 10 frames;
- - can hop on dolphin before the attack comes out.
- • Hop on Dolphin
- - the damage of all versions is now 50
- - after hitting opponent, becomes easier to cancel into air dash.
- Ramlethal Valentine: (Thanks Al_Paca on Twitch)
- - Hit with the nerf bat.
- - All variations of j.d have increased recovery from 20 to 28.
- - j.6s recovery increased from 29 to 35.
- - j.6h recovery increased from 29 to 35.
- - j.2s recovery increased from 26 to 37.
- - j.2h recovery increased from 26 to 37.
- - lasers are better
- Axl Low:
- - Rensen causes hard knockdown
- - Shorter charge on Rensen
- - Rensen can now YRC and Counter YRCs are better
- - 5P hitbox is increased
- Slayer:
- - 6P On CH knocks back further which makes wall bounce easier, changed to cause wall bounce even mid-screen
- - Bite damage increased from 72->90. Increased recovery on hit. Increased pushback on hit
- • P Dandy Pilebunker
- - now has increased travel distance
- - wall bounces on CH
- - Damage reduced from 80->70
- - No longer CH state during recovery (Thanks @theloafingone!)
- • K Dandy Pilebunker
- - Wall sticks on normal hit
- - Forced damage proration to 70%
- - RISC level reduction changed from 6->10
- - No longer CH state during recovery
- • Dead on Time
- - now has added hit stop
- - Dizzy attack power changed from 0 to 70
- - travels father than it used to.
- - Recovery increased to 39 frames (formerly 31)
- - Fixed a bug where Slayer was having shorter invulnerability than other characters when air teching/recovering
- Ky Kiske:
- - Split Ciel moved up to two stages. Now is +1.
- - Stun Edge hitbox increased (?)
- - (more to be added)
- Potemkin:
- - (placeholder) They're not bad, but don't expect anything above the ordinary.
- IF ANYONE HAS ANY INFO ON THE REMAINING CHARACTERS THAT AREN'T HERE OR INFO I MISSED OUT ON, TWEET @TheBlackHylian and I'll update it!
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