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- A+B+K: Fixed an issue with input not registering/delayed or something.
- AGS? A+B/[A+B]: Fixed an issue where the opponent took damage on GI.
- BUFF: FC A (2A?): Im not sure what this means at all. Something about highs and crouch.
- BUFF: [B] counter hit: Something about whiffs. Not sure if they're changing the launch distance or making the opponent stand up on crouch hit. I assume the latter?
- BUFF: 66B: Attack changed from "Mid Strike" to "Mid Strike Down." About as far as I got, don't understand the rest. Assumption is now hits prone opponents or buffing the combo properties.
- BUFF: 44K: Faster recovery
- BUFF: AL AAK: Will no longer use stocked AP LH on ring out.
- NERF: AGS KK: Bug fix? Something about a bug with counter hits.
- BUFF: Generating Analysis Points now restores guard stamina. Spending 9AP on a LH will fully restore guard stamina.
- BUFF: Aerial Leap A+B+K: Restore Guard stamina on hit
- BUFF: Angler dodge: Laser shot is 2F faster. Recovery is 2F faster. More combo potential on successful aGI into G cancel.
- BUFF: 66a[K]: 6f more hitstun & blockstun.
- BUFF: 66B+K: Added lethal hit. Condition is "Counter bomb 3 or more times successfully." (Counter bomb is angler parry)
- BUFF: Angler K: "Randomly restores Health, Soul Guage, or Guard Stamina when hits/catches enemies"
- NERF: 6BB: Smaller horizontal hitbox. Removes character specific combos (No AGS A+B follow up on big bodies)
- NERF: Jump A: Less combo damage
- NERF: AGS A (and SC AGS A): Lowered base damage, lowered combo damage. Something about blockstun and hit properties, not sure.
- NERF: AGS [B]: Reduced blockstun by 4f. (From -8 to -12 on block). Lowered forward momentum when used(?).
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