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Nov 20th, 2019
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  1. A+B+K: Fixed an issue with input not registering/delayed or something.
  2.  
  3. AGS? A+B/[A+B]: Fixed an issue where the opponent took damage on GI.
  4.  
  5. BUFF: FC A (2A?): Im not sure what this means at all. Something about highs and crouch.
  6.  
  7. 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?
  8.  
  9. 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.
  10.  
  11. BUFF: 44K: Faster recovery
  12.  
  13. BUFF: AL AAK: Will no longer use stocked AP LH on ring out.
  14.  
  15. NERF: AGS KK: Bug fix? Something about a bug with counter hits.
  16.  
  17. BUFF: Generating Analysis Points now restores guard stamina. Spending 9AP on a LH will fully restore guard stamina.
  18.  
  19. BUFF: Aerial Leap A+B+K: Restore Guard stamina on hit
  20.  
  21. BUFF: Angler dodge: Laser shot is 2F faster. Recovery is 2F faster. More combo potential on successful aGI into G cancel.
  22.  
  23. BUFF: 66a[K]: 6f more hitstun & blockstun.
  24.  
  25. BUFF: 66B+K: Added lethal hit. Condition is "Counter bomb 3 or more times successfully." (Counter bomb is angler parry)
  26.  
  27. BUFF: Angler K: "Randomly restores Health, Soul Guage, or Guard Stamina when hits/catches enemies"
  28.  
  29. NERF: 6BB: Smaller horizontal hitbox. Removes character specific combos (No AGS A+B follow up on big bodies)
  30.  
  31. NERF: Jump A: Less combo damage
  32.  
  33. NERF: AGS A (and SC AGS A): Lowered base damage, lowered combo damage. Something about blockstun and hit properties, not sure.
  34.  
  35. NERF: AGS [B]: Reduced blockstun by 4f. (From -8 to -12 on block). Lowered forward momentum when used(?).
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