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Rev. 2 AC Boss changes

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Apr 22nd, 2020
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  1. rev 2 arcade boss changes (completeish)
  2.  
  3. All Characters Listed:
  4. At all times, passively gain 2 meter/frame. (full meter is 10,000 so over 1 second, you get 1.2% bar for doing nothing!)
  5.  
  6. Bedman:
  7. Number of hits on 632146H (including burst version) increased. Duration between hits stays constant, so the super lasts longer.
  8. Bedman recovers at the same speed.
  9.  
  10. Chipp:
  11. 632146H does some neat animations on connect before the final hit, damage increase
  12.  
  13. I-No:
  14. Guts level changed from 1 -> 3
  15. 214P (ground and air) spawn three notes instead of one. Each note does (maximum) three hits from five.
  16.  
  17. Johnny:
  18. Now steals a maximum of ten objects from treasure hunt, as opposed to 2. Still can't go over the cap.
  19.  
  20. Jack-O':
  21. Calvados (j.214S/214S) now fires 3 pillars, one in the usual place, and two farther away at the same spacings.
  22. Damage increased from 25/31 to 50/62 (burst/non burst) per hit.
  23.  
  24. Ky:
  25. Ride the lightning (632146H, ground and air) now travels MUCH faster (old maximum speed 31,500 units, new speed 100,000 units throughout), does 70 damage per hit (pops up, doesn't combo like old RTL), launches vertically, allows for juggles in the corner afterwards.
  26.  
  27. Leo:
  28. Backturned super, after disappearing offscreen, comes back in the opposite direction it came from. No damage modification. If the first hit connects, the return will combo.
  29.  
  30. Millia:
  31. Winger inflicts more (or uses less?) RISC?
  32. Boss section of winger defined, needs testing.
  33.  
  34. Ramlethal
  35. Guts changed from 1 -> 3
  36. Can airdash twice
  37. f.S (both with and without sword) combo on NH into 623P (standing too!)
  38. Sword 2S/2H use old animations (might do something else? I think that's it)
  39. 6S/6H set: startup on summon 1f faster, swords now do 65 from 50 damage, no forced 85% proration, attack level to 3 from 2
  40. Trance (632146H, no sword) lasts longer, does more hits, damage per hit to 20 from 8, less pushback per hit (on hit)
  41. j.H with sword, sword just sorta stays up there, unsure why
  42. 623P (both versions) do not knock away horizontally, only vertically, no forced 80% proration
  43. 236K now teleports forward before grabbing, is a hitgrab (?)
  44. 2363214K (explode) does 140 for its final hit from 80
  45. Calvados (632146H, both swords) has:
  46. frame 1 super armor
  47. 50/62 per hit from 16/20 (no burst/burst)
  48. Burst calvados does 50 stun from 16 (per hit? whole move? i think it's the whole move)
  49. Number of hits to 100 from 30
  50. IK activation frame 1 invuln til end
  51. IK frame 1 invuln til recovery
  52. Most finished strings (5PPP, 5PK, 2KK, etc.) special cancellable
  53.  
  54. Slayer:
  55. Dead on time now ping-pong wallbounces!
  56. Damage to 200/250 from 140/175
  57.  
  58. Sol:
  59. Second hit of tyrant rave moves forward as a projectile instead of manifesting and then disappearing
  60. Damage to 60 from 70
  61.  
  62. Zato:
  63. Eddie now passively consumes 1 eddie gauge point per frame from 10 when summoned
  64. Summoning from a drill puddle consumes 360 eddie gauge from 720
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