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Fighter's History Dynasties 2.0 change log

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Jan 30th, 2019
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  1. LEGEND
  2. + denotes buffs
  3. - denotes nerfs
  4. = denotrs bugfixes
  5. SOMETIMES A BUGFIX IS A BUFF OR A NERF. IF ITS A BIG DEAL I'LL MARK IT WITH A + OR -. In addition, I'll include reasons behind changes for characters in summary.
  6.  
  7. 1.0 - Initial Launch
  8. 1.05 - First DLC wave
  9. 1.10 - 2nd DLC Wave:
  10. GENERAL
  11. = Xu Huang and Dai Zong added to the game. Shishin's name changed to Shi Jin, to accurately represent his character origin from "Water Margin"
  12. = New HUD and system looks thanks to Liberation(@LiberationEXE)!
  13. = Tag mechanic has been fixed a bit. Previously weird drops would occur during tag combos, they do not anymore.
  14. = Overheads have been standardized. No longer are insane on hit (I forgot to fix this earlier) but all are special cancellable.
  15. = Envshake (screen shaking) and additional impact added to many supers. A lot more oomph when you spend your bar!
  16. = All Light Dragon Punch-esque moves now have head invulnerability only! Generally have more head invul than their prior full invul. Strong DPs unchanged. Ray's is the only exception, as his reversal is fairly commitmental in this game and the fierce version is more of its own angle than a good reversal.
  17. = Effects are more consistent across the board.
  18. = All normals are no longer considered counter hittable during their recovery frames, only during startup and active frames.
  19. = All light attacks have much less proximity guard range, including light jump attacks.
  20. = Glitch involving tag ins on block has been resolved.
  21.  
  22. AKUMA:
  23. - Fireball recovery increased by 2 frames.
  24. - Fireballs launch opponents hit in the air much less high.
  25. - Light Tatsumaki has a lower launch velocity against airborne opponents.
  26. + Overhead made special cancellable, as noted above.
  27. + Can now properly cancel into his command normals from his light normals
  28. + Can super cancel into Tenma Gou Zanku from any special move that has Akuma in the air.
  29. + Can now angle Tenma Gou Zanku. Light Punch has a much more steep downwards angle, similar to the Light Gou Zanku fireball arc.
  30. + Air Tatsumaki properly combos when cancelled into.
  31. = Messatsu Gou Hadou juggle value fixed. Was lower than should've been
  32. = Shakunetsu Hadouken juggle bug fixed.
  33. Notes: Akuma's fireball game has been slightly worsened in exchange for much better combo freedom and creativity, alongside certain moves gaining additional function, such as Tenma Gou Zanku. The idea was to push him away from zoning but not entirely, and focus on improving his setplay with moves that weren't being utilized properly.
  34.  
  35. CAO CAO:
  36. + Royal Trick's Anti Air followup (LP) has been granted head invulnerability until its 2nd active frame.
  37. + Royal Trick's Anti Air followup is now safe on block (-7 > -3)
  38. - Heavy Double Swing Kick's damage reduced by 10 (110 > 100)
  39. Notes: Cao Cao was already mostly fine, but it was noted that certain moves were functioning somewhat subparly. Namely, anti air out of Royal Trick was fairly decent but not performing as expected, so it was given a boost in utility both as an anti air and as a blockstring ender. In return, his damage has been slightly lowered thanks to the Double Swing Kick nerf, though it is very slight.
  40.  
  41. ZAZIE:
  42. = Bug fixed with backstep invincibility carrying over into his idle/next action for 1 frame.
  43. Notes: All Zazie received was bugfixes.
  44.  
  45. KUNG FU MAN:
  46. + Heavy Kung Fu Zankou moves him more forward.
  47. + Heavy Kung Fu Zankou has more active attack frames.
  48. + Light Kung Fu Zankou has more active attack frames.
  49. + Light Kung Fu Zankou's grounded counter hit bonus now has 2 additional frames of hitstun.
  50. = Light Kung Fu Zankou no longer passes through attacks it was not intended to pass through
  51. = Bug fixed in which Heavy Kung Fu Zankou had post-active frame armor.
  52. + Both Kung Fu Upper attacks now have invulnerability to low attacks for 6 frames.
  53. + Cr.HP startup reduced by 1f (f6 > f5)
  54. - Cr.HP active frames on first hitbox reduced by 1f (3 > 2)
  55. + Cr.HP 2nd hitbox comes out faster as a result of the above change (f8 > f7)
  56. + Light Kung Fu Zankou now has 1 hit of high armor (loses to lows) vs. physical attacks now.
  57. - Light Kung Fu Zankou no longer has full upper body invincibility during its active duration
  58. Notes: Kung Fu Man received mostly buffs and improvements to various moves, and Light Kung Fu Zankou has been reworked to function more as intended with its high armor. Cr.HP was retooled to be more of an anti air normal that has a much better hitbox than it previously did, and to have less startup for the anti air portion of the move.
  59.  
  60. LEE:
  61. + j.HP comes out 1f faster
  62. = Blockstun on HP Rekka adjusted to be consistent with LP Rekka.
  63. - j.HK comes out 1f slower
  64. - Hitboxes for air normals after the Jump followup to Rekka are slightly worse
  65. Notes: Lee's rekka jump followup was somewhat oppressive so it was toned down a little bit, while still maintaining its utility. HP Rekka into Jump was also a bit too safe, so it was adjusted to have the same blockstun as the LP Rekka. j.HP and j.HK had their frame data altered in regards to startup to better match the utility and hitboxes.
  66.  
  67. LU BU:
  68. + HP DP comes out 1f faster
  69. + HP DP's invul extended by 1f
  70. - Health adjusted to 970 (980 > 970)
  71. = Roll adjusted to match the roster's.
  72. = Fireball dmg scaling bug fixed.
  73. - Fireball has an additional 2 frames of recovery. To offset, it has 2 more frames of blockstun to make frame advantage the same.
  74. + Cr.LP Hitbox extended downward. Hits crouchers much more reliably.
  75. Notes: Similar to Akuma, Lu Bu's changes have the goal of orienting him more directly to his ideal gameplan. His wakeup has improved tremendously with a much more reliable reversal, and his Cr.LP has been fixed to be more consistent in how it connects.
  76.  
  77. FEILIN:
  78. + Hurtbox on Touroh Zan pulled back a bit.
  79. = Kakkou Hakkaku Soubi Ken looks slightly better.
  80. Notes: Fei Lin's changes offset around the idea of using her fireball frametrap and zoning game after blockstrings. Her hurtbox was abnormally far forward, so it has been adjusted to make this option a lot better without buffing the fireball itself.
  81.  
  82. ZHANG FEI:
  83. + Light Flying Kick Barrage no longer passes over opponents next to Zhang Fei.
  84. + Light Flying Kick Barrage startup reduced by 1f (20 > 19).
  85. + Light Flying Kick Barrage is now -4 on block.
  86. = Tag starter no longer passes through opponents that are close to Zhang Fei.
  87. - Fireball startup increased by 1f.
  88. - Fireball recovery increased by 2f.
  89. Notes: Zhang Fei got a small amount of buffs, namely to his Flying Kick Barrage attack. The goal was to make it more reliable on offense. To offset this, his fireball game has been nerfed slightly, but since his focus is primarily on offense, this does not affect him too much.
  90.  
  91. RAY:
  92. - Big Tornado has 2 more frames of recovery, but an additional 2 frames of blockstun to retain its frame advantage on block.
  93. - Big Tornado has 1 more frame of startup
  94. = DDT throw now uses more standard system FX and sounds.
  95. Notes: Minor nerf to Big Tornado as it was far too strong for the character it was on. It is still one of the best fireballs in the game.
  96.  
  97. SHI JIN:
  98. = Bug with HP Fireball's effect fixed.
  99. - Cr.HK is now -4 on block (+1 > -4)
  100. + Cr.HK has more active frames.
  101. Notes: Very small changes, mostly fixes.
  102.  
  103. CLOWN:
  104. = Clown now properly flashes blue when he uses the tag mechanic
  105. + St.HP is now -4 on block (-6 > -4)
  106. + All heavy normals have slightly more hitstun on hit, to match the rest of the roster.
  107. Notes: Minor fixes for Clown as well.
  108.  
  109. MATLOK:
  110. - Light Overhead Kick is now -4 on block (-2 > -4)
  111. Notes: Matlok has only received one change, and it's to overhead kick. This move was a bit stronger than intended, so it has been toned down appropriately.
  112.  
  113. SUN CE:
  114. - Most light normals have had their pushback slightly adjusted to be higher.
  115. - Sun Ce's Sky Charge now halts his forward momentum upon initiating a tag, preventing shenangians involved width and crossups
  116. Notes: Certain light normals had much lower pushback than they should have, which has been fixed.
  117.  
  118. KARNOV:
  119. - Fireball recovery increased.
  120. - Fireball blockstun increased a bit to compensate.
  121. Notes: Minor adjustments to Karnov's fireball to match the cast.
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