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Slashers ChangeList

Dec 3rd, 2015
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  1. ---------------------------------------------------------------------------------------------------------------------------------------
  2. Slashers 1.290(Voice-Up) Update Notes
  3. ---------------------------------------------------------------------------------------------------------------------------------------
  4. [NET PLAY CHANGES]
  5. - Disconnect ratios now correctly computed.
  6. - "GAME OUT OF SYNC" message is displayed when a desync issue occurs. Exiting game at this point no longer causes the leaving player to lose.
  7.  
  8. [NEW SOUND FEATURES]
  9. - Kanae, Brandon, Mirei, Alperen, Shin, Jaman and The Announcer has new voices.
  10.  
  11. [GAME PLAY CHANGES]
  12. - Special moves with instant initial invincibilty frames had their start-up frames shifted forward 2 frames. Limit Break moves properties didn't change.
  13. - Only Red Powers can ko an opponent on guard now. Blue powers can no longer do this.
  14.  
  15. [GENERAL]
  16. - Fixed a glitch causing air borne opponents to be "planted" standing on the ground.
  17. - Training mode helper hurt-box/stamina settings now display correctly.
  18. - Hurt/Hit Box and Stamina display option added to "Combo Challenge" pause menu.
  19.  
  20. [EFE]
  21. - Fixed a glitch causing held st.K's push-back amount to be too high.
  22. - "Crescent Slash" hit stun decreased.
  23. - Opponent can not use "Power Escape" during #4.
  24. - "Flash Bomb A" infinite range fixed.
  25.  
  26. [KANAE]
  27. - "Dragon Fang A" hit stun decreased.
  28. - Start-up invincility frames shifted forwards by 2 frames: "Dragon Slash B". Counter-prone properties removed.
  29.  
  30. [BRANDON]
  31. - Start-up invincility frames shifted forwards by 2 frames: "Upper-Sonic Slash B".
  32. - Opponent can not use "Power Escape" during #4.
  33.  
  34. [SHIN]
  35. - Start-up invincility frames shifted forwards by 2 frames: "Blade of Blood A". Counter-prone properties removed.
  36.  
  37. [ANDRE]
  38. - j.BS hits one time if first hit is blocked or guarded.
  39. - Start-up invincility frames shifted forwards by 2 frames: "Knight Drill", "Holy Guard High/Low"
  40. - "Knight Charge" guard enabled initial frames also shifted by 2 frames.
  41. - Opponent can not use "Power Escape" during #4.
  42.  
  43. [NAGASHAPA]
  44. - st.SL damage reduced.
  45. - j.BS hits one time if first hit is blocked or guarded.
  46. - "CRUSH! ATTACK!" damage reduced. Power Recovery window removed.
  47. - "World Trip A" Power Recovery window added to the middle of the slide animation.
  48. - Start-up invincility frames shifted forwards by 2 frames: "Might! Attack! A", "Crush! Attack!", "World Trip". Counter-prone properties removed.
  49.  
  50. [RUNGARD]
  51. - Start-up invincility frames shifted forwards by 2 frames: "Teleport Crush", "Fire Inferno"
  52.  
  53. [JAMAN]
  54. - Opponent can not use "Power Escape" during #4.
  55.  
  56. [MIREI]
  57. - "Slide Kick" can be performed as early as "Front Thrust". Damage reduced.
  58. - "Front Thrust" puts opponent into airborne state.
  59. - Cool-down timer removed from Shadow Drop moves.
  60. - "Vortex Slash" can no longer be performed too close to the ground.
  61. - Start-up invincility frames shifted forwards by 2 frames: "Shadow Strike"
  62. - cr.BS no longer hits low.
  63.  
  64. [ALPEREN]
  65. - Recovery frames after throw animation increased. Damage reduction for follow-ups increased.
  66. - Blade Mode j.BS hits one time if first hit is blocked or guarded.
  67. - Power #1 and #4 meters increased one unit.
  68. - Protecters is now "Soul Mode" and Chaos Blades is now "Blade Mode" move.
  69. - "Soul Grasp" is now a "Soul Mode" only move.
  70. - Soul Mode st.BS hits one time.
  71. - "Chain Bringer" no longer pulls opponent when guarded or blocked.
  72. - Blade Mode j.SL hitbox shortened from bottom.
  73. - Start-up invincility frames shifted forwards by 2 frames: "Death Spike"
  74.  
  75. ---------------------------------------------------------------------------------------------------------------------------------------
  76. Slashers 1.285(Fatal Blow) Change List
  77. ---------------------------------------------------------------------------------------------------------------------------------------
  78. [NEW NET PLAY FEATURES]
  79. - Tiers introduced for Net Play. Your online score puts you in one of 6 available tiers: Beginner,Intermediate,Skilled,Pro,Master and Elite.
  80. Earned and lost points are computed based of tier difference. No penalty/reward applied for players on the same tier.
  81. - Each gamer's tier is displayed with an icon near their FighterTag.
  82. - Same players fought more than 3 fights in last 30 minutes in ranked mode will no longer receive/lose full points but points reduced by %10.
  83. This is to prevent farming and taking advantage of the opponent's current condition. This is also to encourage players to play with different players.
  84. - Selecting "Quick Match" will only make you challenge players who also chose it simultaneously.
  85. - Fixed a bug preventing spectating matches.
  86.  
  87. [NEW TRAINING FEATURES]
  88. - Added "Counter 1" and "Counter 2" options to training Action 1. CPU opponent tries to punish you with their selection of moves with fast/invincible start-up frames.
  89. You may combine this with Action 2 "Guard All" option to see your moves and setups are safe or not.
  90. You may also combine this with Action 2 "Block All" option to practice "Block Cancel"s and "Counter Blocks"...etc
  91. - All training options are saved now.
  92.  
  93. [NEW GAMEPLAY FEATURES]
  94. - "Fatal Blow" introduced. If you can hit your opponent immediately after blocking their attack, your attack will be registered a
  95. "Fatal Blow" and it will generate extra hit stun, less push back and increased damage (from %10, up to %25, bonus increases every time) to your following combo.
  96. Combos started by a "Fatal Blow" also prevent "Last Chance" and directly KO opponent.
  97. - "Power Escape" system changed and usage disconnected with the power bar. Now each player has access to one free power escape for the whole fight.
  98. An icon added below the end of power bars indicating power escape state. It flashes when power escape can be initiated. And disappears when used.
  99. Power Escapes can not be used when opponent is performing a power move. This is also indicated with an "X" sign over the icon as well.
  100. - "Power Escape" animations now wait at the end frames for the opponent to gain control.
  101. This was implemented to prevent unjust punish tactics and make this feature to be used as a "resetting" mechanism.
  102. - Some normal moves of specific fighters gained "Aerial invincibilty" frames.
  103.  
  104. [GENERAL]
  105. - "Block Cancel"s consume same amount of meter (solid blue meter) as recoveries now.
  106. Following successful "Counter Block"s don't consume meter but always have same properties as "Blue Blocks".
  107. - Frame data changed drastically. Guard push-back overall increased.
  108. - Each fighter received "Counter-prone" frames to at least one of their special move. These moves must be used carefully now to avoid high damage punish combos.
  109. - Fixed a glitch causing kick or slash moves to come out when a Block input (SL+K) is entered.
  110. - Fixed a glitch causing 2 simultaneous button presses to be recognized as 3 and making an unwanted "Power Escape" come out.
  111. - "Reversal" notification added. Displayed when a special move is initiated during invincible frames of wake-ups etc.
  112.  
  113. [EFE]
  114. - "Onward Slash" is counter-prone during recovery frames.
  115. - st.BS, cr.BS damage reduced.
  116. - j.SL is harder to cross-up. Start-up increased.
  117. - st.BS, cr.BS and j.BS damage reduced.
  118.  
  119. [KANAE]
  120. - "Dragon Slash B" is counter-prone during falling and landing. Forward advance decreased.
  121. - "Magic B" startup frames no longer causes opponent to guard.
  122. - "Shadow Slash A" can not juggle more than once in a combo.
  123. - "Shadow Slash B" damage reduced.
  124. - st.BS damage reduced.
  125. - cr.BS causes damage reduction on air-borne opponents.
  126. - Overall damage reduction on specials.
  127.  
  128. [BRANDON]
  129. - Rocket Kick is counter-prone during falling and landing.
  130. - Opponent can not use Snap-Out when countered with Rocket Kick.
  131. - st.SL has invincibility frames against normal aerial attacks.
  132. - Overall damage reduction on BS normals and specials.
  133. - st.BS range decreased.
  134.  
  135. [SHIN]
  136. - "Dark Fiend" is now a Load & Shoot move. Combination changed to "D,F,K".
  137. Ground version calls a crow. Air and ground versions make the called crow attack.
  138. Crow attack properties are same with #1 Power crows.
  139. - Power #1 adds another crow to the flock as it was before. Each crow can be attacked one by one with "Dark Fiend".
  140. Holding PW during "Dark Fiend" makes all crows attack.
  141. - "Chopper A & B" now can also be performed with "D,F,SL/BS"
  142. - "Claws of Darkness" combination changed to "D,B,K"
  143. - "Executor" combination changed to "B,F,K"
  144. - Holding B at the end of "Blade of Blood" quickly makes Shin to call a crow.(Load animation)
  145. - "Blade of Blood" damage reduced. B version no longer hits opponent on the way back.
  146. - "Blood Seeker" now always consumes power meter. It used to be intentionally not consuming when Blade of Blood is hit.
  147. - It is easier to follow with an aerial attack during "Blood Seeker" when "Blade of Blood" hit.
  148. - Crows damage reduced. Floating amount when hit increased.
  149. - F+SL has invincibility frames against normal aerial attacks.
  150.  
  151. [ANDRE]
  152. - "Heaven's Sword" is counter-prone during recovery frames.
  153. - F+SL animation changed.
  154.  
  155. [RUNGARD]
  156. - Guarded "Scorcher B" puts Rungard close to the opponent.
  157. - Rungard is counter-prone during "Evil Dash" moves.
  158. - Scorcher B leaves Rungard close to opponent when guarded.
  159. - Pushback of cr.K increased.
  160. - st.BS, cr.BS, j.BS damage decreased.
  161. - A glitch in "IceBolt" fixed which was causing miss timings with the bolt and Rungard.
  162. - Fixed a glitch causing Rungard to snap to ground when air dash performed during Lighting Attack and there is the cool-down.
  163. - "EVIL TELEPORT" commands changed: B,F,K (to front "New"), F,B,K (to back) and D,U,K (to air)
  164.  
  165. [JAMAN]
  166. - "Flash Claw B" is counter-prone during falling and landing.
  167. - "Flash Claw A" start-up invincibilty frames removed.
  168. - "Power #3" frame advantage decreased.
  169. - Overall damage reduced.
  170. - "Death Claw" damage reduced, when connect all hits properly hit now.
  171.  
  172. [NAGASHAPA]
  173. - "Might Attack A" is counter-prone after 'Might' was released.
  174. - Fixed a glitch where opponent could be grabbed after "Crush Attack"'s bouncing animation.
  175. - F+K has invincibility frames against certain aerial attacks.
  176. - More than 2 launches with cr.BS not allowed during a combo.
  177. - cr.BS re-launch and Ultimate grab not possible after Power #2.
  178.  
  179. [ALPEREN]
  180. - "Energy Wall B" start-up invincibilty frames removed.
  181. - "Death Spike A & B" is counter-prone during recovery frames.
  182. - "Mode Switch" puts Alperen into counter-prone state.
  183. - "Soul Orbs" now can only be performed in Soul Mode.
  184. - [Soul Mode] st.K has invincibility frames against certain aerial attacks and puts opponent into air juggle state.
  185. - Wake-up window after the throw is sooner now.
  186. - j.BS is harder to cross-up.
  187. - Overall Soul Mode normals damage reduced.
  188. - Chaos Blades damage reduced.
  189. - Power #1 damage reduction over hitting time increased.
  190. - Walk speed in Soul Mode decreased.
  191.  
  192. [MIREI]
  193. - "Power #1" range increased.
  194. - st.K has invincibility frames against normal aerial attacks.
  195.  
  196. ---------------------------------------------------------------------------------------------------------------------------------------
  197. Slashers 1.270 Change List
  198. ---------------------------------------------------------------------------------------------------------------------------------------
  199. [NEW FEATURES]
  200. - Added "Save" option after a combo is recorded.
  201. - "Stun Recovery" feature added. This is a slight pause after recovering from a stun.
  202.  
  203. [GENERAL]
  204. - Damage reduction ratios based on ammount of life meter changed. Less reduction is applied on higher meters now, which means high damage on long combos...
  205. - Custom Win Quotes removed due to offensive usage by some users.
  206. - Damage scaling is reset to 50% after stun, if it was lower than 50% before it.
  207. - Medals are automatically picked when you go into a Boss fight in Journey Mode.
  208. - Characters now flash pink during the invincible start-up frames of their special moves.
  209. - Ground reset combos are no longer possible on an airborne opponents. For example, getting full hits with Brandon's Sonic Slash after a juggle, or putting opponents into ground state with Overheads are no longer possible.
  210. - Fixed a bug regarding the falling animations of opponents hit in the air.
  211. - Ranked Mode point system now gives less points to fights with high frames of delay.
  212. - If a Ranked match ends while no players have taken damage, both players won't lose points.
  213. - Minimum "Damage Multiplier" for Power Moves is different and higher than normal moves, which is %25 now (was %10). This will lead to increased damage for combos that end in/include Powers.
  214. - Heavy Netcode changes made to resolve current connection problems.
  215. - Combo Challenges changed for all characters.
  216. - Fixed a problem related to the velocity of the fighters performing a "Block Cancel" after an aerial special move.
  217. - Opponent airborne state is reset after a stun.
  218. - "Damage Multiplier" replaced "Maximum Combo Damage" in Training mode.
  219.  
  220. [EFE]
  221. - Start-up of Quick Kick increased.
  222. - "Flash Bomb" and "Huge Bomb" attacks hitboxes increased. They all hit crouching opponents now.
  223. - "Flash Bomb B" hitbox increased and bomb visual got bigger.
  224.  
  225. [KANAE]
  226. - Added a few invincibility frames to the second hit of Shadow Slash A.
  227. - Move descriptions corrected.
  228. - "Dragon Dive B" now moves opponents to the ground when it hits in mid-air, leading to some grounded combos. But the opponent is still considered in an airborne state.
  229. - Juggle state continues after an j. BS. This leads to new air combos when combined with the new "Dragon Dive B" change.
  230. - st.K can no longer be continously linked on crouching opponents.
  231. - Power #2 damage reduced.
  232. - Damage reduction applied after a successful "Shadow Slash A".
  233.  
  234. [BRANDON]
  235. - Sonic Slash A and B's damage reduced.
  236. - st. BS and j. BS damage reduced.
  237. - Second time hitting with j.BS in a combo inflicts half damage.
  238. - Power #1 damage reduced.
  239. - Power #4 start-up frame advantage increased by 4 frames.
  240.  
  241. [SHIN]
  242. - Axe Kick becomes "Unguardable" like Kick Game when held to the red flashing point.
  243. - Axe Kick gains overhead properties when held to the red flashing point.
  244. - Shin no longer loses all of his Power #1 crows at the end of a round. Now half of them stay for the next round.
  245. - Added more guard stun to st. SL and st. K, so it's easier now to combo them into Crow attacks on guard.
  246. - Added some homing properties to the attacking animation of called crows.
  247.  
  248. [ANDRE]
  249. - "Knight Charge" damage reduced.
  250. - "Knight Shield" counter damage reduced.
  251. - "Knight Drill" start-up invincibilty frames reduced.
  252. - "Heaven's Sword" recovery frames increased when hit or blocked.
  253. - st. BS damage reduced.
  254. - Power #2 damage reduced, recovery frames increased.
  255. - Holding Up during Power #2 always makes the anti-air version come out.
  256. - Power Recovery window in "Knight Charge B" moved forward by a few frames, preventing the move from being completely safe.
  257.  
  258. [RUNGARD]
  259. - "Lighting Attack A" removed. SL and BS versions are the same, and it's much easier to hit airborne opponents with all hits. A maximum of 4 hits can be achieved.
  260. Rungard can not perform the move again but he can still cancel it into air dash.
  261. - "Teleport Crush B" bounces opponent on hit. Inflicts the same damage as A version.
  262. - "Fire Inferno" damage reduced.
  263.  
  264. [JAMAN]
  265. - Overall crouching hitboxes fixed.
  266. - Power #1 does a bit more damage.
  267. - Power #2 damage reduced, damage scalling increased.
  268. - "Flash Claw" attack priority reduced. No start-up invincibilty frames.
  269. - Normal attacks damage reduced.
  270.  
  271. [ALPEREN]
  272. - Overall damage reduction.
  273. - [Blade Mode] 1st hitbox of j. BS got smaller. Startup increased.
  274. - New [Blade Mode] j. SL.
  275. - [Blade Mode] j. K is now his old j.SL.
  276. - [Soul Mode] f+SL removed.
  277. - [Soul Mode] st.K animation changed. f+K removed.
  278.  
  279. [MIREI]
  280. - New Move: "Shadow Vortex". D,B,SL/BS during jump. SL and BS versions are the same.
  281. - New "Mist Rush" follow-up: "Front Thrust", replacing "Slide Kick". Causes light knock-down. The opponent is put in a juggle state on hit, making follow-ups possible.
  282. - Command for "Slide Kick" changed to D+SL during "Mist Rush". D,F,SL now executes "Front Thrust".
  283. - Increased start-up of "Back Thrust" and "Front Thrust" moves so they can only be comboed when started with "Mist Rush" or out of heavy attacks.
  284. - It's now impossible for Mirei to move before falling to the ground after a normal grab.
  285. - j. BS animation and hitbox changed, and it is no longer special cancelable.
  286. - j.SL became special cancelable, and opens juggle state when it hit. This means her Slide Kick and her new "Shadow Vortex" special can be connected afterwards.
  287. - "Rider" moves velocity and start-up frames changed.
  288. - Pressing A or B during dagger-less "Mist Rise" gives "Shadow Vortex".
  289. - Rider B counter effect removed. Used to be the same wall-hit effect as "Fierce Dive".
  290. - Rider moves follow-ups after a connected "Fierce Dive" is no longer allowed.
  291. - "Shadow Drop B" start-up increased.
  292. - "Shadow Drop A & B" Power Recovery point when it is guarded was removed. But the other Power Recovery points during the fall were kept.
  293. - Start-up invincibilty frames removed from "Shadow Drop A & B", but kept in LB version.
  294. - Fixed a bug which caused the game to halt when Mirei was KOed during her "Mist Attack" moves.
  295.  
  296. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  297. Slashers 1.230 Change List
  298. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  299. [NEW FEATURES]
  300. - All new casual match rooms added. VERSUS PLAY option replaced with customizable rooms where up to 8 players can gather and play each other endlessly:
  301. - Seperate matches can be started in a room.
  302. - When a match started, another player can "spectate" the match or "wait for their turn" by selecting one of the match's players.
  303. - Rooms can be password protected or private. Private rooms won't be visible in Rooms List and can only be accessed by entering it's room id.
  304. - This way a 3-player station starts where winner of each match stays and others rotate in turn.
  305. - "Spectate" option added for Ranked Matches. Just select green or yellow players to start spectating.
  306. A match can not be spectated by other players when power moves are selected.
  307. - Region (Americas/Europe/Asia) and System (Console-PC/Mobile) filters added for PC/CONSOLE versions.
  308. - Country Flag can be changed under Options menu.
  309.  
  310. [GENERAL]
  311. - Window for Escape Chance decreased by 2 frames.
  312. - Invulnerability frames of backdashes increased by 2, and now they travel further away from the opponent. Added 8 frames of recovery.
  313. - Overall cr.K recovery frames increased.
  314. - Online Fights from Journey mode removed. Journey fighters will be accessable with room settings in future updates.
  315. - Block threshold decreased from 7 to 5 frames.
  316. - Fixed a bug causing air Block threshold to be ignored when landing to ground.
  317.  
  318. [EFE]
  319. - FastBomb and SneakBomb attacks damage reduced.
  320. - SneakBomb B range increased.
  321. - SneakBomb attacks can not be connected more than once in a combo. However, Power Recovery and Limit Break both reset this condition.
  322.  
  323. [KANAE]
  324. - BS became a single hit normal.
  325. - "Shadow Slash A" second hit is an overhead now. Animation similar to universal Overhead but doesn't put opponent into crouching state.
  326. - "Slash Slash B" 3rd hit no longer requires an additional BS press. Power Recovery window moved between 2nd and 3rd hit.
  327. - Throw direction now can be selected by holding back or forward like most throws. Throw range greatly reduced and causes wall hit when close enough.
  328. Follow up is possible after a wall hit.
  329. - #3 "Body Splitter" now is a full screen shockwave attack. Hits opponent in mid-air easily and causes stun when all hits connected on a ground opponent.
  330. - #4 damage increased.
  331. - Held version of Ultimate comes out faster depending on how much meter you have.(Between 45-100 frames).
  332. - Start-up invincibilty of "Dragon Flight" decreased and startup frames increased. It can be interrupted now.
  333. - It is no longer possible to continue attacking after a guarded "Rising Dragon".
  334.  
  335. [BRANDON]
  336. - Using "Home-run" followup more than once in a combo now possible when a recovery is used.
  337. - #4 overall damage reduction increased but lasts longer.
  338.  
  339. [SHIN]
  340. - "Kick Game" levels increases faster.
  341. - #4 horizontal range decreased.
  342. - #3 horizontal range increased.
  343. - Pressing PW after the last hit of #3 sends crows to the opponent as it is in "Dark Fiend"
  344. - j.BS is one hit now.
  345. - cr.SL no longer cancelable. Hit stuns more, linking possible on some situations.
  346. - "Chopper A" invincible frames removed. Now startup can be interrupted.
  347. - "Blade of Blood A" now has invincible start-up frames indicated with a white glow on Shin. Free "Blood Seeker" awarded on hit. Also launches opponent higher.
  348. - Hitting Shin cancels incoming crow summoned with "Dark Fiend".
  349.  
  350. [ANDRE]
  351.  
  352. [RUNGARD]
  353. - Normals start-up frames increased.
  354. - Forward air-dash range increased. It is no longer possible to do double air dash.
  355. - "IceBolt" must be charged for 1 second to get counter explosion effect.
  356. - Canceling "Lighting Attack" into Teleport Crush moves no longer possible.
  357. - More than one "Lighting Attack" can only be performed when a recovery used in the combo.
  358. - "Fire Inferno" hits decreased. Added more recovery frames. Hits all standing characters.
  359.  
  360. [JAMAN]
  361. - #4 now summons the pet immediately in front of Jaman. Pet attacks are controlled with PW+directions.
  362. After activation Jaman can not access PW related actions: Throw, Torso Attack, Taunt and Meditate.
  363. - #1 brings the opponent down to the ground for the full combo when initial kick is connected.
  364. - "Beast Tornado B" gains a vacuuming effect on counter hit causing opponent take all hits.
  365. - Added low attack invincibilty to start-up of "Beast Tornado A".
  366.  
  367. [NAGASHAPA]
  368. - F+K (Weak Kick) changed.
  369. - Overhead attack changed.
  370. - Re-launch infinite combos removed.
  371.  
  372. [ALPEREN]
  373.  
  374. [MIREI]
  375.  
  376. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  377. Slashers 1.225 Change List
  378. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  379. [NEW FEATURES]
  380. - Special attacks and Limit Breaks no longer K.O. guarding opponent but only activate "Last Chance". Clean hits or Power Move hits are required to KO.
  381. - Comboing "Throws" resets damage reduction modifier. This encourages high damage throw combos... See Kanae Combo #8.
  382. - When a perfect round occurs "UNIQUE VICTORY" message is displayed during winning animation.
  383. - Stage selection options added to Combo Challenge and Replay pause menus.
  384.  
  385. [GENERAL]
  386. - Fighters received some combo challenge changes: Kanae (#2,#8,#10), Mirei (#5,#8), Andre (#10), Efe (#8,#10), Nagashapa(#1,#3,#9).
  387. - Several bug fixes related to purchasing features and Journey mode progress.
  388. - Custom colors, Journey mode fighters and game progress now also saved on Server.
  389. - "Recovery" color which performed after a whiffed move changed to purple (was light yellow).
  390. - Ads are displayed less frequently when game is played continously on just one mode (Arcade,Combo Challenge, Journey..etc).
  391.  
  392. [EFE]
  393. - Power #4 Damage reduction for canceling normal attacks into each other increased.
  394. - Input window for "Fierce Slash" during "Crescent Slash" increased.
  395.  
  396. [KANAE]
  397. - "Conclusion" can be held to start the ultimate now. After block stance Kanae switches to attack stance and waits. If button is held long enough ultimate starts.
  398. With this change, Kanae may finish off her stunned opponents unless they shake the controller to recover quickly.
  399.  
  400. [BRANDON]
  401. - #1 hitbox got larger to the ground, allowing him to hit crouching opponents.
  402.  
  403. [SHIN]
  404.  
  405. [ANDRE]
  406. - "Knight Charge A & B" can be canceled into his Ultimate.
  407. - "Rage of the Dragon" dragon attack animation starts faster.
  408.  
  409. [RUNGARD]
  410.  
  411. [JAMAN]
  412.  
  413. [NAGASHAPA]
  414. - All Curses are removed from opponent when Nagashapa stands up from a hard knock down. Performing a quick wake-up prevents this.
  415. - st.K hit pause increased for better hit confirm.
  416. - j.SL animation changed, also hitting frames increased.
  417. - j.BS ghost summoning version removed. It is always 3-hit version now.
  418. - cr.BS damage decreased.
  419. - Overall air normals do less damage but cause less damage reduction during air combos.
  420. - Soul of Might advances slower during B version. Hitting Nagashapa dispels him.
  421. - "Soul of Crush" causes opponent to floor bounce and does less damage.
  422. - "World Trip A" makes Nagashapa do a sliding attack hitting low now. Comboable after a counter hit.
  423. - "World Trip B" summons Nagashapa a bit higher to the ground.
  424.  
  425. [ALPEREN]
  426. - Power #2 Damage reduced. Aerial hitboxes removed.
  427.  
  428. [MIREI]
  429. - "Rider B" causes opponent to be nailed to the wall on counter hit. Follow up attacks are possible when Mirei and her opponent land to the ground.
  430. - "Mist Rise" => C follow-up changed. Now Mirei performs a faster version of her "Rider B". Hit effect is same with countered Rider B.
  431. - New Limit Break Move: "Dagger Summon" (D,D,K). When giant dagger dropped, Mirei instantly recovers it. During the move game pauses to allow Mirei to do follow-up attacks.
  432.  
  433. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  434. Slashers 1.220 Change List
  435. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  436. [NEW FEATURES]
  437. - New Medal System. Now it is possible to aarn medals by playing the game and unlock all content.
  438. - Renewed Journey Mode. Added new upgrades and new saving system.
  439. - Spanish language support.
  440. - New password system to move accounts between different devices.
  441. - Journey mode fighters, custom colors and other stats are saved on server and can be accessed between different devices.
  442. But for this to work a net play account must be created first!
  443.  
  444. [GENERAL]
  445. - Fighters received some combo challenge changes: Shin, Alperen, Alperen, Rungard, Efe.
  446. - Command Lists updated.
  447. - Fixed a glitch causing power moves to able to hit players using quick wake-up.
  448. - Several small bug fixes.
  449.  
  450. [EFE]
  451. - Death sound fx mistake fixed.
  452.  
  453. [KANAE]
  454. - j.BS hitbox got smaller.
  455. - j.SL startup frames increased.
  456. - Power #4 damage decreased.
  457. - Power #4 aerial version multi-hits now. Damage decreased.
  458. - "Dragon Dive" hit priority decreased.
  459. - "Dragon Slash B" hits only once if initial hit is guarded/blocked.
  460.  
  461. [BRANDON]
  462. - d.SL no longer cancelable but linkable now. Damage stun increased. Range decreased.
  463. - j.SL startup decreased.
  464. - f.SL startup increased.
  465.  
  466. [SHIN]
  467. - "Blade of Blood" startup frames fixed.
  468.  
  469. [ANDRE]
  470. - st.BS hitbox changed that it now properly hits close opponents.
  471.  
  472. [RUNGARD]
  473. - Rungard can be hit for a counter during his "Evil Dash" moves.
  474. - j.BS range decreased.
  475. - st.BS recovery frames increased.
  476.  
  477. [JAMAN]
  478. - st.SL hitbox got smaller.
  479.  
  480. [NAGASHAPA]
  481.  
  482.  
  483. [ALPEREN]
  484. - Power #2 Damage reduced.
  485.  
  486. [MIREI]
  487.  
  488.  
  489. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  490. Slashers 1.211 Change List
  491. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  492. [NEW FEATURES]
  493. - Bluetooth VS Mode added for Android version.
  494. - VS Play mode now starts with options for allowing beginner mode, picking boss versions and rounds to win.
  495.  
  496. [GENERAL]
  497. - All throw startup frames increased to 7 from 4. Also missed frames increased to 24 from 14. Throw attempts are more unsafe now but they can be "Recovery" ed.
  498. - Overhead attacks no longer fully invulnerable against low attack at startup. Invulnerability starts after 6 frames.
  499. - Simulatenous SL+K recognition threshold increased to prevent throwing out a SL move mistakenly at certain situations.
  500. - All characters received some combo challenge changes.
  501. - Several small glitch fixes.
  502.  
  503. [EFE]
  504. - Power #2 freeze glitch fixed.
  505. - Power #2 Damage decreases, damage reduction ratio after decreased.
  506. - Power #3 Damage increased.
  507.  
  508. [KANAE]
  509. - "Dragon Slash A" startup invincibilty frames removed.
  510. - st.K => st.BS no longer linkable when opponent on crouching damage state.
  511. - "Dragon Dive" minimum allowable height increased.
  512.  
  513. [BRANDON]
  514. - Removed glitchy vulnerable boxes from overhead attack.
  515. - "Upper Sonic Slash" power recovery window moved to after first hit. (was second hit)
  516.  
  517. [SHIN]
  518. - Cr.BS first hit no longer hits low.
  519. - Cr.BS range decreased.
  520. - Chopper invulnerabilty frames moved 3 frames forward from start. So initially the move is breakable.
  521.  
  522. [ANDRE]
  523. - "Heaven's Sword" hitbox shortened.
  524. - st.K no longer hits low.
  525.  
  526. [RUNGARD]
  527. - It is not possible to hit an opponent knocked down by "Inferno".
  528. - Power #2 damage reduced.
  529. - Hitting Rungard during Power #1 no longer removes Meteor.
  530.  
  531. [JAMAN]
  532. - Removed auto-dash glitch happening when recording in training mode.
  533. - Crawling Beast invulnerable frames are larger. Not possible to slide under some projectiles now.
  534. - st.SL hitboxes got smaller.
  535.  
  536. [NAGASHAPA]
  537. - Multi hitting normals changed to one hit.
  538. - st.K now cancelable and hits harder.
  539. - "World Trip A" bounces when guarded. Nagashapa is vulnerable during the bounce.
  540. - st.BS no longer hits 2 times.
  541. - Damage reduction increased after "Might Attack A"
  542. - After Guarded/Blocked air normals, canceling not possible.
  543.  
  544. [ALPEREN]
  545. - Power #1 lasts shorter. Damage reduced.
  546.  
  547. [MIREI]
  548. - Missed "Shadow Drop" moves put Mirei in counterable state.
  549. - Air Neck Throw no longer graps downed opponents.
  550.  
  551. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  552. Slashers 1.200 Change List
  553. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  554. [NEW FEATURES]
  555. - Enable/Disable Win Quotes option added under "Win Quotes" menu. Also customized win quotes are not shown when lost to a muted player now.
  556. - "Stun" Option added under Training Options menu to control the Stun behaviour of dummy.
  557. Available options are: On, Remain (No stamina regeneration), Always (All attacks stun), Off (Default, never stun happens)
  558.  
  559. [GENERAL]
  560. - Successful Block pause increased by 5 frames and block frame advantage increased by 6 frames. Now blocks are even dangerous :)
  561. This is intentionally done to encourage Counter Blocks" and "Block Cancels".
  562. - It is now possible and easier to Block multi hitting special and power moves like Alperen's #1, Rungard and Nagashapa's #3...etc
  563. - All Taunts became same length.(100 Frames, except Nagashapa which is holdable). Taunts make opponent lose more meter but makes you open to counter attacks!
  564. - All characters received some combo challenge changes.
  565. - Game no longer recognizes Block(B) button as SL or K button for special move motions.
  566. - Fixed a bug which was causing projectiles to not pause when fighters paused.
  567. - Several small glitch fixes.
  568.  
  569. [EFE]
  570. - Walk back speed increased.
  571. - st.SL hitbox became smaller.
  572.  
  573. [KANAE]
  574. - "Dragon Slash" hitboxes became smaller.
  575. - Walk back speed decreased.
  576. - st.K damage and range decreased, start-up increased.
  577. - j.K hitbox smaller.
  578.  
  579. [BRANDON]
  580. - Walk back speed decreased.
  581. - Performing another "Upper Sonic Slash" after doing "Power Recovery" causes a down effect.
  582.  
  583. [SHIN]
  584. - Walk speed increased.
  585.  
  586. [ANDRE]
  587. - No changes.
  588.  
  589. [RUNGARD]
  590. - Added a vulnerable frames at the end of Power #3 when guarded or blocked.
  591.  
  592. [JAMAN]
  593. - Walk speed increased.
  594. - "Crawling Beast B" 1 hit armour at the start-up removed.
  595.  
  596. [NAGASHAPA]
  597. - Walk speed increased.
  598. - st.BS damage decreased, startup increased.
  599. - Only one Spirit of Might can stay on the screen. Incluing the Limit Break version.
  600. - Added a vulnerable animation at the end of Power #3. On miss or guard, this animation lasts longer.
  601. - All weak normal attacks startup increasd.
  602. - Hitting Nagashapa cancels incoming curser spirit.
  603. - Command List updated.
  604. - Curse durations and buttons changed:
  605. QCF,K => Jump Curse, lasts longest
  606. QCF,SL => Swaps Back-Forw directions
  607. QCF,BS => No Specials/Powers, lasts shortest
  608.  
  609. [ALPEREN]
  610. - st.BS, st.SL, cr.SL, cr.BS Weapon mode startup frames increased.
  611.  
  612. [MIREI]
  613. - Walk back speed decreased.
  614. - st.K recovery frames increased. Infinite links after overhead not possible anymore.
  615. - New Blue Powers when not having the giant dagger added. #1 performed during jump, #2 performed on ground.
  616. - cr.K, cr.SL startup frames increased.
  617.  
  618. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  619. Slashers 1.195 Change List
  620. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  621. [NEW FEATURES]
  622. - New Fight Scoring System introduced. Now all fights are reviewed based on different aspects and an artistic score is given.
  623. This grade shown to players at victory screen. Replay channel rankings are also based on this score.
  624. - WIN QUOTES added under Netplay Options. You can customize your fighter's winning quote in Online Ranked Matches now.
  625. - Fighter color can be selected in "ENDING THEATRE" now.
  626. - "Deadly Fight" option removed. Now all online fights are "Deadly" ;)
  627.  
  628. [GENERAL]
  629. - Block activation threshold increased to 7 frames. Now it is even easier to Block.
  630. - All Limit Break moves gained "Unblockable" properties.
  631. - Kanae and Andre received combo challenge changes.
  632. - "Easy Combination" removed.
  633. - Many bug and glitch fixes.
  634. - Now it is possible to unlock "Color-Edit Mode" by completing Arcade Mode on Insane difficulty with all fighters.
  635.  
  636. [EFE]
  637. - Overall damage reduction on Normal ve Special attacks.
  638.  
  639. [KANAE]
  640. - "Dragon Slash A" startup duration increased. Some easy link combos are not possible now.
  641.  
  642. [BRANDON]
  643. - Glitches related to "Rocket Kick" and his "Ultimate" fixed.
  644.  
  645. [SHIN]
  646. - Overall damage reduction on Normal attacks.
  647.  
  648. [ANDRE]
  649. - No changes.
  650.  
  651. [RUNGARD]
  652. - No changes.
  653.  
  654. [JAMAN]
  655. - "Flash Claw A & B" recovery increased on floor when missed, guarded or blocked.
  656. - "Crawling Beast A & B" recovery increased when missed, guarded or blocked.
  657.  
  658. [NAGASHAPA]
  659. - No changes.
  660.  
  661. [ALPEREN]
  662. - No changes.
  663.  
  664. [MIREI]
  665. - Glitches related to her rush attacks fixed.
  666.  
  667. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  668. Slashers 1.190 Change List
  669. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  670. [GENERAL]
  671. - Overall net-code changes. Out of sync problems were tried to be resolved.
  672. - Minor game play bugs/glitches fixed.
  673.  
  674. [ANDROID]
  675. - Game save method changed to prevent loss of save data. Now Journey mode data loss problem should be gone.
  676.  
  677. [NEW FEATURES]
  678. - "Ending Theatre" added. Now you can replay character endings you got by completing Arcade Mode.
  679. - All Combo Challenges updated reflecting new character updates!
  680. - "Deadly Fight" option added under NetPlay options. "Cut-In-Half" animations get enabled in case both players set this to On.
  681. - Action 1&2 options added under Training menu. Action 1 sets dummy's stand idle, attack, record, replay, crouch and jump states.
  682. Action 2 sets dummy's guarding, blocking states.
  683. - Every character falls back with a new animation when KOed with a weak slash/kick.
  684. - "Block Cancel" message added when a counter block attempt is made by pressing SL+K when player is "Power Block"ed by the opponent.
  685.  
  686. [EFE]
  687. - No changes
  688.  
  689. [KANAE]
  690. - No changes
  691.  
  692. [BRANDON]
  693. - "Hurricane" combination changed to B,F,K.
  694. - New Losing Sample added. He says "Losing is so boring" when KOed by a weak attack.
  695.  
  696. [SHIN]
  697. - "Power Escape" glitch fixed.
  698.  
  699. [ANDRE]
  700. - Ultimate combination changed to: B,F,B,F,PW. Start-up delay decreased and hit-box got larger so it can be used in a combo easily.
  701. Also his ultimate gained counter abilities with this hit-box change.
  702. - "Knight Drill" also can be done with D,F,BS command. D,D,BS also possible.
  703.  
  704. [RUNGARD]
  705. - No changes.
  706.  
  707. [JAMAN]
  708. - Ultimate Beast now homes opponent. Start-up delay decreased.
  709.  
  710. [NAGASHAPA]
  711. - "Crush Attack" throw escape window increased by 8 frames. It is now easier to Throw Escape out of it.
  712.  
  713. [ALPEREN]
  714. - No changes.
  715.  
  716. [MIREI]
  717. - No changes.
  718.  
  719. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
  720. Slashers 1.185 Change List
  721. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
  722.  
  723. [NEW FEATURES]
  724. - "Easy Combination" option added under "Gamepad Options". Turning it off makes input readings more precise, preventing diagonal inputs to trigger special moves easily.
  725. - "Refresh List" button removed from Net Play. Now the list gets auto-refreshed.
  726. - "Options" button added to Favourite/Unfavourite, Ignore/Unignore, Mute/UnMute players.
  727. - All flagged players are listed under player list regardless they are online or not. Now it is possible to send offline messages to users but his way.
  728.  
  729. [GENERAL]
  730. - Fixed a bug which causes "Snap Out" give meter, instead of consume meter.
  731. - "Spam Penalty" removed.
  732. - "Common" chat room added for all online users to chat together.
  733. - Power Move hits doesn't trigger "Last Chance" state anymore. So they may directly KO opponent.
  734. - Power Recovery and Recovery cancel "Last Chance" state of the opponent. So if you use these in your combo after "Last Chance" is triggered, "Chance Over" message is displayed and opponent can be KOed with the next successful attack.
  735. - Back Dash Invincible frames increased from 7 to 9.
  736. - "Snap Out" can be initiated by holding SL+BS at the cost of consuming some meter. Pressing in between the right window results in no meter loss.
  737. - "Display" option added under Training Options. It shows Damage/Combo data or Frame Data (New).
  738. - Throw Escape window increased from 7 to 9 frames
  739. - Added 7 frames recovery to alll Overhead Attacks (D+PW) when they are guarded or blocked.
  740. - "Free Cancel"s are performed by holding PW while performing the special move input now.
  741.  
  742. [EFE]
  743. - st.BS range decreased.
  744. - Missed or guarded "Deep Blow"s put Efe in crouching state.
  745. - st.SL range increased.
  746. - cr.BS range increased, damage reduced, recovers faster.
  747. - Power #1 range increased.
  748. - Fake moves are Power Cancelable.
  749.  
  750. [KANAE]
  751. - st.SL now hits 2 times.
  752. - "Dragon Slash A" has a larger recovery time on ground when missed or guarded.
  753. - "Dragon Dive" both versions have a larger recovery time on ground when missed or guarded.
  754. - Missed or guarded "Dragon Fand A" puts Kanae in crouching state.
  755. - "Sword Magic A" range increased, B version stuns more, does less damage and causes damage reduction.
  756. - cr.BS hitbox shortened.
  757. - Ultimate command input changed to D,D,D,PW
  758.  
  759. [BRANDON]
  760. - New Limit Break: "Hurricane": D,D,K. Brandon sends a hurricane which goes diagonal and flies opponent into air on contact.
  761. - Magic attacks now have a short cooldown timer.
  762. - Upper Sonic Slash upper hitbox shortened.
  763. - Added 5 frames when switching to "Homerun" if the move guarded or blocks. It is easier now to interrupt it.
  764. - Power #1 hitboxes corrected not to miss crouching opponents.
  765. - Air.K cross-ups less easier.
  766. - "Upper Sonic Slash" has a larger recovery time on ground when missed or guarded.
  767. - "Homerun" and "Nailer" commands simplified to just SL and BS: Direction holds removed.
  768. - Added more recovery frames when "Rocket Kick" missed/guarded or blocked.
  769.  
  770. [SHIN]
  771. - Power #2 makes opponent quickly fall and stay on the ground thus allowing follow-up attacks when opponent caught close to the corner.
  772. - "Axe Kick" variation added. Do St.K while holding Back. Holding button results in increased stun duration.
  773. - "Claws of Darkness" startsup faster, can be comboed in the corner after st.SL... Range and damage decreased.
  774. - "Dark Fiend" doesn't release all called crows now. Holding PW after sending the crow on the ground will make all stacked up crows attack together.
  775. - Added cool-down timers for "Blade of Blood A&B". Switching to "Blood Seeker" costs no meter if Shin's blade hit opponent.
  776. - Ultimate command input changed to D,D,D,PW
  777. - Glitchy collisions boxes removed which appeared after an attacked crow.
  778.  
  779. [ANDRE]
  780. - Power #2's counter hit hits easier and doesn't miss opponents.
  781. - New Move: "Knight Step" (D,B,K). Andre rushes forward absorving/guarding one standing or crouching attack/missle. If he guards a small pause enters and he can cancel his state afterwards into one of these:
  782. 1- Jump (Hold U)
  783. 2- Big Slash (BS)
  784. 2- Heaven's Sword (D,F,K)
  785. 4- Any Power Move
  786. - "Knight Charge" now starts at fully guarding state and can not be interrupted.
  787. - Overhead hitbox fixed, range increased.
  788. - Fixed miss situations when "Holy Guard"s succeeded.
  789. - Andre no longer takes chip damage from "Holy Guard" moves. But he takes chip damage from "Knight Step".
  790.  
  791. [RUNGARD]
  792. - "Ice Bolt" diagonal version possible: Hold UP during release.
  793. - Fully charged Ice Bolt hits 2 times and deals double damage.
  794. - st.BS startup faster.
  795. - Ultimate wave travels faster. When the wave comes out Rungard is in standing guard state. Only low attacks and throws can interrupt him.
  796. - Ultimate wave now freezes opponent after any Recovery. Now Ulti can be comboed into.
  797. - Ultimate command input changed to D,D,D,PW
  798. - "Teleport Crush" and use of double "Air Dash" activate a cooldown timer now.
  799. - Icebolt's wrong positioned collision fixed.
  800.  
  801. [JAMAN]
  802. - F+SL has slower startup and high delay on miss/guard. Cancelable into Flash Claw, Crawling Beast, Beast Tornado and Power Moves.
  803. - "Flash Claw" cancelable into Power #1 in mid air.
  804. - Jaman's dash collision shortened to roll under most projectiles.
  805. - Power #3 comes out slower and invulnerable to projectiles.
  806. - Ultimate command input changed to D,D,D,PW
  807.  
  808. [NAGASHAPA]
  809. - Overall walking speed increased.
  810. - "Crush! Attack!" changed into a command grap. B,F,K. Range is normal throw range. Starts with invincible frames but results in high delay when missed. Also this move has a Power Recovery window at the end so it can be comboed afterwards.
  811. - "Naga Curse Upon You" short range version removed. Now curses are selectable with SL,BS and K variations. SL = No Jump, BS = Left-Right Swap, K = No Specials
  812. - Cr.BS Range increased and homes target if close enough. Launch keeps opponent more in the air to allow easier air combo follow-ups.
  813. - "Might! Attack!" SL version changed to a direct hitting version. This version holds opponent by rapid punching on contact. SL Version have invincible startup frames. Cooldown timer added except to the "Limit Break" version. SL version also has a "Power Recovery" window after the spirit summoned.
  814. - "World Trip" command input changed to D,D, SL/BS
  815. - "Enjoyable Flight" input acceptance window increased. Now it is possible to make an air normal attack even closer to the ground.
  816. - Nagashapa can't use "Naga Cure Upon You" when "Might! Attack!" active.
  817. - "Celebration" stuck glitch fixed which happens if Nagashapa gets hit when ghost graps the opponent.
  818. - Ultimate command input changed to D,D,D,PW
  819.  
  820. [ALPEREN]
  821. - Soul Mode Air.BS floor bounces when both 2 hits connected. (This happens commonly in mid-air). Floor bounce can happen only once in a combo.
  822. - "Death Spike" and "Energy Wall" Power Recovery window and positions changed.
  823. - "Soul Orbs B" travels vertically. A version didn't change.
  824. - "Chain Bringer" doesn't pull the opponent when collided by a projectile.
  825.  
  826. [MIREI]
  827. - "Shadow Drop B" now homes opponent to avoid guard mixup sitations. Can also be guarded low now.
  828. - "Back Thrust" attack can no longer be canceled into another "Rush" type attack. "Mist Rise" and "Shadow Drop" moves are the only cancel options now.
  829. - "Slide Kick" and "Back Thrust" moves are easier to distinguish with Green and Blue shadows when started.
  830. - Missed or guarded "Slide Attack" puts Mirei in crouching state.
  831. - "Shadow Drop" has another Power Recovery window during mid air.
  832. - Ultimate command input changed to D,D,D,PW
  833. - Fixed a glitch which caused Mirei not to get KOed when the last hit landed on her Slide Kick.
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