Heihachi
Bugs fixed.
He unnaturally missed the opponent against some specific attacks in jump status. As such, the attack range was expanded upward, and pushback weakened to make the attack easier to hit the opponent.
The reach is extended. We extended the reach to make the move easier to use as a poking move.
We changed the frame advantage when blocked from -3 frames to -2 frames. We reduced the frame disadvantage when blocked to enable him to beat an opponent's move with an attack with 10 frames start-up even when blocked.
We changed the frame advantage when blocked from -3 frames to -2 frames. We reduced the frame disadvantage when blocked to enable him to beat an opponent's move with an attack with 10 frames start-up even when blocked.
We made the distance to the opponent closer on hit.
d/f+1,2 is guaranteed when the move hit a crouching opponent, but the distance was far and it often missed the opponent. As such, distance to the opponent was made closer on hit.
The reach is extended.
We extended the reach to make the move easier to use as a poking move.
We changed the attack startup from 17-18 frames to 16-17 frames.
The homing performance is improved.
Since it was difficult to use because of low homing performance and slow attack start-up, adjustments were made to make it easier to use.
We changed the frame advantage when blocked from -9 frames to -6 frames.
The frame disadvantage upon hit is reduced by 3 frames.
As it was difficult to perform an aerial combo after a spin attack, frame disadvantage was reduced.
We changed the frame advantage upon hit from +5 frames to +8 frames.
We made the distance to the opponent upon hit closer.
Since the distance to the opponent upon hit was far, it was difficult to continue the attack even in an advantageous situation.
Therefore, we shortened the distance and made it easier to attack with f+3, etc.
We changed the attack startup from 14-15 frames to 13-14 frames.
We changed the damage from 20 to 17.
To compensate for reducing the damage, we made the move easier to use as a punisher from the crouching position.
Feng
Damage was changed from "7,10" to "10,12".
The homing performance of the 2nd hit is improved.
Since it was a high-risk move with low return, damage was increased.
After the 1st attack was successful, the 2nd attack sometimes unnaturally whiffed. This is now fixed and it can hit the opponent more easily.
Damage changed from 15 to 17.
Since the aerial combo damage was low compared with other characters, the damage was increased.
Damage changed from 18 to 20.
Since the damage of the aerial combo was lower compared with other characters, the damage is increased.
We changed the damage from 30 to 33.
Since the aerial combo damage was low compared with other characters, the damage was increased.
Damage changed from 35 to 38.
Damage increased in order to maintain the damage difference with b+1+2.
Damage changed from 13 to 16.
Since the return was low when used as a punisher, the damage was increased.
Damage changed from 16 to 20.
Since the aerial combo damage was low compared with other characters, the damage was increased.
Lili
Bugs fixed.
After the 1st attack hit the opponent's back, the 2nd attack unnaturally missed the opponent.
As such, changed the opponent's behavior upon the 1st hit.
Bugs fixed.
Unnaturally missed the opponent performing a move from a low posture.
Expanded the attack hit range downward.
Bugs fixed.
The opponent was able to block some specific middle attacks when inputting d command while blocking. This is now fixed.
Bugs fixed.
Pushback increased to reduce the possibility of passing through when the move is used in a wall combo.
Bugs fixed.
After the 1st attack hit the opponent in crouching position, the 2nd attack unnaturally missed the opponent. This is now fixed.
Bugs fixed.
The attack hit range of the 3rd attack was different from the u+3,3,3+4. This is now fixed.
Changed frame advantage when blocked from -6 frames to -3 frames.
We reduced the frame disadvantage when blocked to enable her to dodge the opponent's move with sidestep even when blocked.
Changed the opponent's behavior on counter-hit.
In order to more easily suppress the opponent's attack at medium range, we made changes so she can try for an aerial combo upon counter hit.
Distance to the opponent on the 1st hit closer.
Crouching status of the 1st hit changed from 11-29 frames to 9-29 frames.
Now hits continuously.
Now more useful as a means to defeat the opponent's guard, it hits continuously and the start-up time of the crouching status is faster.
After the 1st hit, the 2nd attack sometimes unnaturally missed the opponent. This is now fixed.
Damage changed from 14 to 16.
Since there was no crouching status, and the return was also low, the damage was increased.
We changed the frame advantage when blocked from -5 frames to -9 frames.
The opponent's behavior upon hit/counter hit is changed.
We increased the frame disadvantage when blocked. No longer able to perform an aerial combo upon counter hit, but now knocks the opponent down, making it amid attack useful for mixups.
We changed the frame advantage when blocked from -9 frames to -4 frames.
Distance to the opponent now closer on hit.
We changed the frame advantage on hit from ±0 frames to +5 frames.
Frame disadvantage when blocked reduced to enable her to dodge the opponent's move with sidestep even when blocked. Situation upon hit now more advantageous so she can follow up with attacks more easily.
Changed the opponent's behavior upon hit.
In order to have more options with good returns from medium range, she can now go for an aerial combo upon hit.
Changed the opponent's behavior upon counter hit.
Now easier to suppress the opponent's action from crouch. Can now perform follow-up attacks on hit.
Changed crouching status from 18-47 frames to 10-47 frames.
Since the move got easily interrupted by an opponent's high attack, crouching status now starts earlier.
Armor King
Bugs fixed.
When the 1st attack is blocked or successful, the 2nd attack unnaturally missed the opponent. This is now fixed.
Bugs fixed.
The move unnaturally missed the opponent when performed after blocking certain low attacks. Expanded the attack hit range downward.
Bugs fixed.
The move unnaturally missed the opponent when it was performed in close proximity. Therefore, the inner hit range of the attack is now expanded.
Bugs fixed.
The performance was different from the While rising 2. This is now fixed.
Changed the frame advantage when blocked from -18 frames to -14 frames.
Distance to the opponent when blocked closer.
Reduced recovery on hit by 4 frames for both players. There is no change in the frame advantage upon hit.
Changed the crouching status from 12-37 frames to 8-37 frames.
Since it was high risk and weak homing, reduced recovery to compensate the shortening of the distance when blocked.
Since the move got easily interrupted by an opponent's high attack, made the crouching status to start faster.
Expanded the attack hit range downward.
Due to reducing the recovery of f,f,N,2, certain aerial combos stopped working on counter hit, so the attack hit range was expanded downward.
Changed to a homing attack.
Expanded the attack hit range.
In order to make it function more as a move to counter sidestep, changed to a homing attack. Since it sometimes unnaturally missed the opponent under certain circumstances, expanded the attack hit range.
Distance to the opponent on hit closer.
Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance to make it easier to attack.
Changed the frame advantage when blocked from -7 frames to -4 frames.
Reduced the frame disadvantage when blocked to make it easier to dodge the opponent's move with sidestep even when blocked.
Changed the damage from 11 to 14.
Since there was no crouching status, and the return was also low, the damage was increased.
Changed the frame advantage when blocked from +3 frames to +5 frames.
Distance to the opponent when blocked closer.
Changed the opponent's behavior on counter-hit.
Since the distance to the opponent on hit was far, it was difficult to continue attacking in an advantageous situation. Shortened the distance and increased the frame advantage to make it easier to attack. Furthermore, since its return was also low, we made changes to enable him to perform an aerial combo upon counter hit.
Distance to the opponent on the 1st/2nd hit closer.
Changed the damage of the 2nd attack from 17 to 20.
Since its return was low when used as punishment, increased the damage and shortened the distance on hit to make it easier to attack.
When the 1st attack was successful, the 2nd attack unnaturally missed the opponent. This is now fixed.
Distance to the opponent on hit closer.
Since the distance to the opponent upon hit was far, it was difficult to continue attacking in an advantageous situation.
Shortened the distance to make it easier to attack.
Changed the damage from 40 to 45.
Since it was difficult to continue attacking after the hit, the damage was increased.
Changed the damage from 25 to 30.
Since the return of the throw combo was low, the damage was increased.
Changed the damage from 20 to 25.
Since the return of the throw combo was low, the damage was increased.
Changed the damage from 23 to 28.
Since the return of the throw combo was low, the damage was increased.
Changed the damage from 22 to 27.
Since the return of the throw combo was low, the damage was increased
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During Neck Drop 3+4, 2, 1, 1, 1+2
Changed the damage from 25 to 30.
Since the return of the throw combo was low, the damage was increased.
Lidia
Bugs fixed.
Couldn't perform move while running. Now fixed.
Bugs fixed.
Increased pushback to reduce the possibility of characters passing through each other when they collide.
Bugs fixed.
When the 1st attack was successful, the opponent was unable to evade the 2nd attack even when crouching before the 2nd attack. This is now fixed.
Bugs fixed.
The attack sometimes hit the opponent even when the opponent was behind her. Reduced the attack hit range.
Bugs fixed.
When successfully parrying a punch, the move unnaturally missed the opponent even when they were not doing anything. This is now fixed.
Changed the frame advantage when blocked from +27 frames to +15 frames.
Reduced the frame advantage when blocked because the attack was too powerful.
Changed the frame advantage when blocked from -9 frames to -10 frames.
Since the move was safe on block but lead to a combo on counter hit, there wasn't much motivation to use other moves from the stance. Move is now punishable on block.
Changed the damage from 21 to 17.
Since the damage of the aerial combo was too high, reduced the damage.
Can now be reversed.
Increased recovery when the move whiffs by 3 frames.
Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
Changed the damage from 25 to 22.
Since the damage of the aerial combo was too high, reduced the damage.
Changed the damage from 14 to 12.
*Changed the damage when command was input at the precise timing (just frame) from 16 to 14.
Increased the recovery when the attack missed by 4 frames.
Since the damage of the aerial combo was too high, reduced the damage.
Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
Changed the opponent's behavior on hit.
Since the jump status was fast and low risk, Changed so that the hit would not knock down the opponent.
Changed the frame advantage when blocked from -14 frames to -15 frames.
Distance to the opponent when blocked closer.
Shortened the distance when blocked and increased the frame disadvantage because it was a low-risk move with long reach that can be performed while checking the opponent's action.
Changed the damage from 20 to 17.
Since the damage of the aerial combo was too high, reduced the damage.
Changed the damage from 24 to 21.
Since the damage of the aerial combo was too high, reduced the damage.
Changed the damage from 17 to 14.
Since it has crouch status, and the start-up was fast, we reduced the damage.
Changed the damage from 22 to 21.
Since the damage of the aerial combo was too high, reduced the damage.
Increased recovery when blocked by 2 frames for both players.
Since the recovery was short, it was difficult to counterattack, so slowed down the pace.