It’s time once again.
This release has a bunch of good changes to characters like Gouken, Akuma, Rolento, and Poison.
Get it here or on the right.
Splipt it for more
balrog
– dirty bull motion should be slightly easier
– dirty bull crumples now
– headbutt is actually invinc now
chun li
– fixed 2hk not breaking armor
fei long
– removed command grab
– damage adjustments, shouldn’t be any more touch of death combos
– should be easier to connect w/ air slashkick in combos
hugo
– j.lk and j.mk more active frames
– ex aa throw is cancellable to jumpins on the way down, and recovery cancellable to attacks
– 2hp launches slightly higher, has a 2nd hit. slightly better hitbox/active for aa
– 5hp bigger hitbox
– 9lp faster
– can move sooner after successful spd
ken
– removed mk overhead
– first hit of shinryu no longer juggles
– anim changes
– fiddled w/ shoryu recovery
– meter gain stuff fiddled
– shoryu followup a lil easier to juggle w
– ex fireball the two fireballs are closer together, should be easier to avoid now
rolento
– if you input patriot without having it reloaded now he does a fwd roll. projectile invincible and passes through characters but otherwise hittable
– did some stuff to 9hp and 9lk
– rolento knives count as hits against fireballs / opposing attacks (you can still hit them) but count as projectiles vs characters (mainly for projectile invinc / armor)
– removed jump cancels from fierces. this might be a little extreme but let’s see how it goes
sakura
– srk is airborne frame 1, some changes to pushback on hit to prevent some weirdnesses
seth
– 236236 supers are now 632146
zangief
– ex hand always knocks down, regular hands dont have special properties on counterhit anymore
– can always combo off ex spd. damage decreased
Hawk
– all DPs have startup invinc
– sped up DP+K throw recovery slightly
– j.d+MP/HP now works from all jumps
Dudley
– all DPs have startup invinc
Gen
– reduced chargetimes from 34~38 to 24 frames
– can now chain from lights (can no longer chain back into lights)
– walljump special OUGA now does a shorthop and leads into the same followups. Uses buttons for followups.
Adon
– last hit of U1 cinematic now does damage and can KO
– removed repeatable air normals, can still do specials off whiffed air normals
Akuma
– Did some stuff forgot what
– Air FB super changed to QCFx2+P
– all kicks chain
– he got the fireballs back ok
Gouken
– he now has parries again, f+PP for high/mid, df+PP for low. f+PP in the air.
– all charges are gone bye charges cya charges maybe next life
– Denjin (QCFx2+P) is back to the normal joystick mashable one, with some changes.
– QCB+P now has an overhead KD followup (b+P) and a launcher followup (f+P) on hit or block
– EX QCB+P no longer has the 2nd hit but does 100 dmg on its own, same as the heavy version
Cammy
– airthrow now just bounds GUESS WHAT THE INF DISAPPEARED
– QCBx2+K super last hit has a more centralized and bigger hitbox so it should hit always
Poison
– All BAKE LIKE A DOG specials now have startup invinc in return for more recovery on stronger versions.
– BAKE LIKE A DOG can now cancel into specials other than BAKE LIKE A DOG
– Poison Kiss now does damage
– Increased cancel window from fireballs
Ryu
– fixed QCF+KK doing the EX overhead punch instead
So,no changes to guiles air grab super missing the 3rd hit on rolento?
Sorry, didn’t see the comment before, it’ll be fixed in the next version.
will dan’s far hp infinite be fixed?