More Arcade Edition rebalancing details! And now this image makes sense!
Hi everyone, this is the Dev. Blog.
Finally we’ve reached the conclusion of our 3 day character balance special for the location test version! Even bigger and better than the blog post yesterday! Here are the last 13 characters!
We’ve focused on helping him with his lack of power, and buffing his hard-to-use Ultra Combo I move, [Sobat Festival] .
[far MP]: Hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger.
[Air Slasher]: Removed a property from the move that left Dee Jay in a counter hit state even after move execution.
[Double Rolling Sobat]: Damage has been increased, Light: 80->90, Medium: 100->110, Heavy: 120->130. We have fixed a problem for the medium version where often times the 2 nd hit would whiff after the 1 st hit.
[Sobat Festival]: You can now cancel into this Ultra from his Super Combo, [Sobat Carnival]. Think of it like Dan’s Super Combo to Ultra Combo sequences. The cancel timing is right before the last hit of [Sobat Carnival], so if you can input the Ultra command in time you can cancel into the Ultra. The damage from the Super Combo -> Ultra Combo I is around 570 points, so players are going to want to save their Super Combo gauge for those instant comebacks.
Keeping his same fighting style, we’ve focused on improving the strengths of his moves.
[Vertical j.HP]: Increased size of the square hit box.
[Diagonal j.MP] and [Diagonal j.HK]: Increased the size of the square hit box, and the hittable area. For the most part it will be easier to hit opponents beneath you now after these modifications.
Normal throws [Grab Throw] and [Shoulder Throw]: Throw range has been increased to be about the same as Ryu. So it will be easier to throw using Guy now.
[Elbow Drop]: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before.
[Bushin Izuna Otoshi]: Regarding all versions of the move (including EX), Guy’s landing stun has been removed when the attack doesn’t come out. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.
[EX Bushin Senpu Kyaku]: We have adjusted properties of the move which make it easier to hit opponents in various situations now. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch.
[Neck Flip]: Changed the move so that it won’t fly over opponents who are crouched in close proximity.
Lastly, his retreat speed has been sped up, which makes it easier to control distance with the opponent.
One point we focused on were the [Knife] attacks, that many people complained had little uses in a real match. We also changed his spacing ability and movement.
First off, his walk speed forward and backwards has been increased .
[Hammer Hook]: Hit and block properties have been revised. Now the move grants +3 frames on hit versus standing opponents, -1 frame on hit versus a crouching opponent, and -4 frames when blocked. You can also use this move while holding a knife. If you hit a standing opponent, you can now do the combo, [cr.LK] -> [M. Ruffian Kick].
[Bad Spray]: Changed to a 2 hit move and is now Super Cancelable. So now you can follow up this move with a FADC into [Final Destruction].
[M. Ruffian Kick]: Hit box has been enlarged towards the front.
[Zonk Knuckle]: The EX version now pushes the opponent a bit further away on the first hit. As a result it is now easier to land an FADC into [Final Destruction] .
With regards to knife attacks,
[Pick up Knife]: If you move the lever to the correct guard position during the animation, you will now be able to cancel into block immediately.
[LP (Knife)]: Now gives +6 frames of advantage.
[MP (Knife)]: Now gives +2 frames of advantage.
[HP (Knife)]: Now gives +3 frames of advantage.
[cr.MP (Knife)]: Active frames have been changed to 4, and the hittable area around his arm has been reduced.
[cr.HP (Knife)]: Startup has been changed to 7 frames, and is now a better anti-air move.
We’ve made improvements where we can, along with revising some of her other attributes.
[Bonsho Kick](f+HK): Trajectory of the move has been adjusted so that it hits crouching opponents easier. It is now +1 frame on hit, -3 frames on block, and +5 frames on counter hit. The move should be more useful from now.
[Hammer Kick](f+MK): Including the target combo version, the move startup has been changed from 26 to 25 frames.
[Tsuijigoe] : On the way up, the move is now invulnerable to throws until she is in an airborne state. We’ve also modified the hittable area so that from initial startup until the 12 th frame it is easier to dodge low attacks coming from the opponents. You can also super cancel from an early time during the move. This way you can fake a normal right in your opponent’s face and then go for [Kasumi Suzaku] .
[Yoroitoshi]: The non-animation bullet version of the move will now do full hits to an airborne opponent. Opponents who chose to back-dash to escape the throw animation version of the Ultra will also take full hits from the bullet.
[Hashinsho]: All hits before the final locked animation sequence will connect on an airborne opponent. An example would be, if you connect with [Focus Attack Level 2] and follow up with [Hashinsho] while they are in the air, all the hits up until the locked animation will land.
She showed her explosive power in AE, so we’ve reconsidered some points by looking at the overall balance of the game.
First off, her health has been reduced from 1000 to 950.
[Fukiage] : Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120.
[EX Karakusa]: Throw range has been changed to be the same as the light version of the move.
[HK] : Hit box has been enlarged downwards.
[Target Combo 1]: The [MK] portion is now cancelable like the normal move.
[Tanden Renki]: Now lasts 3 seconds longer than before.
[Vertical j.MP]: Hit box and hittable area has been enlarged forward.
[Hayate] : Charge ability of this move has been improved. Light version of the move at Level 3 and 4, and Medium version of the move at Level 4 have had their attack distance increased. If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when it’s good to go.
We have tried to increase his total potential by revising his moves and attributes.
[HK]: Gives +7 frame advantage on counter hit. So now if you counter hit with [HK] and cancel into [L. Duck], you will be at +4 frame advantage.
[Vertical j.LP]: Active frames and hit box has been increased.
[Vertical j.HP]: Startup changed to 6 frames, and active frames and hit box has been increased.
[Diagonal j.LP] & [Diagonal j.MP]: Active frames have been lengthened.
[Focus Attack Level 1]: Opponent gains an extra +1 stun after hit or guard. So Dudley will be at -3 frames after canceling into a forward dash after a blocked Focus Attack.
[Short Swing Blow]: Medium and Heavy versions of the move have had the lower body hittable area shrunk, and also made easier to connect against a crouching opponent.
[Thunder Bolt]: All strengths of the move (including EX) will no longer lose easily when trying to hit an airborne opponent, and a hit opponent cannot tech roll afterwards. For the EX version, the light flash and sound follow a bit later after the move comes out.
[Victory Rose]: Can now be Super Canceled, or EX Focus Canceled.
[Rolling Thunder]: All hits before the final locked animation sequence will connect on an airborne opponent. Similar to Ibuki, if you connect with [Focus Attack Level 2] and follow up with [Rolling Thunder] while they are in the air, all the hits up until the locked animation will land.
We have improved aspects people complained about, and also moves that were hard to use.
[close MP]: Move is now -4 frames disadvantage on block.
[close MK]: Move is now +2 frames advantage on hit, and +3 frames on block.
[Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well.
[Rising Jaguar]: First hit of Light, Medium , and Heavy versions push the opponent away slightly further than before, and we have made it harder for Adon to end up facing the wrong way after an FADC follow up. Also, the FADC window for the Heavy version has been increased by 1 frame. Thus now it is possible to follow up with [Jaguar Avalanche].
[Jaguar Revolver]: Changed the move so that it won’t fly over opponents who are in close proximity. It will still go right over crouching opponents, but if they are standing it will be a clean hit.
We wanted to wipe away the image that he is a weak character, so we made a number of buffs.
The biggest thing being, from the beginning of battle he starts in an oil state. At the beginning of every round Hakan will start off oiled up, but of course it will wear off as the match goes on. So please try to aim for increasing the amounts of oil from the get go. Other various changes are listed below:
[Vertical j.LK]: Hit box size and position has been changed.
[Vertical j.LP]: Active frames have been changed to 8.
[Vertical j.MP]: Active frames have been changed to 4.
[Diagonal j.LP]: Active frames have been changed to 8.
[cr.HP] : Changed to a 2 hit move.
[Hakan Tackle]: To make it a little less vunerable, the hittable area during the start of hit detection has been decreased.
[Guard Position]: When executed from a dash in an oiled state, he will slide. You can slide from either a forward or backwards dash.
[Oil Slide]: Stun calculation has been changed. A slide after an [Oil Shower] will do 100 points of stun, but a slide that hits with the [Body Press] follow up will do 150 stun all together. Try to make the most of chances to stun the opponent.
[Oil Dive]: Trajectory and attack reach has been changed, Heavy and EX versions have been powered up. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Light ver. startup has been lessened, Medium ver. startup has been changed to the previous Light ver., and Heavy ver. startup has been changed to the previous Medium ver. Throw hit box of all versions of the move (including EX) have been enlarged downwards, making it easier to connect on low posture characters.
[Flying Oil Spin]: Throw priority has been increased. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Startup of Light and Medium versions has been lessened.
Based on the overall gameplay, we modified her so that she is able to attack in a more technical manner.
[Feng Shui Engine]: Speed has been increased for her forward dash during this state. Therefore she can control space much better. She can now build Super Combo meter at 1/3 the normal rate during this state instead of no meter building at all. Managing your Super Combo meter will now let you go for more hits during this state.
[close MK]: Hit box of the 2 nd hit has been enlarged so that it doesn’t whiff after the 1 st hit connects.
[Focus Attack]:Modified the hit box so that it will connect against low posture opponents as well.
[Fuhajin] : Part where she kicks upwards has had its damage increased to 50.
[Senpusha]: First hit of Light ver. gives an additional +5 frames of advantage on hit. First and second hit of Medium & Heavy ver. gives an additional +5 frames. Second hit of EX ver. gives an additional +5 frames. So now [Senpusha] -> [EX Focus Cancel] -> [Forward Dash] -> [Kaisen Dankairaku] combo is possible. EX ver. during a [Feng Shui Engine] gains invincibility during the first hit, making it harder to beat.
[Shikusen] : Can now change the trajectory of the EX ver. during a [Feng Shui Engine] by using different kick button combinations. Light + Medium = trajectory until now, Medium + Heavy = Medium ver. trajectory in normal mode, Heavy + Light = Heavy ver. trajectory in normal mode. All 3 strengths pushed together also give the trajectory until now.
We eliminated things that made him a scrubby character, and made it so that players with strong technical skills will be able to shine when using him.
[Target Combo 2]: Damage changed to 120.
[Target Combo 3]: Damage changed to 120.
[Target Combo 4]: Damage changed to 130. If 2 nd hit is blocked, Yun gets -6 frame disadvantage.
[Target Combo 5]: Damage changed to 70.
[cr.LK] : Hittable area increased.
[cr.MP] : Damage changed from 60 to 50.
[Raigekishu](Dive Kick): All versions of the move must now be executed higher than before, and Yun gets an additional +2 frame landing stun. Also on hit and block, opponent gets an extra +2 frame stun. Now Yun players must be wary of how to attack and the use of the different versions of the move.
[Senpukyaku](f+MK) : Damage during a [Geneijin] is reduced from 85-> 80.
[Zenpotenshin](command grab): Light, Medium, Heavy ver. of the move now has 11 frames until hit detection. EX ver. has 8 frames until hit detection. EX ver. is no longer invincible to throws.
[Zesshouhouhou](lunge punch): EX Ver. attacks have been redistributed from 7/2 to 6/3 and now the move is -1 frame disadvantage on a close block.
[Kobokushi](palm) : Medium and Heavy ver. build meter at rate 20. Light ver. takes 25 total frames to execute, Medium ver. takes 45 total frames to execute, Heavy ver. takes 45 total frames to execute. Medium and Heavy ver. damage reduced from 160->140 and stun damage reduced from 250->200. Medium and Heavy ver. chip damage changed to 30. Medium and Heavy ver. active frames changed to 10.
[Nishokyaku](up kicks): Invincibility on Light ver. now is gone after 1 st frame of hit detection. All ver. of the move (including EX) give additional landing stun to Yun. Medium ver. damage reduced from 130-> 110.
[Tetsuzanko](shoulder) : Heavy ver. damage reduced from 140->100. EX damage changed from 80+70 to 90+40, totaling 130. Part of the move that is invulnerable to projectiles has had its hittable area increased so it is easier to hit Yun.
[Geneijin]: Time is reduced by 1 second, and damage is decreased.
We have revised his risk/return and made him into a more technical character that must be used with skill.
[Target Combo 2]: Damage changed to 130. If 2 nd hit is blocked, Yang gets -7 frame disadvantage.
[LK]: Now takes 5 frames until hit detection. However, during [Seiei Enbu] it is the same as before.
[cr.LK] : Damage has been changed from 30->20, hittable area has been increased.
[cr.MP] : Damage has been changed from 80->70, during [Seiei Enbu] it deals 60.
[far MP]: Hit detection moved a bit back, attack reach shortened.
[Diagonal j.MK]: Hit box size has been modified so it doesn’t cross up as easily.
[Raigekishu](Dive Kick): All versions of the move have a larger hittable area during startup, and Yang gets an additional +2 frame landing stun. Stun damage changed from 100-> 50.
[Senkyutai](rolling kicks): Light ver. is only invulnerable to projectiles up until frame 5, Medium ver. has no projectile invulnerability. Hit box width has been cut nearly in half for all ver. (including EX). FADC after this move is blocked results in -4 frame disadvantage for all versions, and opponents guard stun has been adjusted.
[Zenpotenshin](command grab): EX ver. throw range is reduced, now has 8 frames until hit detection. EX ver. is no longer invincible to throws.
[Tourou Zan](mantis slash): Final hit of Light, Medium, Heavy now does 60 damage. EX ver. changed to a true block string if blocked.
[Byakko Soushouda](palm): Empty hitting palms will only build 10 gauge instead of 20. Light, Medium, Heavy ver. all take 2 frames longer to finish. Heavy ver. damage reduced from 150-140, chip damage changed to 30, stun damage changed from 250->200. Medium and Heavy ver. active frames reduced by 4.
[Seiei Enbu]: Time is reduced by 1 second, and chip damage is decreased.
[Raishin Mahaken]: Max damage changed from 480-> 450.
[Tenshin Senkyuutai]: Startup time reduced by 3 frames, max damge changed from 440->410. Last hit when the move doesn’t go into the locked animation has had its damage changed to 90.
We focused on increasing his attack capabilities and making him standout from Akuma.
First, health has been increased from 850->900, and stun gauge from 850-> 900.
[far HK]: Hit box has been enlarged.
[cr.HK]: Startup changed to 6 frames.
[far HP]: Causes knockdown on counter hit.
[Target Combo]: The [HP] portion of this move always causes knockdown and can be followed up with an FADC for even bigger damage.
[Senbukyaku](f+MK): Can now be canceled into [Airborne Tatsumaki Senpukyaku]. Of course the EX version is also possible. Now if you can read your opponent’s Focus Attacks it will be possible to pull this off, or even go for a [Raging Demon] if you have enough Super Combo meter. If you are in the corner you can go for the combo [Senbukyaku] -> [EX Airborne Tatsumaki Senpukyaku] -> [Metsu Hadouken] or [Axe Kick] .
[Shoryuken] : Medium ver. has had its invincibility increased by 1 frame.
[Axe Kick]: Light ver. hit gives +1 frame advantage. Heavy ver. takes 26 frames to startup, damage has been changed from 140->130, stun from 200->150, and has same properties as Medium ver. to go for additional hits. If Medium or Heavy ver. hits an airborne opponent, they can’t tech roll. Startup on EX ver. is 21 frames.
[Airborne Tatsumaki Senpu Kyaku]: Same as Ryu, the break trajectory of the Tatsumaki has softened when done during jump ascent.
[Raging Demon]: Damage increased from 350-> 370.
[Metsu Hadouken]: Time needed for a full charge is reduced. So if you land a [Focus Attack Level 2], and immediately follow up with a forward dash, you can connect a fully charged [Metsu Hadouken]. A useful combo would be [any normal attack] -> [EX Hadouken] -> [EX Focus (Level 2)] -> [Forward Dash] -> [Fully Charged Metsu Hadouken] .
We’ve given him some buffs for stability.
Health has been increased from 950-> 1000.
[Goshoryuken]: For EX ver. only, first hit is untechable.
[Tatsumaki Zankukyaku]: Alleviated a problem where the EX ver. wouldn’t hit fully.
[Demon Slash]: Hit box enlarged towards the lower legs so that it is easier to hit crouching or low posture characters.
[Raging Demon]: Air and Land ver. damage changed from 350-> 370.
[Mesatsu Gotenha]: For this move that can only be used if you select Ultra I, startup has been changed to 9 frames, and until 1 frame after hit detection starts the move is invincible.
Well that’s it for the location test version of all 39 characters!
How do you like the changes?
This upcoming location test and the one after that (planning to take place at Kichijoji) are very important to us. Please check it out and tell us what you think in the arcades, on websites, and in blogs! See you all at the location tests!