Shotos:
-Ground Tatsu's Body Hurtbox now covers the whole leg.
-Air Tatsu Back Hit's Foot Hurtbox now covers the whole leg.
-Air Tatsu Front Hit's Foot Hurtbox is raised 4px up and
expanded slightly vertically.
-Shotos can now act after their Tatsu recovers in the air.
Jadoo:
-S.HK's Hitbox is 2px larger.
-J.LP startup's Body Hurtbox is moved 2px up and reduced 3px
vertically.
-Diagonal J.MP's startup and active parts use the same Body
Hurtbox as J.LP's startup.
Roll:
-"Super" Roll falls down way faster from her Hold's bounce
back, no longer making it a death sentence.
Guile:
-S.LK, Far S.MK and Upside Down Kick's active part each use a
shadow sprite that matches the sprite further. In Far S.MK's
case, it's to make it closer to how it is in Super Turbo.
-Close S.HP's Hitbox is expanded 2px downwards. It can now hit
a standing Jadoo.
-Close S.HK starts up 2 frames faster, like in CPS-1 SF2. It
can now be special cancelled.
-Neutral J.LK no longer has a Foot Hurtbox on startup, like in
New Legacy.
-Neutral J.LK's 2nd startup, active and recovery parts use the
Head Hurtbox from Close S.HP's active part.
-Neutral J.LK has more horizontal reach, but way less vertical
reach, like in New Legacy.
-Upside Down Kick Last Recovery's Body Hurtbox is moved 4px
upwards. It's now safe from the later active parts of Jadoo's
Headbutt when it's used on the ground.
Ken:
-Tatsumaki no longer knocks down airborne opponents.
-Ground Tatsu takes 3 frames longer to go into the spinning
part.
Dictator:
-Psycho Crusher's active Body Hurtbox is widened 4px even
further.
Tuesday, October 29, 2024
Rev. 1.6 Changelist
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