Under Night In-Birth Exe:Late [cl-r] Version 1.03 Patch Notes

By on March 19, 2020

Arcsystem Works has released the official patch notes for Under Night In-Birth Exe:Late [cl-r] version 1.03.

The patch notes were only released in Japanese, but some members of the community stepped up to help translate the massive amount of changes for this new version of the game.

Unending special thanks to @slawbrah, @rajohnson90, @lumenebrae, and @triplicate94 for the awesome work of translating. The community truly appreciates you for this.

If you want to read the official notes you can download the pdf here.

If you’re a frame data nerd like me, you can read the official changes here.

 

System Changes

Dash Made it easier to instantly dash out of an attack that was done during a dash.
Guard Greatly changed the amount of GRD gained after blocking an attack with a large number of cancel options.
Throw Fixed a bug on certain that greatly lowered their damage when done on throw-invulnerable opponents.
Ground Recovery / Emergency Recovery Made the amount of time that characters cannot walk or crouch after landing consistent among the cast.

Fixed a bug where, for a moment, the game would treat a character’s stance as Standing after a ground or emergency recovery. (v1.03)

5A Reverted a change where low 5As would whiff on an opponent’s jumps, assaults, and jump attacks. (v1.03)
2A Low 2As now whiff on an opponent’s jumps, assaults, and jump attacks.
Followup Moves Changed ground normals and ground command normals to not change the side a character faces during the animation.
Close Proximity Recognition Fixed a bug where the game measured close proximity differently on 1P and 2P side.
Fully Invincible Moves Adjusted all fully invincible moves to be in counterhit state for the full duration of the move.
Head Invulnerability / Dive Invulnerability Adjusted the head invulnerable and dive invulnerable frames on number of anti-air moves, making it easier for them to beat out air moves.
Head Invulnerable Moves Adjusted the startup hurtboxes to make them beat out air moves more easily.
Moves With Vacuum Effect Fixed vacuum effect moves to function the same on hit when done on either 1P or 2P side. (v1.03)
Smart Steer Changed the Smart Steer sequence of a few characters.
Increase Fixed a bug that would process an Increase twice when a button was held for only a short time.
Veil Off Shielding successfully during a Veil Off state now gives much more GRD to the player and removes much more GRD from the opponent.
Concentration Fixed a bug in the move’s animation.

Changed concentration to not carry the properties of the last move a character performed, making it impossible to cancel Concentration into CVO.

Fixed a bug where characters wouldn’t flash red when grabbed during Concentration.

Fixed Concentration so that it builds the same amount of GRD on both 1P and 2P side. (v1.03)

Assault Fixed a bug in training mode where holding the D button would cause Ground Assault not to occur as a reversal option.

Fixed a bug where performing certain jump normals instantly out of an assault would lower their proration.

When a move is done during an assault, all characters can no longer perform a second action until they land.

Made the startup motions of assaults universal, allowing them to be more easily differentiated from dashes.

Fixed a bug that caused certain jump moves used during an assault to not be usable in the following combo. (v1.03)

Chain Shift Corrected the way the game processed multi-button inputs during the instant a Chain Shift activates and the instant a Chain Shift ends.

Added a red effect to a character performing a normal attack, special attack, assault, or throw during an opponent’s Chain Shift and lowered their GRD for it.

Shield When shielding a follow-up attack to a jump normal, the opponent can no longer cancel into anything and not has additional landing recovery.
Guard Shield Fixed a bug where a player’s EXS meter would decrease without activating a Guard Shield when a player inputs a Guard Shield just before their blockstun ends.

Increased the pushback on a successful Guard Shield.

Guard Thrust Adjusted Guard Thrust so that it now only accepts inputs done during blockstun to activate. A player must now hold 4 while pressing D to activate a Guard Thrust.
EX Moves Fixed a bug where the game would perform bizarrely when certain EX moves clashed with moves that locked the opponent in place. (v1.03)

Reverted a change to certain EX moves (Projectiles, traps, and moves that lock in place) that limited the amount of meter they could build. (v1.03)

Reverted a change where attacks used during a combo on an opponent who recovered from a trapping EX move would build less meter for the user. (v1.03)

Made the grounded untech time for fully invincible EX moves universal across the cast.

Infinite Worth EXS Fixed a bug where an Infinite Worth EXS wouldn’t activate if it was done at the end of a high proration combo and connected at the same time as a projectile.
Vorpal Adjusted the visual effect.
EXS Limit When a Cross Cast Veil Off hits or when a character is covered in the red particle effects from performing a move during their opponent’s chain shift, a new system called EXS Limit is applied.

When EXS Limit is active on a character, that character gains a much lower amount of EXS meter while being hit by a combo.

EXS Gauge Limited the rate at which EXS Gauge proportional to the current damage proration.
Damage Proration Reverted the additional damage proration done to rising jump attacks and to jump attacks that hit overhead on opponents in standing blockstun. (v1.03)
Autocorrect Adjusted the way the game processes the side a character faces when recovering into a meaty attack in the corner. (v1.03)

Adjusted the way the game processes a character’s position when recovering into a meaty attack in the corner. (v1.03)

Hit Effect Adjusted the way certain hit effects were displayed. (v1.03)
RIP Calculation Adjusted the way RIP calculations try to not deduct too many RIP points on a loss based on the RIP your opponent has on their highest RIP character.

 

Hyde

Health Increased maximum health.
Dash Increased minimum dash distance.
Assault Startup animation changed slightly.
5A Slightly expanded hitbox size forward.
5B Expanded the hitbox on the inner portion of the move upward.

Expanded the hitbox horizontally toward the rear of the move. (v1.03)

2A Expanded the hurtbox size upward.
2B Cancel window increased.
2C Cancel window increased.
j.A The hitbox at the tip has been extended backwards.
j.[C] Increased hitbox size.
66B Increased travel distance.

Increased active frames.

66C Increased active frames.

Expanded the hitbox forward.

Increased chip damage on block.

Vorpal 66C Increased chip damage on block even more.
6B 6B(2) is whiff cancellable if 6B(1) connects on block or hit.
3B Adjusted sprite overlap.
3C Enlarged upper hitbox size.
Strict Daze (B+C) Shortened the horizontal hurtbox at the far end of the move. (v1.03)

Can now erase projectiles. When erasing a projectile, Hyde can now cancel into a special move or Chain Shift.

Increase Strict Daze (Increase B+C) Decreased frontal hurtbox size.
Black Orbiter -> Dark Lotus

(236X -> 236A)

Fixed a bug where using Black Orbiter while time was stopped (such as during hitstop) and cancelling into Dark Lotus would cause the projectile to explode without disappearing.

Made the whiff cancel window begin earlier.

Increased size of the backside of the hitbox.

If the opponent is in hitstun, the hitbox will now activate closer to them.

Black Orbiter -> Sinister Bend

(236X -> 236B)

Increased inner hitbox size.
Black Orbiter -> Dark Lotus Anthesis

(236X -> 236C)

New action added.
A Red-Clad Craver

(623A)

Hyde can now cancel this into air EX moves on hit.

Damage proration lowered.

Head and dive invulnerability start up faster.

B Red-Clad Craver

(623B)

Increased cancel window on hit.

Adjusted the vacuum hitboxes to more easily connect all hits.

Changed the point at which an opponent becomes invulnerable to additional attacks after being hit by this move.

EX Red-Clad Craver

(623C)

Increased active frames.

Slightly increased both frontal and upper hitbox size.

Increased invulnerability duration.

Adjusted the vacuum hitboxes to more easily connect all hits.

A Vacant Shift – First (214A) Expanded the hitbox upwards.

Added feet invulnerability to this move.

B Vacant Shift – First (214B) This move can now be cancelled into an EX move or Chain Shift during landing recovery. (v1.03)

Expanded the hitbox upwards.

Added feet invulnerability to this move.

EX Vacant Shift – First (214C) Expanded the hitbox downwards.

Added feet invulnerability to this move.

Added full invincibility to this move on hit. If the first hit doesn’t hit, all following hits of the move no longer occur.

Changed it so that only the final hit can KO an opponent.

Made it easier to lock the opponent in place on hit. (v1.03)

Vacant Shift – First -> A Vacant Shift – Third (214X -> 4XA) Increased damage proration.

Expanded the hitbox forward.

Vacant Shift – First -> B Vacant Shift – Third (214X -> 4XB) Increased damage proration.

Expanded the hitbox forward.

A Shadow Scare (22A) Increased the chip damage on the projectile portion.

Adjusted the movement functionality, making it harder to cross up an opponent during this move.

Altered the way position is calculated in the corner.

Made it harder for the second hit of this move to whiff if the first hit connects.

B Shadow Scare (22B) Increased the chip damage on the projectile portion.

Adjusted the movement functionality, making it harder to cross up an opponent during this move.

Altered the way position is calculated in the corner.

Made it harder for the second hit of this move to whiff if the first hit connects.

EX Shadow Scare (22C) Increased the chip damage on the projectile portion.

Adjusted the movement functionality, making it harder to cross up an opponent during this move.

Altered the way position is calculated in the corner.

Made it harder for the second hit of this move to whiff if the first hit connects.

Air A Dark Lotus (j.236A) Extended the untech time. (v1.03)

Lowered the damage proration. (v1.03)

Lowered the hitstun proration. (v1.03)

Heightened the vertical hitbox of the projectile portion. (v1.03)

Air B Dark Lotus (j.236B) Extended the untech time. (v1.03)

Lowered the damage proration. (v1.03)

Lowered the hitstun proration. (v1.03)

Heightened the vertical hitbox of the projectile portion. (v1.03)

Air EX Dark Lotus (j.236C) Expanded the size of the hitbox.
Pale Bringer (41236C) Expanded the hitbox size of the second hit.

Added invincibility to the finishing hit of the move.

Adjusted the vacuum hitboxes to more easily connect all hits.

 

Linne

Assault Startup animation changed slightly.
Jump Jump is more easily affected by dash momentum.
5C Frontal hitbox enlarged.

Upper hitbox enlarged.

2A Foot property removed.
2B Cancel window increased.
j.A From assault, can no longer perform additional actions after whiffing.
j.B Increased active frames.
66C Upper hitbox enlarged.
6B Damage proration lowered.

Hitbox size increased vertically upwards.

Visual effect changed to reflect this change (t/n: 5C received a similar update).

5CC Damage increased. (t/n: 410 > 500)
5C[C] Starts up faster. (t/n: 27F > 25F)
Wolf Howl (6C) Damage proration lowered.

Head invulnerability added. (t/n: starts on frame 6)

Wolf Howl(3) (6CCC) Damage proration lowered.

Made it harder for opponents to slip out of this move when Linne performs it at point blank range.

j.6B Reduced blockstun. (t/n: Assault j.6B is now -3 on block)
j.6[B] Untech time extended.
j.2B Untech time extended.
Elusive Flash (B+C) Counter hit state lasts until the end of the animation.

Dodge is no longer triggered by hitboxes that only connect with opponents in hitstun, such as Nanase 236XC or Seth 214XB.

Elusive Flash -> Divine Chains (B+C -> X) The startup for Divine Chains is now faster (t/n: ~4F startup) and fully invulnerable after a successful dodge. The cancel window for a successful dodge into Divine Chains is increased, and dodge -> Divine Chains now autocorrects when an opponent crosses Linne up.

Chain Shift cancellability on block removed.

Damage decreased. (t/n: 1758 > 1298)

Damage proration increased.

Recovery increased. (t/n: FF > X is now -11 on block)

On hit, full invulnerability until the animation ends.

Otherwise, counter hit state lasts until the end of the animation.

236A

Sky Fangs (A)

Shrunk the cancel window for the Dancing Leaf dash followup.
236B

Sky Fangs (B)

Shrunk the cancel window for the Dancing Leaf dash followup.
236[B]

Sky Fangs (Increase B)

Fixed a bug where the move was EX cancellable before active.

Changed the cancel window for the Dancing Leaf dash followup to occur later in the move.

236[B] and 236B no longer count as the same move for same move proration.

Hitbox(es) added close up. (Move no longer has a dead zone)

Hitboxes are consumed when clashing with projectiles.

Made it harder for the second hit to whiff when the first hit connects. (v1.03)

623A

Moon Gyre (A)

Added active frames between both hits.

Hitbox(es) enlarged.

Head and dive invulnerability start earlier.

623B

Moon Gyre (B)

Hitbox(es) enlarged.

Last hit’s knockback angle changed.

623C

Rending Moon Gyre (EX)

Hitbox(es) enlarged.
214A

Tenacious Mist (A)

Upper hitbox(es) enlarged.
214B

Tenacious Mist (B)

Damage increased. (t/n: 836 > 856)

214B(1) upper hitbox enlarged.

214B(2) hitbox enlarged.

214C

Chaotic Mist (EX)

On hit, full invulnerability until the animation ends.

If the second-to-last attack is blocked or whiffs, the last hit will no longer come out. (t/n: second-to-last hit is +4)

214XB

Tenacious Mist (add. B)

Untech time extended.
63214C

Soaring Wings (EX)

Distance travelled now tracks toward opponent’s position.

Counter hit state lasts until the end of the animation.

Fixed a bug where an opponent would be pushed out if Linne lands close to them. (v1.03)

j.236A

Air Sky Fangs (A)

Can cancel into EX moves / Chain Shift sooner.

Can have multiple j.236A’s on screen at once.

j.236B

Air Sky Fangs (B)

Can cancel into EX moves / Chain Shift sooner.

Can have multiple j.236B’s on screen at once.

j.236[B]

Air Sky Fangs (Increase B)

New action added.
j.236C

Air Twin Sky Fangs (EX)

Can cancel into EX moves / Chain Shift sooner.

Can have multiple j.236C’s on screen at once.

j.236X > 66

Dancing Wings

New action added.
j.63214X

Dragon Fang

New action added.
41236D

The Diviner

Vacuums better on hit.

Counter hit state lasts until the end of the animation.

IWEX

Divine Blaze

Cutscene adjusted.

 

Waldstein

Health Max health increased.
Dash Lengthened the amount of time until Waldstein’s dash momentum begins to wane.
Ground Recovery Fixed a bug where sound effects and screen shakes weren’t set.
Throw Lengthened the untech time. (v1.03)

Lowered the recovery after a successful throw. (v1.03)

Changed the knockback after a successful throw. (v1.03)

5A Added more hitstop on hit and block.

Reduced the recovery time. (v1.03)

Shrunk the horizontal hurtbox size on the far end of the move. (v1.03)

5B Increased the normal move cancel window. (v1.03)
5[C] New Increase move.
2A Shortened the horizontal hurtbox size on the far end of the move. (v1.03)
2B Expanded the hitbox forward. (v1.03)
2C Expanded hitbox in the upward forward direction.

Lowered vertical height of the hurtbox.

Jump C Expanded hitbox size.
Jump [C] Lowered damage proration.

Quickened the startup speed.

Expanded the hitbox size.

66C Lowered damage proration.

This move can no longer be shielded in the air. (v1.03)

1A This move can no longer be blocked standing. (v1.03)
6C This move can now be EX or CS cancelled on whiff, and the cancel window on hit is now larger.

Fixed a bug where this move could not be cancelled on block. (v1.03)

3C Expanded hitbox in the upward forward direction.

Lowered vertical height of the hurtbox.

Jump 2C Extended the knockback duration on hit.
Ferzen Volf (B+C) Shrunk the size of the startup hurtbox.
Increase Ferzen Volf ([B+C]) New Increase move.
A Eisen Nagel (236A) Expanded the hitbox forward.

Shrunk the size of the startup hurtbox.

Reduced the distance that opponents are blown back by.

B Eisen Nagel (236B) Expanded the hitbox forward.

Reduced the distance that opponents are blown back by.

EX Eisen Nagel (236C) Expanded the hitbox forward.
Eisen Nagel -> Additional Input (236X -> 4X) New move added.

Increased the cancel window. (v1.03)

Lengthened the untech time. (v1.03)

This move is no longer ground techable. (v1.03)

A Wirbelwind (623A) Made the Head Invulnerability and Dive Invulnerability begin earlier.
B Wirbelwind (623B) Made the Head Invulnerability and Dive Invulnerability begin earlier.
EX Wirbelwind (623C) Waldstein is now in counter hit state for the full duration of this move.
A Drehen Durchbohren (360A) Increased the damage.

Expanded the hitbox forward. (v1.03)

B Drehen Durchbohren (360B) Increased the damage.

Expanded the hitbox forward. (v1.03)

EX Drehen Durchbohren (360C) Increased the damage.

Expanded the hitbox forward. (v1.03)

Waldstein is now in counter hit state for the full duration of this move.

Double Rotation A Drehen Durchbohren (720A) Increased the damage.

Reduced the recovery.

Expanded the hitbox forward. (v1.03)

Double Rotation B Drehen Durchbohren (720B) Increased the damage.

Reduced the recovery.

Expanded the hitbox forward. (v1.03)

Double Rotation EX Drehen Durchbohren (720C) Increased the damage.

Waldstein now lands closer to the opponent after a successful grab.

Reduced the recovery.

Waldstein is now in counter hit state for the full duration of this move.

Expanded the hitbox forward. (v1.03)

B Verderben (214B) Increased damage proration.
EX Verderben (214C) Increased the opponent’s blockstun. (v1.03)

This move can no longer be blocked in the air. (v1.03)

EX Sturmangriff ([4]6C) Increased untech time.
Air A Verderben (j.214A) Shrunk the hurtbox size.
Air B Verderben (j.214B) Shrunk the hurtbox size.
Air EX Verderben (j.214C) Shrunk the hurtbox size.
Werfen Erschlagen (41236D) Waldstein is now in counter hit state for the full duration of this move.

 

Carmine

Dash Slightly increased the minimum dash distance.

Dash acceleration lowered.

Dash startup quickened.

Dash recovery lowered.

Throw Expanded the hitbox of the post-throw attack.
5A Slightly expanded hitbox forward.

Increased frame advantage on block. (v1.03)

5B Made it harder for opponents to slip through this move when performed at point blank range.
5C Made it harder for opponents to slip through this move when performed at point blank range.
2A Increased the cancel window.
2B Expanded hitbox forward.
2C Made it harder for opponents to slip through this move when performed at point blank range.
j.A Slightly expanded the hitbox upward.

Expanded the hitbox at the tip of the move inward. (v1.03)

j.[C] Increased the untech time.
66B Shrunk the size of the hurtbox on startup.

Added head invulnerability.

66C Shrunk the size of the hurtbox on startup. (v1.03)
4B New move added.

Changed the input for this move to 6[B]. (v1.03)

6B This move now sets a Dissolve puddle even when an opponent deletes the projectile.
6B -> 6B Expanded the hitbox.

The hitbox now tracks the opponent and appears slightly closer to them.

6[B] New Increase move. (v1.03)
3B Lowered damage proration.

Expanded hitbox.

Shrunk the size of the hurtbox on startup.

6C Shortened the recovery. (v1.03)

Shrunk the size of the hurtbox on startup. (v1.03)

6[C] Shrunk the size of the hurtbox on startup. (v1.03)
5BB Increased the distance moved.

Made it harder for opponents to slip through this move when performed at point blank range.

j.6B This move now sets a Dissolve puddle even when an opponent deletes the projectile.
j.6B -> j.6B Expanded the hitbox.

The hitbox now tracks the opponent and appears slightly closer to them.

j.BB New move added.

Lengthened the untech time. (v1.03)

Made the startup time quicker. (v1.03)

Increased the opponent’s hitstun and blockstun. (v1.03)

Increased the hitbox size. (v1.03)

This move now knocks back on hit. (v1.03)

Twist! (B+C) Added new functionality on 3B+C and 1B+C inputs.

Increased untech time.

Reduced recovery.

Increased the opponent’s hitstun. (v1.03)

Air Twist! (j.B+C) Added new functionality on 3B+C and 1B+C inputs.

Increased untech time.

Increased the opponent’s hitstun. (v1.03)

A Spin! (236A) Dissolve puddle hitbox now has Projectile attribute and Foot attribute.

Spin! no longer applies combo proration if its hitbox whiffs.

B Spin! (236B) Dissolve puddle hitbox now has Projectile attribute and Foot attribute.

Spin! no longer applies combo proration if its hitbox whiffs.

EX Spin! (236C) Dissolve puddle hitbox now has Projectile attribute and Foot attribute.

Spin! no longer applies combo proration if its hitbox whiffs.

A Pulverize! (623A) Made its Head Invulnerability and Dive Invulnerability begin earlier.
B Pulverize! (623B) Made its Head Invulnerability and Dive Invulnerability begin earlier.
EX Pulverize! (623C) Increased the untech time.

Expanded the hitbox.

Added Head and Dive Invulnerability.

Carmine is now in counter hit state for the full duration of this move.

A Thrust! (214A) Changed it so that followup attack time is not altered if the first hit of this move counter hits.

Changed it to alter the hitstop only if the first hit of this move counter hits. (v1.03)

B Thrust! (214B) Changed it so that followup attack time is not altered if the first hit of this move counter hits.

Changed it to alter the hitstop only if the first hit of this move counter hits. (v1.03)

A Launch! (22A) Lowered damage proration.

Shortened the recovery. (v1.03)

B Launch! (22B) Lowered damage proration.

Shortened the recovery. (v1.03)

EX Launch! (22C) Using Veil Off on an opponent trapped in this move will now cause them to fall out of it.

Reverted a change that limited the amount of EXS meter that Carmine would build with Increase A Thrust! (214[A]) or Increase B Thrust! (214[B]) when used on an opponent who recovered from being trapped in EX Launch! (22C). (v1.03)

Shortened the recovery. (v1.03)

Air A Spin! (j.236A) Reduced landing recovery. (v1.03)
Air B Spin! (j.236B) Reduced landing recovery. (v1.03)
Air EX Spin! (j.236C) Reduced landing recovery. (v1.03)
Give Me That! (63214C) Fixed a bug where immediately comboing into this move after a hit while Carmine’s back was to the wall would cause this move to activate in the opposite direction.

Changed the health recovery to recover Carmine’s health over a period two seconds. If Carmine uses a Dissolve puddle during this time, he now loses no health.

Reduced recovery on hit.

Hahahahaha! Be Devoured! (41236D) Carmine is now in counter hit state for the full duration of this move.

 

Orie

Smart Steer Made it so that the EX move will not activate on block.
Hitstun Altered the hitbox of her falling hitstun animation to be more in line with the rest of the case.
Throw Made it so that the final hit always connects now matter what proration is applied.
5B Expanded the hitbox downward.

Slightly expanded the hitbox upward.

2A Expanded the hurtbox upward.
2C Reduced the recovery.

Slightly expanded the hitbox forward.

Jump A Reduced the blockstun given to opponents.
Jump B Expanded the hitbox upward.
Jump C Expanded the hurtbox downward and altered it to better fit the sprite.
66C Quickened the startup speed.
3B Increased the normal cancel window.

Expanded the hitbox.

Shrunk the startup hurtbox.

3C Increased the hitstun on standing opponents.
4C Reduced the recovery.

Expanded hitbox upward.

Jump 2C Changed it to lower Orie’s trajectory when done after a back jump.

Changed it to inflict ground tech.

Shrunk the hurtbox.

Aerial Leap (B+C) Hitstop now affects this move when cancelled into from “Thick and Fast” or “Succession.”
A Sacred Arrow (623A) Increased the cancel window.

This move can now be EX cancelled or CS cancelled during landing recovery.

Increased damage.

Slightly expanded the midair hitbox forward.

Made the Head Invulnerability begin earlier.

B Sacred Arrow (623B) Quickened the startup speed.

Slightly expanded the midair hitbox forward.

Made the Head Invulnerability and Dive Invulnerability begin earlier.

EX Sacred Arrow (623C) Increased the untech time when same move proration is applied.

Slightly expanded the midair hitbox forward.

A To Me! (214A) Reduced the blockstun given to opponents.
EX Oblique’s Edge (214C) Increased untech time.
To Me! (Command Order) -> Thick and Fast (214X -> 4A) Reduced damage proration.

Fixed a bug that caused Thanatos to move during time stop. (v1.03)

To Me! (Command Order) -> Succession (214X -> 4A) Reduced active frames when opponent is not in hitstun.

Fixed a bug that caused Thanatos to move during time stop. (v1.03)

To Me! (Command Order) -> Oblique’s Edge (214X -> 4C) New move added.

Fixed a bug that caused Thanatos to move during time stop. (v1.03)

Air A To Me! (j.214A) This move can now be cancelled into Aerial Leap.

Animation altered.

Air B To Me! (j.214B) This move can now be cancelled into Aerial Leap.

Animation altered.

Air EX Oblique’s Edge (j.214C) Orie can now perform air actions while falling after this move.

Increased untech time.

When this move is used near the corner, Thanatos will no longer appear off screen.

Sacred Spire (41236C) Fixed a bug where this move wasn’t treated as an EX move.

On hit, this move now has full invincibility for its entire duration.

Orie is now in counter hit state for the full duration of this move.

Luminous Embrace (41236D) Orie is now in counter hit state for the full duration of this move.

 

Gordeau

Dash Shrunk the rear hurtbox.
Throw Expanded the hitbox of the post-throw attack.
5B Slightly expanded the forward hitbox.
5C Increased the normal cancel window.

Shrunk the startup hurtbox. (v1.03)

5[C] Shrunk the startup hurtbox. (v1.03)
2A Increased the cancel window.

Increased the active frames. (v1.03)

Shortened the recovery. (v1.03)

Shrunk the startup hurtbox. (v1.03)

2B Increased the cancel window.

Expended the hitbox forward.

2C Increased untech time on the first hit.

Shrunk the startup hurtbox.

Jump A Increased the active time.

Shrunk the hurtbox.

66B Lowered the damage proration.
3C Increased the damage proration.

Shrunk the upward hurtbox. (v1.03)

Rusty Nail (B+C) Expanded the hitbox forward.

Opponents are now pulled in on air hit.

Vorpal Rusty Nail (B+C) Expanded the hitbox forward.

Opponents are now pulled in on air hit.

A Mortal Slide (236A) Reverted the change that reduced its active frames. (v1.03)

Shortened the front horizontal hitbox durings its active frames. (v1.03)

B Mortal Slide (236B) Reverted the change that reduced its active frames. (v1.03)

Shortened the front horizontal hitbox durings its active frames. (v1.03)

EX Mortal Slide (236C) Increased travel distance.

Made it harder for opponents to slip through this move when performed at point blank range.

Mortal Slide -> Shadow Harvest (236X -> 6A) Reverted the damage proration increase. (v1.03)
A Grim Reaper (623A) Expanded the forward hitbox of the second hit.

Made the Head Invulnerability and Dive Invulnerability activate earlier.

Altered the knockback of the second hit and altered the hitstop.

Altered the visual animation (v1.03)

B Grim Reaper (623B) Expanded the forward hitbox of the second hit.

Shrunk the hurtbox.

Made the Head Invulnerability and Dive Invulnerability activate earlier.

EX Grim Reaper (623C) Expanded the forward hitbox of the second hit and all subsequent hits.

Added projectile invulnerability.

Altered the move’s hitstop, making it easier to combo with.

Gordeau is now in counter hit state for the full duration of this move.

Grim Reaper -> Downward Claws (236X -> 4X) New move added.
B Assimilation (214B) Lowered the damage proration.

Expanded the hitbox in the up-forward direction.

Lowered the height of the upward hurtbox.

Made the Head Invulnerability and Dive Invulnerability activate earlier.

Lowered the damage proration further. (v1.03)

Lowered the hitstun proration. (v1.03)

EX Assimilation (214C) Gordeau is now in counter hit state for the full duration of this move.
EX Precise Aim (22C) Gordeau is now in counter hit state for the full duration of this move.
A Mortal Glide (j.236A) Expanded the hurtbox backwards.
B Mortal Glide (j.236B) Expanded the hurtbox backwards.
EX Mortal Glide (j.236C) Expanded the hurtbox backwards.

Expanded the hitbox when same move proration is applied. (v1.03)

Air A Precise Aim (j.214A) This move is now air unblockable.

Expanded the hitbox downward while in motion.

Shrunk the downward hurtbox.

Air B Precise Aim (j.214B) This move is now air unblockable.

Expanded the hitbox downward while in motion.

Shrunk the downward hurtbox.

Added throw invulnerability between the time Gordeau lands and the moment the hitbox appears.

Air EX Precise Aim (j.214C) This move is now air unblockable.

Expanded the hitbox downward while in motion.

Shrunk the downward hurtbox.

Added throw invulnerability between the time Gordeau lands and the moment the hitbox appears.

Turbulence (41236D) Gordeau is now in counter hit state for the full duration of this move.
Soul Exodus (A+B+C+D) Adjusted the animation on hit.

 

Merkava

Dash Lowered the dash acceleration.
5B Shrunk the height of the upward hitbox.
2A Quickened the startup speed of the second hit.
4B Shrunk the hurtbox.
4C Can now be cancelled with 3C.
5BB Increased recovery.
I, Soar Through the Sky (j.7/8/9 -> j.66) This move can now be air shielded.
I, Estrange. (j.44 or j.4A+B) New move added.
I, Agitate (B+C) Reduced the GRD that this move takes away from the opponent by half.
B I, Drill Through (236B) Increased travel distance.
Increase B I, Drill Through (236[B]) Added new increase move.
EX I, Drill Through (236C) Reduced blockstun given to opponent.

Merkava is now in counter hit state for the full duration of this move.

EX I, Penetrate the Clear Skies (623C) This move can no longer be cancelled into IW or IWEX on hit if Merkava is in Veil Off state.

Extended invincibility time.

Added Dive Invulnerability.

Merkava is now in counter hit state for the full duration of this move.

A I, Capture and Devour (214A) This move can now hit opponents in the air only if they’re in hitstun.

Changed to whiff against opponents who are air blocking. (v1.03)

EX I, Capture and Devour (214C) Added full invincibility on hit.
A I, Persistently Cling (22A) Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)

Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03)

Standardized the jump height of all worms used by the A version.

Quickened the startup speed and reduced the recovery.

Worms no longer disappear when moving off screen.

Worms no longer disappear when Merkava comes into contact with a follow-up attack’s hitbox. (v1.03) (TL Note: I don’t quite understand, someone verify please.)

B I, Persistently Cling (22B) Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)

Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03)

Worms no longer disappear when moving off screen.

Worms no longer disappear when Merkava comes into contact with a follow-up attack’s hitbox.

Increase B I, Persistently Cling (22[B]) New Increase move.
EX I, Persistently Cling (22C) Reverted a change that allowed worms to stay active even when Merkava came into contact with a throw’s hitbox. (v1.03)

Reverted a change that allowed worms to stay active even after coming into a contact with a hitbox that Merkava blocked. (v1.03)

A I, Breathe Out (j.214A) When falling during the latter half of the move, you can input 4 or 6 to influence the direction Merkava falls in.
B I, Breathe Out (j.214B) When falling during the latter half of the move, you can input 4 or 6 to influence the direction Merkava falls in.
I, Rampage (41236C) The final hit can now be cancelled with Chain Shift.

Merkava is now in counter hit state for the full duration of this move.

I, Resentfully Rage (41236D) Merkava is now in counter hit state for the full duration of this move.

 

Vatista

Health Max Health lowered
Dash Dash startup increased
Character Trait Vatista can no longer tech throws when grabbed during the animation of an attack.
Guard Thrust Visual effects changed.
Throw Tech Visual effects changed.
2A Cancel window increased.
2B Visual animation altered.
2C Now has Foot property.
66B Reverted the expansion to its upward hitbox. (v1.03)

Quickened startup.

Expanded the hitbox forward. (v1.03)

Lowered the height of its vertical hitbox. (v1.03)

66C Lowered the height of its vertical hitbox.
2BB Expanded the hitbox forward.

Visual animation changed.

2BBB New move added.
Concordia New move added.

Input was changed to activate only on 2AB, not 1AB or 3AB. (v1.03)

Concordia -> EX Lumen Stella Limited the amount Vatista can have on screen to 1. (v1.03)
Leviosa (j.AB) When cancelling the move, Vatista can now hold 3 to fall forward or 1 to fall backward.
Armabellum (B+C) Slightly lowered the height of its upward hitbox.
Crouching Armabellum (2B+C) Changed the cancel options on whiff to chain shift only.
Air Armabellum (j.B+C) Can now be shielded in the air.
Increase Air Armabellum (j.[B+C]) Can now be shielded in the air.
Lux Fortis ([6]4C) Made it easier to cancel into this move without charging from A or B Mikoruseo during vorpal.
A Lumen Stella ([4]6A) Lowered the damage proration.

Reduced the recovery.

A Lumen Stella ([4]6A) -> Chain Shift Lowered damage proration when chain shift is done before the projectile is launched.
B Lumen Stella ([4]6B) Changed the trajectory of Vatista’s recoil, allowing her to float a little longer after flying.

Allowed Vatista to cancel into EX moves or chain shift while floating.

Allowed Vatista to cancel into Leviosa while floating.

Increased damage.

Lowered the damage proration.

Lowered the startup time.

Lowered Vatista’s recovery after landing.

Now blows the opponent back on hit.

Changed Vatista’s recovery to crouching.

B Lumen Stella ([4]6B) -> Chain Shift Lowered damage proration when chain shift is done before the projectile is launched.
A Ruber Angelus ([2]8A) Removed full invincibility and strike invincibility. Added Head invincibility and Dive invincibility.

Can now cancel into EX moves or Chain Shift.

Lowered the amount of charge time needed to activate the move.

C Ruber Angelus ([2]8C) Lowered the amount of time that it’s invincible.
Sideus Fragmentum ([X] ]X[) Fixed a bug where a standing Sideus Fragmentum would happen while the player inputted a crouch.

Fixed a bug where a crouching Sideus Fragmentum would have the properties of a standing Sideus Fragmentum.

A Transvoranse ([8]2A) Lowered the damage.

Made the move air unblockable.

B Transvoranse ([8]2B) Reverted a change where Vatista would re-float for the full startup time instead of landing immediately when done close to the ground. (v1.03)

Made the move air unblockable.

Increased the damage proration on the landing portion of the move. (v1.03)

Lowered the opponent’s blockstun on the final kick of the move. (v1.03)

EX Transvoranse ([8]2C) Made the move air unblockable.

Reverted a change where Vatista would re-float for the full startup time instead of landing immediately when done close to the ground.

Yuzuriha

 

“Stance X” refers to using input X while in stance (Iki Seishin no Kamae)

Health Maximum health decreased
5B Upward hitbox shrunk
2B Fixed a bug that made this move accidentally come out when inputting a dash. (v1.03)
66C Forward hitbox enlarged
4B Follow-up attack no longer triggers after parrying a projectile, instead erasing the projectile. Now special cancellable after successfully parrying a projectile

Now grants full invulnerability upon parrying a projectile

No longer triggers in response to hitboxes that would only be active on opponents currently in hitstun

6A Altered opponent arc of travel on hit; now floats on grounded hit
6C Fixed a bug where this attack had the projectile property

Altered opponent arc of travel on hit; now sends opponent flying at a low angle on grounded hit

j6B Forward hitbox enlarged
FF Can be cancelled into stance earlier during Vorpal
[FF] Startup decreased

Animation adjusted

FF~A Newly added

Increased damage proration. (v1.03)

jFF Can now be stance dash cancelled
Stance Fixed a bug where stance marks would not light up when using a stance special as soon as possible after ending stance
Stance D Added a limit to the number of special moves one could use while not having any lit stance marks after D-cancelling stance
Stance 22 Fixed a bug where stance marks would not light up when using a stance special as soon as possible after cancelling stance 22 with CVO
236A Head and Dive invulnerability now begins earlier
236C Fixed a bug where stance button holding would not work properly after 236C (v1.03)
214C Yuzuriha is now in counterhit state for the entire duration of the move
421X Increased input window for commands after teleporting
421B/C Altered the way position is calculated in the corner. (v1.03)
j236A/B Reduced active frames
j236C Fixed a bug where stance button holding would not work properly after 236C (v1.03)
j214C Yuzuriha is now in counterhit state for the entire duration of the move
j421X Increased input window for commands after teleporting

Fixed a bug where j421X could be used immediately after landing from a low-altitude j421X

j421B/C Altered the way position is calculated in the corner. (v1.03)
IW Yuzuriha is now in counterhit state for entire duration of the move
IWEX Hit animation adjusted

Chaos

“Stance X” refers to using 22]X[ and then inputting special move X

Health Maximum health reduced
Azhi Dahaka Azhi Dahaka now appears darkened while invulnerable
Dash Dash stop recovery reduced
Smart Steer Smart Steer sequence changed
Throw Opponents can no longer be comboed after throw unless hit by an attack that does not come from Chaos himself
5C Knockback reduced
2A Recovery increased
66B Recovery increased

Upward hitbox enlarged

Aerial hitbox begins later in the animation

66C Moves further
5BB Smaller cancel window on block

Recovery Increased

FF Projectile invulnerability duration increased

Throw invulnerability removed

[X] (move Azhi forward) Fixed a bug where Azhi would continue to move forward after button hold release if Chaos was nearby
22]X[ Newly added

Fixed a bug where this could be activated before round start. (v1.03)

236A Damage proration increased
623A/B Damage proration reduced

Azhi recovery increased

Downward hitbox slightly enlarged

623[B] Newly added
623C Downward hitbox slightly enlarged
214C Damage proration reduced
22D Newly added

Changed input priority to be lower than 22X (v1.03)

22A Treated as still available for further use in string if cancelled with another special move during hiding period

Upward hitbox for when opponent is not already in hitstun shrunk

Animation adjusted

Stance 22A Recovery reduced (v 1.03)

Azhi now reappears closer to Chaos (v 1.03)

22B Treated as still available for further use in string if cancelled with another special move during hiding period

Upward hitbox for when opponent is not already in hitstun shrunk

Azhi becomes invincible earlier

Stance 22B Startup reduced (v 1.03)

Recovery reduced (v 1.03)

22C Treated as still available for further use in string if cancelled with another special move during hiding period

Upward hitbox for when opponent is not already in hitstun shrunk

Hitbox for when opponent is not already in hitstun enlarged (v 1.03)

Stance 22C Recovery Reduced (v 1.03)

Hitbox for when opponent is not already in hitstun enlarged (v 1.03)

Azhi now reappears behind opponent (v 1.03)

j623X Downward hitbox slightly enlarged
IW Can now be used when Azhi is unavailable

Chaos is now in counterhit state for the entirety of the animation

IWEX Fixed a bug that caused animation problems if 22C hit immediately after IWEX hit

Nanase

Jump Jump is more easily affected by dash momentum
Dash Dash speed increased

Dash startup time decreased

Dash stop recovery time reduced

5C Fixed a bug where counterable state was ending too early while using 5C
5[C] Upper portion of hitbox increased
2B Increased hitbox horizontally
j.B Hitbox increased
j.C Hitbox increased
j.[C] Hitbox increased

Changed function when used from assault (t/n: Move now falls quickly to ground on block out of assault)

66B Hurtbox shrunk

Throw invincibility added to the period after landing but before move becomes active

Recovery is now considered crouching state

66C Damage proration loosened

Untech time proration loosened

Throw invincibility added to the period after landing but before move becomes active

3C Untech time increased

Upper portion of hitbox increased

j.8C When move’s momentum takes Nanase the opponent’s opposite side, she will now be turned to be facing the opponent after the move completes
j.2C Hitbox increased

Lower portion of hurtbox reduced

j.2[C] Blockstun on guard increased

Increased the upper portion of hitbox

Lower portion of hurtbox reduced

j.BB Damage proration loosened

Lowered startup time

Increased hitbox

When shielded, cannot cancel into anything else and landing recovery is added (t/n: in ST Nanase could still cancel into other moves if j.bb was shielded)

236C

Chasing le Reve

Fixed a bug where on player 2 a followup hitbox was coming out on trades.

The hits before followup hitboxes occur are now ground untechable (hard knockdown)

Active frames increased

Recovery time reduced

236x > A (Thrust)

Avancer With You

Upper portion of hitbox increased
236x > C

Halte Once In A While

Recovery changed to crouching state
623A

Plumage Dancing in the Wind (A)

Decreased startup time

Horizontal hitbox increased

Added throw invulnerability

Head invincibility and Air invincibility made earlier in move startup

623B

Plumage Dancing in the Wind (B)

Horizontal hitbox increased

Changed trajectory of opponent when hit by move

623C

Plumage Dancing in the Wind (EX)

When hit in startup, opponent is unable to ground tech
214A

Ange’s Invitation (A)

Untech time increased

Hitbox Increased

214B

Ange’s Invitation (B)

Fixed a bug where upper portion of the hitbox was too short (v1.03)

Hitbox increased

Upper portion of hitbox increased (v1.03)

214C

Ange’s Invitation (EX)

2nd & 3rd hit untech time increased

Hitbox increased

On hit, increased the size of followup hitboxes

j.236A

Let the Fleur Carry your Feelings (A)

Able to cancel with force function in midair

Hitbox increased

j.236[A]

Let the Fleur Carry your Feelings (Increased A)

Arc of fireballs changed

Able to cancel with force function in midair

Active frames increased

Number of hits increased

j.236B

Let the Fleur Carry your Feelings (B)

Able to cancel with force function in midair

Hitbox increased

Fixed a bug where when fireball was fired from high on the screen it would be destroyed before hitting the ground

Fixed a bug where the fireball would collide with another projectile before hitting the ground and cause a strange effect

j.236[B]

Let the Fleur Carry your Feelings (Increased B)

Able to cancel with force function in midair
j.236C

Let the Fleur Carry your Feelings (EX)

Landing recovery reduced
(Midair) j.214X

Conveying my Vrai Coeur

Added new move
41236D (IW)

Atmosphere of Aether

Active frames increased

The second half is now air unblockable

Move performance on hit has been changed

In counter hittable state until movement is finished

 

Byakuya

Throw Increased the hitbox after a successful throw
Input ↖ or ← or ↙ during throw Added ↖ and ↙ inputs during throw as new moves.
Input ← during throw Fixed a bug where the opponent would not hit webs set by the airborne C version of ‘I’ll Plant It Somewhere Over Here’ (j.214C)
Input ↖ during throw Fixed a bug where this would not hit the A version of ‘I’ll Plant It Somewhere Over Here’ [214A] (v1.03)
5A Active frames increased
5B Recovery reduced

Hitbox while move is coming out has increased

Active frames increased (v1.03)

Hurtbox while move is coming out has decreased (v1.03)

5C Recovery Reduced (v1.03)

Hurtbox while move comes out has shrunk (v1.03)

2B Increased recovery
2C Increased hitbox at forward end of hitbox (v1.03)
j.A Hitbox on the far end increased
j.B Hitbox on the far end increased
66B Cancel window increased
3C Hurtbox decreased
B > B Added new move

Increased upper portion of hitbox (v1.03)

214[X]

I’ll Plant It Somewhere Over Here (Just Kidding)

Decreased startup time
236A

How Shall I Cook You? (A)

Adjusted damage to be the same regardless of followup input timing

Made damage proration more strict

236B

How Shall I Cook You? (B)

Adjusted damage to be the same regardless of followup input timing

Made damage proration more strict

236C

How Shall I Cook You?(EX)

Adjusted so that when the opponent is hit on the ground they will be pulled in making it easier to get all the hits.

Move changed to be in counter state for the entire duration of movement.

623C
You’re Almost Ready to Eat (EX)
An opponent hit by webs set during the duration of ‘You’re Almost Ready to Eat(EX)’ will no longer have a limit placed on the increase of their EXS gauge. (v1.03)
214[X]

I’ll plant it Somewhere Over Here (Just Kidding)

Now responds to increase, changing its function
214x > A

Caught You (A)

Adjusted to be bufferable

Changed to not be crouch blockable

The far end of the hitbox has been increased

214x > B

Caught You (B)

While in vorpal, added the ability to place another web before landing but after using 214x > B.

Adjusted to be bufferable

214x > C

Caught You (C)

Adjusted to be bufferable

Loosened damage proration

214x > D

Caught You (D)

Adjusted to be bufferable

 

Phonon

2A Slightly expanded the hitbox at the tip upward. (v1.03)
2C Reverted the change that made its startup slower. (v1.03)

Reverted the change that slightly reduced its forward horizontal hitbox. (v1.03)

Reduced the recovery. (v1.03)

j.A Reduced the recovery. (v1.03)
j.B Expanded the hitbox both forward and upward. (v1.03)
j.[C] If this move is input while holding 3, Phonon will perform this move while moving forward. (v1.03)

Altered the height Phonon rises by and how far forward she advances when performing this move out of Assault. (v1.03)

5BB Reduced the recovery. (v1.03)
Impulsive Frustration (B+C) Fixed a bug where an opponent wouldn’t be pulled in if they were hit from behind. (v1.03)
Echoing Reiterate (6B+C) Quickened the startup. (v1.03)

Reduced the recovery. (v1.03)

Echoing Reiterate -> C Additional Input (6B+C -> 5C) This move can now be cancelled into normal or special moves. (v1.03)
Air A Suppressive Restriction (j.22A) Made the cancel window begin earlier on block. (v1.03)

Increased the damage. (v1.03)

Lowered the damage proration (v1.03)

Increased the proration on untech time. (v1.03)

Shrunk the hurtbox. (v1.03)

Air B Suppressive Restriction (j.22B) Made the cancel window begin earlier on block. (v1.03)

Increased the damage. (v1.03)

Increased the proration on untech time. (v1.03)

Shrunk the hurtbox. (v1.03)

Air EX Suppressive Restriction (j.22C) Made the cancel window begin earlier on block. (v1.03)

Shrunk the hurtbox. (v1.03)

 

Mika

Crouch Shrunk hurtbox
Jump More easily affected by dash momentum
Dash Acceleration is now smoother

Enlarged backward hurtbox

3C Shrunk hitbox
2A Shrunk hurtbox

Added Foot property

2B Increased damage proration

Lowered startup

Increased active frames

Reduced recovery

Shrunk hurtbox

jB Reduced blockstun
j[C] Properties are now different when used out of Assault
66C Changed Mika’s float arc on hit and block
5BB Increased special cancel window
jAA Can now be done from jA on whiff

Can be cancelled into normals on hit

Now cannot be cancelled on shield; additional landing recovery on shield

[FF]/j[FF] Faster startup during Vorpal
236X and 236X~X Reduced damage proration
236X~1/3X Enlarged downward hitbox

Shrunk downward hurtbox

623A/B Head and Dive invul startup faster; added additional Head and Dive invul later in animation
623C Increased hitstun
623X~X Fixed an issue where ~X followup was liable to come out instead when attempting to 623X into CVO

Head and Dive invul startup is faster

214A/B Longer untech time during Vorpal (v 1.03)
214C Adjusted Mika’s jump arc

Lowered startup

j236X Lowered damage proration
j236B Enlarged downward hitbox

Shrunk downward hurtbox

j623X Newly added
360C Can no longer be cancelled into IW/IWEX when in Veil Off state

 

Hilda

Smart Steer No longer can be advanced to EX special on block
5A Cancel window decreased

Recovery decreased

Upward hitbox shrunk

Forward hitbox enlarged (v1.03)

5B Upward hitbox shrunk

Forward hitbox enlarged (v1.03)

5C Cancel window increased
2C Enlarged forward hitbox

Knockdown duration on grounded hit increased

Forward hitbox enlarged (v1.03)

jB Recovery decreased

Blockstun and hitstun increased

jC Fixed a bug where Hilda left counterhit state earlier than intended
j[C] Hitbox at base enlarged
3B Inward hitbox enlarged
3C Untech duration increased
3CC Diagonal upward hitbox enlarged
5BB Cancel window increased on block
5CC Hitbox enlarged
j44 Newly added

Startup decreased (v 1.03)

j2C Hitstun increased (v 1.03)
jCC Now cannot be cancelled on shield; additional landing recovery on shield
FF Damage increased

No longer has landing recovery on hit

Hurtbox shrunk

Foot invulnerability duration increased

Changed opponent arc of travel on hit

[FF] Damage increased

Startup decreased

Recovery reduced

Changed opponent arc of travel on hit

jFF Damage increased

No longer has landing recovery on hit

Hurtbox shrunk

Foot invulnerability added

Changed opponent arc of travel

j[FF] Damage increased

Recovery reduced

Foot invulnerability added

Changed opponent arc of travel

236X Will now hit crouching opponents in hitstun

Forward hitbox enlarged to reach past fullscreen distance

623A Particle effect no longer disappears when cancelled after hitbox emergence

Recovery reduced (v 1.03)

623B Particle effect no longer disappears when cancelled after hitbox emergence
623C Damage proration reduced
421X Head and Dive invulnerability now begins earlier

Altered the way position is calculated in the corner. (v 1.03)

22C Now air unblockable

Now fully invulnerable until animation end on hit

Untech time increased (v 1.03)

Recovery reduced on hit (v 1.03)

Pin ([X] > ]X[) Damage of second hit of Lv 4 reduced

Damage proration increased

Damage proration added to second hit of Lv 4

Untech time proration increased

Now easier to lock opponent into move upon aerial hit

Charges to Lv 3–5 faster (A and B pins only)

j236X~6/2/4X Newly added

Altered the way position is calculated in the corner (v 1.03)

j421X Head and Dive invulnerability now begins earlier
41236C Startup decreased

Hitbox enlarged

Added projectile clash to beginning

IW Hilda is now in counterhit state until move duration ends

Seth

 

Dash Dash acceleration lowered.
5B Lowered active frames

Shrunk forward and upward hitboxes

Extended hurtbox now lasts a little longer during recovery.

2B


jB


3B

 


Fastfall followup 1

Lowered active frames


Enlarged hurtbox backward


Increased cancel window

Increased recovery


Lowered active frames

Increased recovery when followup is input when opponent is outside tracking range during fastfall

Shrunk downward hitbox

Adjusted position determination in corner

Fastfall followup 2 Newly added
Air backdash Jump attacks done after air backdash are now prorated the same as moves done during assault
236X

 

 

 

 

 


236C

Fixed certain situations in which Seth coming into contact with throw hitboxes would not dispel his orbs

Reverted a change in which moves that had depleted their number of hits would not dispel orbs

Orbs are no longer dispelled by hitboxes used for the purpose of tracking


Projectiles are no longer affected by Seth’s own hitstun/blockstun state

623A/B

 


623C

 


214X

Stabilized crossthroughs to work regardless of character sprite priority


Opponent no longer turns around on animation finish

Seth is in counterhit state until animation end


Added projectile invulnerability and the ability to use followups at any range after coming into contact with a projectile

 

 

214C

 


214X~A

Invulnerability starts earlier

Adjusted particle effects


Seth is now actionable in the air after trigger; opponent is now in hitstun for potential followup attacks after parry hit

Changed untech duration after successful parry

Reduced untech proration

Altered arc of travel after successful parry

Added a hurtbox when Seth becomes actionable after hit

Now does not trigger in response to hitboxes that would only be active on opponents currently in hitstun

Adjusted position determination in corner

214X~B

 


214X~C

Increased damage proration

Adjusted position determination in corner


Adjusted position determination in corner (v 1.03)

214X~8 Increased untech duration

Adjusted position determination in corner

A grab

 


B grab

 

 

 


C grab

Increased damage proration

Increased recovery


Lowered damage proration

Head and Dive invulnerability starts faster

Added a hurtbox when Seth becomes actionable after hit


Increased recovery

Added a hurtbox when Seth becomes actionable after hit

Seth is in counterhit state until animation end

j236X

 


j623X

The projectile is no longer affected by Seth’s own hitstun/blockstun state


Newly added

j623A/B Adjusted position determination in corner
j214A

 

 

 

 

 

 

 


j214B

 

 

 

 


j214C

Increased cancel window on hit

Reduced cancel window on block

Landing recovery can now be cancelled even if only the first hit makes contact

Increased landing recovery

Shrunk backward hitbox

Increased hurtbox

Added Head property


Added new damage proration and untech time proration specifically for when this move hits an opponent in blockstun

Increased landing recovery

Enlarged hurtbox on startup

Added Dive and Throw properties


Landing recovery can now be cancelled even if only the first hit makes contact

Seth is in counterhit state until animation end

 

Wagner

 

Health Maximum health increased
Sword/Shield Buffs There are now icons to indicate which buffs are active
Recovery Wagner now has her crouching hurtbox instead of standing hurtbox after grounded recovery
Throw Hitbox on successful throw shrunk

Particle effects adjusted

Throw (Increase) Newly added
Throw (Sword Buff + Increase) Now may not be cancelled until the final hit (v1.03)
5A Cancel window reduced

Upward hitbox slightly shrunk

5B Upward hitbox slightly shrunk
5C Recovery reduced

Forward and upward hitboxes shrunk

5[C] Recovery reduced
jA Forward hitbox slightly enlarged
jB Forward hurtbox shrunk
j[B] Newly added
66B Upward hitbox enlarged
66B (Buff) Hitbox enlarged
66C Forward hurtbox shrunk

Recovery now has the crouching property

6B Upward hitbox of second hit enlarged

Blockstun of first hit reduced (v1.03)

6C Upward hitbox for opponents already in hitstun enlarged
2[AD] Newly added
j2C Cancel window on hit increased

Hitbox enlarged

FF Wagner is now projectile invulnerable until animation ends after successfully erasing a projectile
236A Followup cancel window on block reduced

Upward hitbox at base enlarged

Downward hurtbox shrunk

Foot invulnerability added

236A (Buff) Upward hitbox at base enlarged

Downward hurtbox shrunk

Foot invulnerability added

236B Hurtbox on startup shrunk

Head invulnerability begins earlier

236B (Buff) Hurtbox on startup shrunk

Head invulnerability begins earlier

236C The final hit may now be cancelled into CS on hit

Hurtbox on startup shrunk

Head invulnerability begins earlier

Wagner is now fully invulnerable until animation ends on hit

236X~X Opponent no longer changes facing direction after on hit

Now has fewer hits if the opponent is not in hitstun

623A Damage reduced

Damage proration increased

214X Damage reduced
214X with Buff Damage reduced
214[X] Fixed a bug where strike invulnerability persisted until after opponent landed if this move was blocked

Damage proration reduced

214[X] with Buff Fixed a bug where the hitbox of this move would whiff if it erased a projectile after beginning movement

Damage proration reduced

22X Fixed a bug where Buff visual effects would persist even after KO
22C Gaps between hits increased

Damage over time applied after using this move with both Buffs increased

j236A/B Fixed a bug that made it difficult for this move to come out after 236X~X

Now air unblockable

Downward hurtbox shrunk

j236[A/B] Fixed a bug that made it difficult for this move to come out after 236X~X

Now air unblockable

Downward hurtbox shrunk

j236A/B with Buff Fixed a bug that made it difficult for this move to come out after 236X~X

Now air unblockable

Downward hurtbox shrunk

j236[A/B] with Buff Fixed a bug that made it difficult for this move to come out after 236X~X

Now air unblockable

Downward hurtbox shrunk

j236C Now air unblockable
j236X~X Opponent no longer changes facing direction after on hit

Now has fewer hits if the opponent is not in hitstun

IW Forward hitbox enlarged
3C Hurtbox on startup shrunk
2AD Damage increased

Damage proration increased

Enkidu

Health Increased maximum health
Jump More easily affected by dash momentum
Dash Faster starting speed

Lowered startup

Reduced dash stop recovery

5A Shrunk upward hitbox
5B Enlarged forward and upward hitboxes
5C Enlarged upward hitbox

Shrunk hurtbox

Adjusted sprite overlap box

2[C] Enlarged forward and upward hitboxes

Shrunk hurtbox

jC Enlarged downward hitbox
66B Reduced damage proration

Foot invulnerability now has faster startup

4C Reduced recovery

Now air unblockable

Shrunk lower hurtbox

Increased hitstun/blockstun

2CC Increased cancel window on block

Reduced recovery

3C Enlarged forward and upward hitboxes
3[C] Increased cancel window on hit

Can now be cancelled earlier with CS

Enlarged forward and upward hitboxes

5CCC Now air unblockable
jCC Now cannot be cancelled on shield; additional landing recovery on shield
FF Increased untech time on first hit

Increased active frames

Enlarged upward hitbox

Shrunk upward hurtbox

236X~X Reduced recovery

Now air unblockable

236X~B~B Increased CS/EX move cancel window on whiff
623A Increased active frames

Head and Dive invulnerability start faster

Increased damage proration when used as a starter (v 1.03)

Increased untech time proration when used as a starter (v 1.03)

214C Removed nonuniform interactions when parrying lows (as good against lows as against highs/mids now)

Enlarged parry attack forward and backward hitboxes

Enlarged parry trigger box

Enkidu is now fully invulnerable during recovery upon successful parry

If used after CS, followup hits after successful parry activation have infinite range (this seems to just mean it guarantees all hits as long as the first hit makes contact)

j236X Reduced landing recovery

Now air unblockable

j236C Increased hitstun/blockstun
IW The initial hit to lock into animation is now air unblockable

Projectile hitbox has been enlarged

Enkidu is in counterhit state until animation ends

Assault Changed startup animation
Throw Added ability to inflict Havoc on throw

Changed opponent arc of travel

Adjusted character collision box

jB Enlarged downward hitbox
66C Increased cancel window

Now cancellable on shield

Damage and damage proration adjusted to account for higher number of hits

Increased startup

Increased number of hits

Enlarged upward hitbox

Vacuums opponent on hit to make getting all hits easier

Hitstun/blockstun adjusted to account for higher number of hits

Reverted faster movement startup (v 1.03)

Increased startup (v 1.03)

Reduced blockstun (v 1.03)

Reduced number of hits (v 1.03)

Foot invulnerability now has slower startup (v 1.03)

j236A/B Increased movement speed

Faster startup

5[C] Reduced damage proration (better damage)

Shrunk hurtbox

Enlarged forward and upward hitboxes

Adjusted sprite overlap box

4[C] Newly added Increase version
6C Enlarged upward hitbox

Adjusted particle effects

5BBB Now air unblockable
5CC Now air unblockable
236A/B Increased followup cancel window

Enlarged upward hitbox

236C Now moves further

Slightly enlarged upward hitbox

623B Increased active frames

Head and Dive invulnerability start faster

214B Removed faster startup when used immediately after CS (v 1.03)

Reverted faster parry activation startup changes (v 1.03)

Removed nonuniform interactions when parrying lows (as good against lows as against highs/mids now)

Enkidu is now actionable during recovery upon successful parry but whiffed followup

Enlarged parry attack forward and backward hitboxes

Enlarged parry trigger box

Adjusted particle effects

6[C] Fixed an issue where there was a timing where 6[C] could not be cancelled into 214X on hit

Enlarged upward hitbox

Adjusted particle effects

22[B] Newly added Increase version

Heavily increased damage proration (v 1.03)

22A Lowered damage proration

Reduced recovery

22C Enlarged upward hitbox
22B Lowered damage proration

Reduced recovery

Londrekia

All Lond changes are v 1.03

Backdash Now moves further
5A Enlarged downward hitbox at tip
5B Shrunk hurtbox
5C Shrunk hurtbox

Reduced recovery

3C Enlarged hitbox of active portion
4C Enlarged forward hitbox
j3[B] Reduced landing recovery
5BB Reduced recovery

Shrunk hurtbox

FF followup Increased damage
236A Reduced recovery
236C Reduced recovery
214[A] Enlarged forward hitbox

Increased active frames

214[B] Enlarged upward and forward hitboxes
214C Adjusted particle effects
214[C] Enlarged upward and forward hitboxes
214X~[A] Enlarged forward hitbox

Increased active frames

214X~[B] Enlarged upward and forward hitboxes
214X~C Adjusted particle effects

Enlarged upward and forward hitboxes

623C Now steals GRD on hit and block
6B Increased damage

Reduced damage proration

Reduced untech time proration

Now steals GRD on hit and block

FF Increased damage
214B Enlarged upward and forward hitboxes
214X~B Enlarged upward and forward hitboxes
214C~[C] Enlarged upward and forward hitboxes

Akatsuki

 

Health Increased max health
Distance recognition Normalized differences between 1P/2P for determining close/far normal distances
Jump Now more easily retains dash momentum
Dash Reduced dash stop recovery
Chain Shift Adjusted animation (v 1.03)
f.5C Enlarged hitbox upward

Now more difficult to cross through opponent when used near opponent

2C Now more difficult to cross through opponent when used near opponent
jA Akatsuki is no longer actionable after Assault jA before landing
jB Now whiffs on crouching opponents if done as soon as possible after Assault; now hits all crouching characters at the same timing
66C Increased active frames

Enlarged hitbox forward

6B Now more difficult to cross through opponent when used near opponent
6C Enlarged hitbox upward

Shrunk hurtbox on startup

Now more difficult to cross through opponent when used near opponent

j6[C] Increased version added
FF (standing/crouching/Vorpal) Increased active frames

Now does not trigger in response to hitboxes that would only be active on opponents currently in hitstun

236A Now floats opponent on grounded hit

Normalized the amount of time it takes before Akatsuki can use another projectile on hit

236C Reduced recovery
214[A] Increased version added (v 1.03)
214C Now moves further

Increased active frames such that there are no longer any gaps between hits

Increased recovery

Altered opponent’s arc of travel after final hit

Adjusted particle effects

j214C Now moves further

Landing recovery can now be cancelled with EX moves/CS on hit

Increased active frames such that there are no longer any gaps between hits

Increased recovery

Altered opponent’s arc of travel after final hit

Adjusted particle effects

5A Reduced damage proration
5AA Now cancellable into throw
j2C Enlarged hitbox
Air throw Reduced damage proration

Adjusted animation (v 1.03)

jFF (non-Vorpal and Vorpal) As grounded FF

Fixed an issue where landing animation would be affected strangely

236B Normalized the amount of time it takes before Akatsuki can use another projectile on hit
22A Head and Dive invulnerability startup is faster
22B Increased untech duration (v 1.03)
j236A Landing recovery can now be cancelled with EX moves/CS on hit

Reduced upward float after projectile launch to reduce time until landing

Reduced landing recovery

Now floats opponent on grounded hit

Normalized the amount of time it takes before Akatsuki can use another projectile on hit

j236B Landing recovery can now be cancelled with EX moves/CS on hit

Normalized the amount of time it takes before Akatsuki can use another projectile on hit

IW Adjusted hit animation

Akatsuki is now in counterhit state until the animation ends

 

Eltnum

Throw Reduced the recovery. (v1.03)
5C Reduced the recovery. (v1.03)
5[C] Reduced the recovery. (v1.03)
j.A Increased the cancel window. (v1.03)

Reduced the recovery. (v1.03)

66C Quickened the startup. (v1.03)

Made this move unshieldable in the air. (v1.03)

Eltnum no longer has additional landing recovery if an opponent shields this move. (v1.03)

3[C] Shrunk the hurtbox. (v1.03)
Aerial Jump Removed the Aerial Jump property from certain air actions. (v1.03)
B Hollow Point (236B) Reduced the recovery. (v1.03)
Enhanced B Hollow Point (236B) Reduced the recovery. (v1.03)
B Etherlite Air (623B) Increased the untech time. (v1.03)

Extended the invincibility time. (v1.03)

EX Slash Sync (421C) Lowered the damage proration. (v1.03)
A Air Slide (j.214A) Eltnum no longer has additional landing recovery if an opponent shields this move. (v1.03)
Air Throw Fixed a bug where the game would perform oddly after whiffing an air throw. (v1.03)

Reduced the recovery

3C Shrunk the hurtbox. (v1.03)
A Hollow Point (236A) Reduced the recovery. (v1.03)

Source: UNICLR Translated Patch Notes



Related Posts