hätte jetzt ehrlich gesagt, dass es raven ist.... stance kommt mir aber irgendwie nicht vertraut vor.
Wäre aber irgendwie schwach, wenn sie jetzt schon den ersten DLC character teasen, obwohl das Update noch nicht mal verfügbar ist.

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New overall:
RC startup is counter hit state now (only applies to yrc and prc)
Tension is consumed at moment of flash instead of before
Axl
6H can be blocked in the air, 2H ch window shortened, cancel window slightly shortened. Raiei command changed to 623K. Rashousen can be feinted by holding 8 during startup. Haitaka command changed to 214H, can no longer be canceled with H after hitting, large changes to startup/hitbox/hurtbox (still has charge for unblockable and automatic cancel on block), kairagi yakou (the two hit green chain overdrive) second hit connects on airborne opponents and effects on hit changed
Bedman
defense decreased, input buffer increased for buttons after 8 way dash, lower hurtbox on crouch and crouch guard, new gatling route 5K 6H, 2K/cS to 6H gatling removed, can combo after airgrab RC
Chipp
larger vertical hitbox/hurtbox on air alpha, yrc window for gamma to still get the projectile is wider, shuriken is now a projectile
Dizzy
far slash is now jump cancelable
D fish has a bigger hitbox and hit effect
ice and fire wheels have less hurtbox and don't go away on hit
bubble is created further in front of dizzy
4s attack level increased
Elphelt
no longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P. jS initial proration removed. jD can be yrc'd and the projectile still comes out. Rifle crosshairs can be moved during rc flash. Roll to shotgun stance added, command is 236K. JBH command changed to 236236K
Faust
larger standing hurtbox, hack n slash is harder to whiff, bomb active frames shortened, yrc window for bomb bag to still get the projectile widened, increased vertical hitbox on scalpel overdrive
I-no
6S new move, 6H no longer counter recovery (still vacuum on second hit), P dive can cancel into more things on hit/block, ground command grab now combos when opponent is in hitstun, pushes opponent more while rising, slower startup
Jack-O
servant spawn timer resets whenever JackO takes damage. Ghosts continue to gain exp while held. Servants and ghosts in the area of aegis field no longer take damage (seems to mean they can still be hit)(edited)
Jam
crouching hurtbox increased. 5K reverse beat to 5P added. 6K damage reduced, gatling route to 5H removed. cS 6K gatling route added. 2D hurtbox improved. Ryuujin blockback on hit equalized from all directions (?). Max ryuujin blowback increased. Max ground gekirin hit effect changed. Kenrou hitbox improved, longer untech time. Followup max kenrou regains airdash on hit. Input buffer on bakushuu followups increased. Hyappo decreases risc less on guard, longer untech time, chains directly into senri with H. Hochifu input buffer to zekkei increased (previous buff wrt parry P removed). Bao launch no longer affected by hitstun decay, larger clean hit window, greater frame advantage on clean hit.
Johnny
5K hurtbox increased and recovery increased, 2H can be air blocked, can mist dash in the air now
Ky
fS 6H gatling removed, stun edge lower hurtbox slightly decreased near the foot, consistency changes from last lokete that were applied to stun edge also applies to cse and sacred
Kum
hurtbox decreased, air hitstun hurtbox decreased (wtf), gatling timing from 2P and 2K to all attacks other than 2P->2P/2P->2S/2K-.>2H made faster than before. jK/j2K hitboxes improved. Shiinken better hitbox on the inner part. Shiinken back (the red kick) can now be done by charging and then pressing back before release. Hayabusa back (the overhead) launches farther on hit.
Leo
6P loses all gatlings from it (don't think this was mentioned before?), 2K 6P gatling route added, cS 6P removed, guard point now takes chip damage, 2H faster startup, duwaaaaaaah doesn't disappear if Leo is hit
May
standing and crouching hurtboxes enlarged, 6H has a blind spot close to her now? 5P/2P to 2K gatling now works even if you use 3K (which would give you slide now). jD has normal stun modifier. Applause goes off after flash if you let go of the button during flash (wasn't that changed to be the opposite before?). Beach ball now gains improved hit properties the moment May steps on it instead of after she bounces. Ensenga hit effect changed, gained wall bounce in corner.
Millia
crouching hitbox widened. 6P is 1 hit now. 5D no longer creates roses during chroming.
Potemkin
6H larger hitbox close up, hammerfall moves faster and can be canceled into break later, break no longer activates proxy guard, break is no longer CH during startup/recovery, ICPM does more damage on otg
Ramlethal
jP/jK can be canceled into air sword retrieval, jS reverse beats into jP/jK, new string 2PPP added, 5P4K removed
Raven
excitement decreases after sometime
scratch gives excitement on hit
total excitement increased
kokosare will get hit by unblockables
kokosare purple roman time is reduced
command grabs will give excitement on hit
dash super gives excitement on hit
stab super consumes excitement
Sin
jK longer cancel window, lessened untech time, changed hit properties, no longer corner bounces (it never corner bounced?), increased hurtbox on jH, jD better hitbox near Sin, longer untech, changed hit properties, ground beak decreased hitbox, beak driver followup increases in power and advances more while held while consuming more calories and forces stand on hit and combos more easily, air beak recovers in midair what the fuck, decreased untech time but now corner bounces, changed hit effects, increased damage on second hit
Slayer
no changes (he keeps the ones from lokete 1)
Sol
New 6H
Venom
air hurtbox increased, 6H pushing hitbox at close range increased, 2D hitbox improved
Zato-1
jD wall bounces on ch and increased initial proration. Eddie retrieval increased recovery. Eddie poke and nobiru increased hurtboxes. Great White effect on hit changed
subarashii schrieb:
War nicht heute ein Event oder sowas? bzw gabs nen Archiv davon?
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von old_man_entnervt ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von old_man_entnervt ()
Kurryeis schrieb:
Nein, JP Rev2 hat bei mir weiterhin nur japanischen Text auf der PS4.
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