- Seit
- 29 Jun 2014
- Beiträge
- 9.199
[GENERAL GAMEPLAY ENHANCEMENTS]
[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:
[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]
AXEL SOR1:
Diva:
- Specials and star move can interrupt any hitstun state on ground
- Specials can interrupt hit freeze
- Faster jump start for SOR4 characters
[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:
- Faster move speed
- Better recovery on-air special
- Added additional invincibility frames on grand upper start-up
- Added grand upper on the ground (OTG) property
- Grand upper travels farther
- Added neutral special OTG property
- Neutral special has less hit freeze
- Pipe swing has a less recovery
- Air special: all hits connect when OTG + ignore weight class
- Denfsive cost lowered
- Rescaled damage on grand upper
- Forward special has a bigger hitbox
- Buff charge kick wall damage
- Infinite stun-lock on enemies are removed
- Special pipe goes farther
- Better recovery on combo
- Better damage on normal combo and star move
- Charge attack goes a little farther
- Cherry can jump cancel after uppercut combo and grab uppercut
- Added 2 frames stun on punches
- Flying punch from combo is fully invincible
- Cherry’s charged flying punch is invincible before hit
- Full invulnerability during fall is removed
- Special forward is faster
- Damage Buff
- Back throw works in corners
- Pogo kick can hit OTG
- Cherry damages are rescaled on normal combo
- Infinite head stomping fixed
- Cherry knee loop slightly nerfed
- Floyd’s attack x3 infinite is removed
- Neutral special life costs adjustment
- Floyd can no longer reset his grab move counter by jumping
- Special take less HP
- Floyd has now a slower animation throwing a butcher knife like all SOR4 characters
- Reduced vertical speed on juggle neutral special
- Reduced vertical speed on juggle back attack
- Blaze’s back attack has a high bounce
- Jump cancel on combo kick 1st hit
- Fixed Infinite loop
- Added neutral special OTG property
[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]
AXEL SOR1:
- Added invincibility on headbutt
- Hitting behind with flip kick
- Combo feels more like the original
- Added body hit property to his last kick in combo as in original SOR1
- Infinite fix
- Fixed Star Move not recovering green health
- Atomic drop recovery is now shorter and bigger AOE
- Damage nerf on blitz
- Infinite removed
- Increased run speed (+10%)
- Fixed Star Move not recovering green health
- Punch range is better
- Jab recovery is shorter
- Blitz damage nerf
- Fixed hitbox on Star Move
Diva:
- Bug fix Diva never going in phase 2.
- Diva charge is slower.
- No armor on kicks.
- Electric area disappears faster.
- Diva has longer preparation for snake bite.
- Diva snake bite has less depth.
- Balancing.
- Commissioner has longer charge punch time + lower dash grab hitbox.
- Police attacks are easier to dodge.
- Barbon kicks can hit another player after impact.
- Smaller hitbox on palm moves.
- Shiva double has a chance to align with the player (instead of being full random).
- Fewer armor moves.
- Beyo is a little faster.
- No more armor moves for Beyo.
- Armor finishes sooner for Riha’s moves.
- Less fire pond (lesser time and bigger cooldown).
- Riha fire aoe moves are slower.
- Throw aoe damage nerf.
- Some AI fixes.
- Can’t combo the player anymore with 3 shoulder tackles.
- Mr.Y is now harder to defeat
- Elite Shadow reinforcements during the fight.
- MrY stage 11 harder.
- MrY stage 12 evades more.
- Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
- Some robot hitboxes are smaller.
- Legs positions have changed.
- Twin getting into the robot regains full life.
- Additional damages on the robot.
- Fixed a bug preventing Mr.Y from throwing grenades.
- Spider robot now has the same attacks in phase 1 & 2.
- Fix a bug with Ms.Y not grabbing in stage 12 last fight.
- Nerfed Galsia weapon hitbox
- Apple added in the changing room.
- Added a roasted chicken.
- Less green life at the beginning.
- Fixed Pheasant and sparrow rising move.
- Shorter electric vial time.
- Reduced steam hazards hitbox.
- Lots of enemies rising armor moves removed/nerfed.
- Longer parry recovery time.
- Massive punch is easier to dodge
- Headbutt nerf: hitbox + hitbox depth nerf.
- Lower hp.
- Jump kick track less.
- Slap is slower.
- No armor.
- Slower kicks.
- Slower knee while rising.
- Turn towards the target when rising.
- Slower start up.
- Smaller hitbox height.
- Less HP.
- Bronze enemy is not armored anymore during his attack.
- Donovan and palettes have a slower jab punch.
- Lower nb of hits to destroy bikes : 3.
- Gourmand jump attack tracks less.
- Gourmand doesn’t do 2 hits anymore with an air attack.
- Armor removed on Big Ben fire attack.
- Slower shield regeneration.
- Slower attack.
- Barbon clone bug fixed.
- Faster walk speed before grab.
- Deactivated special burst in Battle Mode
- Enemies hurtbox while jumping on-screen is bigger.
- You can pick up an item that is in the air if it is in your character height.
- All characters can hit at point-blank.
- You cannot charge a move while doing a charged move.
- Forward specials are not triggered when pressing up or down.
- Wall bounces increments the combo counter.
- A character that is in « Body Hit » mode will collide more easily with other characters.
- Nora palettes aren’t armored anymore.
- Donovan can hold a hammer.
- Gold reinforcements on stage 10 boss.
- Stage 11 more score items on the plane.
- Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
- Faster transition on stage 1_2.
- Donovan with a hammer on stage 3_1.
- Boss Rush Mr.Y & Ms.Y robot trigger threshold as in Story Mode.
- Bikes are now breakable in Stage 6.
- Walking upward in front of Roo makes spawn 3 vials.
- Score: combo bonuses don’t have a point limit now.
- Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
- Combo counters stay alive when hitting shields or guards.
- Falling into holes breaks the combo.
- Lowered Koobo control weapons number (2 flying at the same time).
- Fixing Grenade throwers on roff throwing their grenades out of bounds.
- Damage reduced on players when comboed by enemies.
- Fixed a bug where you could infinite combo an enemy and refill his life.
- Fixing pickup bug when several items overlap.
- Weapons start flashing in red at 1/3 life (instead of 1/2).
- Sledgehammer freeze reduced a bit.
- Fixed input bug when canceling blitz by fwd special near a wall.
- Fixed some scripting issues in the 5-2 bar fight.
- Better reinforcements spawning.
- Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.
- Some K-washi shield issues fixed.
- Retro Shiva boss fight reworked.
- Added 10 frames of stun after vault jump.
- Pummel moves fix preventing some infinite.