▬▬▬ 1.4.
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These patch notes are pretty big so I'm gonna give a tl;dr here at the top.
If you decide to scroll down further, know that anything marked with ► is imporant.
New moves :
+ Issokutobi is a command jump usable as a cancel during / after Fuujin. It can
used for movement or blockstrings.
+ Issokutobi can be canceled into Grab on landing if used after Fuujin.
+ Shin has been completely reworked to be much better in blockstrings.
Mechanical changes :
+ Hitting the opponent with Charged Fuujin or Charged Kou in neutral now refunds
charge. It does not refund charge if used in combo.
+ Successfully triggering Kachoufuugetsu: Kai gives charge on hit or block.
| Added a UI to indicate when Zessen has stored charge.
| Renamed the Fuujin UI to "Kara".
| Fixed a bunch of issues with moves not canceling as intended.
Specific move changes :
- Fuuga can only be used in combo or after Suigetsu no Hakobi. You can no longer
cancel into Fuuga in neutral unless you use Suigetsu no Hakobi first.
- Issei Ougi: Sai has less duration and is less oppressive on block. Along with
that, it also allows the opponent to attempt to DI out depending combo scaling and
spacing.
+ Kou goes further and can now be angled forward.
+ Charged Kou gains air invulnerability on frame 6.
+ Kick has more active frames and gives downward momentum.
| Naigha no longer gives hard knockdown, but keeps the opponent closer on hit.
+ Wild Assault can be used in the air and travels at a down-forward angle.
▬ FULL PATCH NOTES :
► + Kachoufuugetsu: Kai now gives knockdown on success, along with leaving the
opponent closer so Zessen can continue pressure.
► + Kachoufuugetsu: Kai now gives charge on success
+ The second stage of Shitsu's projectile now slightly tracks the opponent as it
falls
| Smack (air) hitbox shifted slightly down
+ Smack (air) has slightly more forward momentum
► + Added a second hitbox to Kick that lasts for 6 frames after the first hitbox
ends
+ Kick has more downward velocity
+ Yumesakura (air) has more active frames (from 5 to 7)
► - Issei Ougi: Sai now has pushback on block
► - Issei Ougi: Sai is now affected by DI
► - Issei Ougi: Sai's projectile doesn't last as long
- Iseei Ougi: Sai no longer gives knockdown
- Issei Ougi: Sai can no longer be free canceled
+ Issei Ougi: Sai is actionable frame 24 (was 30)
- Kai (air) no longer gives knockdown
► | Added a UI indicator that displays charge
► + Charged Fuujin and Charge Kou now refill charge if they hit in neutral. They do
not refill charge if used in combo
- Charged Kou is influenced more by DI
- Nagiha no longer gives hard knockdown (but still gives standard knockdown)
+ Nagiha leaves the opponent closer to Zessen
+ You can now use Suigetsu no Hakobi after Wild Assault
| Fixed an issue preventing the use of Charged Fuujin and Charged Kou after Senra
| Fixed an issue involving guardpoints
| Possible fixed an issue involving the "Ready in #" display to be incorrect after
successfully triggering a guardpoint (this fix might cause more issues)
| Fixed an issue resulting in Rapid's guardpoint only being only frame 6 instead of
frames 6-7
| Improved guardpoint particles
| added jump particles to Kai
► + added Issokutobi as a kara cancel / follow up to Fuujin. Issokutobi can be
canceled into grab on landing if used immediately after Fuujin
+ Issokutobi is actionable sooner in combo
- You can no longer jump out of Suigetsu no Hakobi / Fuujin
► | Renamed the fuujin move selector to "Kara"
► + Shin has been heavily reworked to be more consistent in blockstrings and useful
in neutral
| Shin has been resprited to reflect this
| Improved Shin sounds and visuals
| Optimized some code relating to charge
| Fixed an issue where Charged Fuujin could cancel into normal Fuujin in some
situations
| Fixed an issue where Charged Fuujin had no cancel options in the air in some
situations
| added a charname variable to make cross-character dialog easier
- Reduced sweep's damage by 50%
- Increased the damage proration of Sweep to 1
| Guardpoint has been recoded to calculate chip damage correctly
► + Adjusted the chip damage modifier of certain moves
► - Some moves now give SADNESS if used to run away
| Fixed an issue involving Wild Assault not being able to cancel into some specials
► + Sparkling Wings is no longer minus on block
► + Sparkling Wings pulls the opponent on block
+ Grab has been reworked
+ Air Grab has been reworked
| Fixed an issue involving air normals not being able to cancel into ground normals
if landing-canceled
| Suigetsu no Hakobi can now go through the opponent
+ Kou is now +1 on block when uncharged and +2 when charged
+ Increased the hitbox size of Kou's first hit (uncharged)
► + Kou has 1 less frame of startup
► + Charged Kou is now air invulnerable frame 6-16 when used from the ground
► + Kou can now be angled forward
► + Neutral Kou has more vertical reach than before, while forward Kou has more
horizontal reach
- Disabled clashing on Kou's first hit
► + Wild Assault can now be used in the air. When used in the air, it sends at a
down-forward angle
| Fixed an issue where Senra couldn't cancel into certain supers on hit
► - Fuuga can only be used in combo or after Suigetsu no Hakobi
- Midare is now +3 on block (was +5)
+ Using Suigetsu no Hakobi in the air no longer consumes an air action
- Kai can no longer interrupt into itself
► - Kai (landing) has stronger DI and SDI scaling
+ Smack is no longer -1
► + Tenaogu now hits on frame 7