Today's
Patch Notes BGM™ is the Gargoyles Suite, a medley of the music from the Gargoyles animated series, because holy moly did that series have AMAZING music!
See which parts you recognize, and if you don't recognize any GO WATCH THE SERIES!
Robo-Fortune
- Hey look, it's Robo-Fortune! She has all her normals and both ground and air throws, so here she is! Welcome her with open arms and cynical nitpicking of everything, like usual. :^)
General
- Removed non-interpolated rendering of opponent characters during super flashes on PC only. It's still there on consoles because it helps framerate, and has been there since the beginning.
Beowulf
- Two new colors! Since I already said what they were, I won't repeat myself here. ;^)
- Moonsault wolves are now behind Beowulf; also fixed the lifebar not displaying health chunks for the first 3 hits. Thanks Kalaner!
- Improved effect for Blitzer, thanks Brian!
- Added missing frame for the end of taunt and command grab whiff.
- Fixed odd bug where if you successfully hit with Moonsault, it prevented Beowulf's team from being able to DHC into Airwulf for the rest of the game (unless you whiffed with another Moonsault). Thanks Sweetyfluff!
Cerebella
- Damage adjustments:
- Kanchou 1400->1000.
- s.HK 625+725 -> 600+700.
- Pummel Horse 200*6 -> 175*6.
- j.D+MP 1000->800; j.HP 1000->950.
Double
- Monster's puddle is now placed 180px in front of Double; attack startup from puddle after detecting opponent 9f -> 4f; detection area slightly smaller, attack area remains the same size.
Eliza
- s.LP opponent knockup height returned to normal, hitstun still shorter.
- For Dive of Horus, Horace does not stop if Eliza is hit when she is the point character. He still stops if she is hit when she is an assists.
50% 66% scaling on hit still present.
- Fix bug where Throne of Isis sometimes wouldn't appear even though Eliza does the pose. Just summoning the attack was being counted as hitting with it. Thanks BDetective!
- Damage adjustments:
-- j.LK, s.HPx3 last hit (knockdown version), c.HK, all -150.
-- j.MK, s.HK 2nd hit, s.MK 3rd hit, all -100.
-- s.LK, c.LK, c.MK both hits, s.MKx2 chop, s.MP, all -50.
-- j.HK -25.
-- Sekhmet j.M -300, s.H -200, j.H -250.
Sample combo difference specifically using only the
most-nerfed moves:
Sekhmet corner j.M->s.H, s.H, j.M->s.H, jump, falling j.L->j.M->s.H, s.M(all hits)->H, s.Lx3->M(all hits)->H = 9591->8088.
Fukua
- Damage adjustments:
-- j.HK dmg 750->500, extra damage scaling removed.
-- (j.HK->)HP dmg 700->500.
-- j.HP dmg 900->800.
-- s.MP, c.MP, s.MK damage now all 550.
Painwheel
- Unfly command returned to 2 punches / PP. Nobody really liked the other way, myself included.