"The WULF has returned to..the...wait, what?"
25 OCTOBER -
MIKE Z
Aroooo ready,
WULFAMANIACS?!
Train, play your games, eat your vitamins! Be true to yourself, true to your country - be a REAL Canopolitan!"
--Linux/Mac are not updated yet, because the hard drive on the remote build machine is full. --
As always, the full changelist is
HERE.
General
- Title screen updated to “2nd Encore+”, thanks Brady!!!
- All new intro animations are now complete. (NOW you can tell us if you find cleanup errors! :^)
- [overdue bugfix] The training dummy will now properly ground-tech after Beowulf's grab finishers when they are done after he's already used an OTG, and in other situations where it failed to properly tech. It still won’t tech if that input would trigger a burst. PLEASE LET ME KNOW IF YOU FIND ANY NEW SITUATIONS where the dummy does a move they aren't supposed to, bursts when they shouldn’t, or doesn’t ground-tech when they should!
Beowulf
- When chairless, he only takes the 50 extra chip damage from blocking physical attacks now, not from blocking projectiles.
- j.D+HK now jumps forward off the chair, giving him a strange new air mobility option.
- s.LK recovery -3, now is +/-0 on hit and -1 on block instead of -3 on hit and -4 on block. It’s a standing low, so I think that’s good enough.
- The automatic “time’s up” ending for grounded grabs during supers is now Grendel Killa instead of Wulf Press Slam. It looks cooler, does more damage, and fixes a bug. :^)
- Cerebella can't reflect the Hurting Hurl when Beowulf is the point character, because he only gets one chance to toss it before he has to get it back. Assist Hurl is still reflectable.
- Hype building improvements:
Taunt grants all 3 levels.
s.LP hold grants one level in 45f instead of 95f.
Landing on the chair with a normal Killa/Wulfdog/Press now gives 2 levels of hype, even during supers.
- The goal is to make Hype is much more central to his gameplan, so now, Beowulf can spend Hype on lots of things! Use PP or KK to spend one level of Hype on:
-- EX Wulf Blitzer by using KK or PP for the final redirect, allows movement and blocking afterward. Once per jump. His recovery is still significantly long.
-- He can now cancel chairless armored normals (c.HP or c.HK) into chair pickup for 1 level of Hype.
-- EX Da Grendel Killa floor bounces and allows combos afterward.
-- EX Diving Wulfdog regrabs them.
-- EX Wulf Press Slam regrabs them.
-- EX Canis Major Press causes the old hard knockdown; and yes, that means that normal Canis Major Press knockdown is now ground-techable.
-- EX Geatish Trepak now causes wall stick; regular Geatish Trepak now knocks the opponent across the screen.
-- All EX grab finishers scale the combo to 55% like regular command grabs, and the re-grab ones apply a hit of damage scaling. All EX finishers cannot land on the chair.
-- You can’t repeat the same EX finisher during a combo, but you can do different ones.
- The referee pin activation life threshold is now 1800; referee pin will activate off any Canis Major Press as long the hype level Beowulf has PLUS the number of hype levels spent in the current combo is at least 3, so if you start off with 3 levels and spend them all, you can still do the pin. it should be useable a lot more often now.
- Wulfamania improvements:
-- Drastically extended the grab range.
-- Fixed the active frames to work more like Ultimate Showstopper.
-- Completely redid the the catch animation. :^)
-- Upon grabbing them, Beowulf is automatically granted maximum hype (3 levels).
-- No more special properties on grabs during it, but now since he has EX grabs you can use 3 of those.
- Damage reductions, because his damage potential went up:
-- All M and H normals, and Wulf Blitzer, -25 damage per hit.
-- Chairless c.HK -100 damage.
-- Gigantic Arm -250 damage.
-- This all affects his standard combos by around -150 to -250 damage. This IS ALMOST DEFINITELY NOT ENOUGH of a nerf to offset the extra Hype damage potential, so be prepared for more reductions, especially on finishers.
Valentine
- K > P special move priority: QCT+P+K = Savage Bypass now, instead of Dead Cross. (NEW part is oops, I had only changed it for the ground versions. :^P Air Savage Bypass motion priority is now higher than air Dead Cross. Thanks Datagram)