Bugfixes
- Fix just-frame standing-block-in-air/stop air momentum bug when tapping a button after certain super flashes. You still won't get an attack but you will continue your normal jump arc. Thanks Guitalex!
- Double's Bandwagon Rushdown has new dust that possibly more easily indicates which side she's coming from.
- Fukua's super fireball starts closer to her, hitbox expanded downward in the back; now connects fully on both block and hit vs crouching Valentine/Filia/Fukua in the corner. Thanks yaboidekillsage.
- Fortune's head hits for Headbutt/Zoom/Sneeze/Nom/golf snapback no longer have corner pushback on Fortune's body. Thanks Stuff!
- Redo the opponent's thrown reaction for Excellabella to look a little more fluid; fix Double's upside-down thrown frames to be in the right order.
- Big Band's LK A-Train is properly throw invincible on the active frame.
- Increase kara window on Big Band's j.HK (to H Cymbal Clash) from 3f to 6f.
- Allow Down to be held for longer after the LK during the motion for Big Band's Satchmo Solo.
- Super-cancel window on Cerebella's Diamond Drop and Merry Gorilla now ends before they go active, like all other command grabs. Thanks yaboidekillsage.
Beta Experiments: That What-Are-They-Doing-To-My-Game Feeling
- Characters do not go into preblock vs air attacks, only close ground attacks.
- Characters can block high during jump startup with UB or B.
- Can't shake stagger on counterhit.
- Can't tech throws out of stagger.
Parasoul
-Silent Scope now crumples from any height, even Nekhbet Breaker or Valentine's Lv3. Thanks Ninja.
- Silent Scope now allows combos like it used to when it hits a grounded opponent.
Cerebella
- Cerebella's Devil Horns invincibility stops after the active frames, super cancel period 8f shorter. (Extra time on both was a mistake in the original script. Ultimate Showstopper after blockstun ends still possible but now a 3f window.)
- Improve the opponent's movement on Cerecopter, maybe. Hopefully followup supers miss less often?
Ms. Fortune
- Cat Spike no longer floor bounces if you only hit with the smack. I finally had to do it...thanks Inuchiyo. :^)
- Decap Attack (hitting the head) no longer gives Fortune meter for hitting the opponent; still gives the opponent meter.
Big Band
- Big Band's MK and HK A-Train startup -3f. MK A-Train is now only 1f slower than Excellabella.
Fukua
- j.HK now scales to 90% instead of 75%.
Fukua's Forever A Clone
- All animations are 44f long, L 22 startup before shadow appears and 22 recovery; M 26+18; H 30+14. (From the Real Game this equates to L +8f recovery; M +1f startup, +7f recovery; H +7f startup.)
- L/M/H blockstun 20/21/22f.
- At point blank L is +/-0 on block, M +14f, H +20f.
- M shadow pulls airborne opponents downward faster on block.
- Color-coded the startup and clones, L is reddish, M is black, H is bluish.