http://steamcommunity.com/games/208610/announcements/detail/237881031112589724
General
- Super Finish effect version 3! Sepia tone and better portraits; fix bugs where certain supers wouldn't trigger it (Double's Lv5 rings, etc); fix bug where supers that change the background would trigger it, they no longer will (Double's Lv3, Flatline, etc); explicitly add it for Ultimate Showstopper -> Devil Horns because METAL!
- Fix occasional wrong-way-input reversal attacks for Fukua after a successful BFFs finishes.
- Fix a bunch of bugs with Fukua's j.HK (didn't dive against Marie, went totally bonkers if it hit Horace, etc) by implementing it the correct way instead of the janky way. For complicated reasons this meant reducing the active time to 1f because it would still break if it hit with the 2nd+ active frame, so!
Fukua j.HK active time 3f->1f.
Beta stuff that was already on the list but was waiting until after Evo so PS3/360 owners could practice for Evo...
- Cerebella's Diamond Dynamo's first active frame (while opponent is frozen) has a smaller hitbox than the frames after it, like most other Lv1s; invincibility shortened to only overlap the first few active frames, like all other Lv1s. Excellabella/Cerecopter -> Dynamo still works.
- Fukua's Drill Of My Dreams is now possible in the air; pre-flash startup is now 6f.
- Fukua's command throw startup 4f->8f, damage 1800->2000.
- Fukua's fireballs: damage 350->700, chip dmg 150->300; decrease hitstun/blockstun on all fireballs to ground LP fireball values; air fireballs do not bounce.
- Fukua's airthrow now regular techable knockdown, but much easier to combo into air fireball super after it.
- Fukua's BFFs startup +3f, increases the window to whiff a throw and still block the super from 1f to 4f.
Eliza
- Crouching normal attack VO. Some bits are not final, don't worry.