jueves, 16 de enero de 2014

Cambios del parche 1.04 de Dead or alive 5 ultimate



Tecmo Koei ha publicado el listado con los cambios provisionales que van a implementar en el nuevo parche del juego. No son definitivos, pero la mayoría permanecerán y llegarán a la actualización en consolas (el parche de momento es para el arcade) en primavera.

General Changes

  • Improved the input feel of 33T command for certain characters.
  • Improved the input feel for certain moves with changing recovery.
  • Certain moves that could not be done from a crouching state can now be done.
  • For Criticals from from back-turn, fixed issue where after turning around, Holds could not be performed from a standing state.
  • Backdraft danger zone are now easier to use in combos.
  • After connecting with certain strike from back-turn that force knockdown, opponent is downed closer.
    Fixed issue where the frame advantage of certain low attacks on normal hit had a difference in foot position.

Akira

  • Crouching walk, back-turn walk speed adjusted.
  • 2P: Recovery when the move does not hit reduced by 2F.
  • 33P: Recovery when the move does not hit reduced by 9F.
  • 46P: Recovery when the move does not hit reduced by 3F.
  • 214P: Recovery when the move does not hit reduced by 5F.
  • 33P: Start-up reduced from 18 to 17F, active frames increased from 3 to 4F.
  • 2_46P: Damage increased from 52 to 58, knockback distance changed to 2m.
  • 466P+K, Back P+K: Damage increased from 55 to 60.
  • 2K: Normal Hit advantage changed from -7 to -3.
  • T on rear-facing opponent: Camera angle end timing adjusted.

Alpha-152

  • 66T: Command changed to 6T.
  • 9K: Start-up stance changed.
  • K, KK, PK, PKK, etc.: Delayable frames reduced.
  • 236236T: Motion recovery increased from 13 to 23F.
  • 9H, 3H: Strikes on success have 8F faster start-up, Guard Back changed from +17 to +12F.
  • KK, KKKK, PKK, PKKKK, etc.: Fixed bug that caused abnomal damage effect on back-turn crouching opponents.

Ayane

  • 4P, Back 4P, Back PP6P: Float on Critical Level 1 changed.
  • Mid K Hold: Brushed up the design of the motion.
  • 6P: Damage reduced from 22 to 18.
  • 6PK, PP6PK: Damage increased from 26 to 30.
  • 8KK: Guard advantage changed from +18 to +20F.
  • 3P: Delayable frames adjusted.
  • 3PP: Normal hit advantage changed from -9 to -3.
  • 4P·K, Back 4P·K, Back PP6P·K: Wall knockback distance increased from 3 to 4m.
  • 236K: Wall knockback distance increased from 4 to 5 (4.8)m.
  • 2H+K, 6K2K, PP6K2K, 3PK, 33P2K: Counter Hit and above advantage changed from +23 to +18F.
  • Back PP6K: Guard advantage changed from -11 to -16F, no longer is continuous guard.
  • 2K: Normal hit advantage changed from -6 to -2F.

Bass

  • 236P+K command changed to 44+K
  • 3_P+K commanded changed to While Standing 4P+K
  • 2K: Normal hit advantage changed from -7 to 0F.
  • Back T: Normal hit advantage changed from +21 to +15.
  • While Standing 4P+K: Damage increased from 30 to 32. Guard advantage changed from GB(-5) to GB(0).
  • While Standing 4P+KP: Start-up increased from 33 to 44F.
  • 4P+K, While Standing 4P+KP, Back 4+PK: Damage increased from 28+15 to 38+15.

Bayman

  • Mid K Expert Hold: Damage increased from 75 to 80.
  • 4T: Camera changed.

Brad Wong

  • 236P: Damage increased from 38 to 40. Close Hit distance adjusted.
  • 6H+K, 6KK: Guard advantage changed from -6 to -5.

Christie

  • 2H+KP, PP2KP: Counter Hit and above advantage changed from +27 to +22F.
  • 2PP: Ends in standing state.
  • 2K: Normal hit advantage changed from -9 to -4F.
  • Crouching state hurtbox adjusted.
  • Jakeiho P: Hurtbox adjusted.
  • Jakeiho 2KK: Guard advantage changed from GB(+4) to -3F.
  • 2H+KT, PP2KT, 3P+KT: No longer knocks into the wall.

Ein

  • 214214H+P+Kor4APL: Added “Koi!” taunt
  • 4P+K: Start-up changed from 38-71 to 33-48F. Damage increased from 40-60 to 50-70.
  • 1K: Advantage on normal hit changed from -7 to -8F.
  • T: Damage increased from 46 to 48
  • 6T: Damage increased from 53 to 55. Wall 6T: Damage increased from 63 to 65.
  • 214T: Damage increased from 63 to 65.
  • 33T: Damage increased from 66 to 70.
  • Wall 33t: Damage increased from 76 to 80.
  • 2T: Damage increased from 52 to 55.
  • T on rear-facing opponent: Damage increased from 57 to 58.
  • 2T on rear-facing opponent: Damage increased from 62 to 65.
  • High P, High K, Mid P, Mid K, Low P, Low K Holds: Damage increased from 55 to 58.
  • Jump P, Jump K Holds: Damage increased from 60 to 63.
  • 66T: Damage increased from 35 to 40.
  • 3T: Damage increased from 45 to 50.
  • 33T: Hit sound effect changed.
  • Fixed issue where the frames for stand/crouch were slower than other characters.

Eliot

  • 6P+K: Changed to sit-down stun on hit. Guard advantage changed from -6 to -11F.
  • 5K: Guard advantage changed from -10 to -6F.
  • PP2P, etc.: Counter Hit and above advantage changed from +29 to +19F
  • 2K: Normal hit advantage changed from -5 to -2F.

Gen Fu

  • Power Launcher (44P+K) command changed to 7P+K.

Hayabusa

  • While Standing H+K: Command reception adjusted.
  • 66K: Hitbox adjusted.
  • 33P: Hurtbox and re-float height adjusted.
  • 2K: Normal hit advantage changed from -6 to -2F.
  • P+K: Hurtbox adjusted.
  • 2H+K: Hitbox adjusted.
  • 4H+K9P, Sidestep K9P, While Standing 4K9P: To prevent accidental input, command reception adjusted.
  • Ongyoin P, Back P+K: Damage increased from 15 to 18.
  • Ongyoin PP, Back P+KP: Damage reduced from 18 to 15.
  • 33T: Start-up increased from 10 to 12F.
  • 8T: Damage increased from 40 to 45. 8T on rear-facing opponent: Damage increased from 50 to 55. Wall 8T: Damage increased from 55 to 60. Wall 8T on rear-facing opponent: Damage increased from 60 to 65.

Hayate

  • 2or8P+KP: Damage reduced from 32 to 24.
  • 3H+K: Delayable frames adjusted.
  • PP6P4, 6P4, 66P4: Commands changed to PP6P44, 6P44, 66P44.
  • H+KK, PPKK: Guard advantage changed from -11 to -4F.
  • 2K: Normal hit advantage changed from -6 to -3.

Helena

  • 2H+K, etc.: Counter Hit and above Critical changed.
  • 44PP2P, etc.: Delayable frames adjusted.
  • P+K Hurtbox adjusted.
  • 44P+K Hurtbox adjusted.
  • K: Damage reduced from 26 to 24.
  • 3KK: Effect on hit now the same as KKK.
  • PK: Damage reduced from 26 to 24.
  • K, KK, PK, PKK, 3K, 3KK: Delayable frames adjusted.
  • Back 4P+K: Guard advantage changed from -10 to -4F.
  • 3PP4, 6P4: Fixed issue that caused an off-axis when turning, resulting in front attacks.
  • 66H+K: Guard advantage changed from -16 to -5F.
  • H+K2: To prevent accidental input, delayable time adjusted.
  • Crouching state hurtbox adjusted.

Hitomi

  • PP4PPP, Back PP4PPP, 4PPP: Damage effect changed.
  • 236K, 66KKK, Back 8K, PP6PK, 8P2K6PK, 1K6PK, 66PK: Guard advantage changed from -1 to -5F.
  • 4P+K: Damage changed from 50~68 to 48`68, Start-up changed from 37~47 to 32~47.
  • 8PPP: On normal hit, causes bound.
  • 66K: Critical on hit changed.
  • 6T: Damage reduced from 35 to 32.
  • 33T: Damage reduced from 68 to 66. Wall 33T: Damage reduced from 78 to 76.

Jacky

  • 3K: Command reception adjusted.
  • Crouching walk, back-turn walk speed adjusted.
  • 2P: Recovery when the move does not hit reduced by 2F.
  • 8P+KP: Recovery when the move does not hit reduced by 3F.
  • Slide Shuffle P: start-up reduced by 2F.
  • 6P: Guard advantage changed from -5 to -7F, Normal hit advantage changed from 0 to -6F.
  • 4P: Guard advanatage changed from -1 to -3.
  • 4P2K: start-up changed to 21F.
  • 1P+K: Damage increased from 16 to 18.
  • 1P+KP: Damage increased from 13 to 16.
  • 1P+KPP: Damage increased from 20 to 23.
  • 1P+KPK: Damage increased from 23 to 26.
  • 1P+KK: Damage increase from 22 to 24.
  • 7K: Damage increased from 45 to 50.
  • 2_3P: Damage reduced from 20 to 19.
  • 6K: Damage increased from 20 to 21.
  • Mid P Hold: Damage increased from 38 to 40.
  • While in neutral, being caught by an OH (Offensive Hold) now causes a Counter Hit instead of a Hi Counter Hit. (Adjusted due to Jacky entering
  • Pakusao while in front-facing neutral, which has Hold properties)
  • 1F after returning to netural, Pakusao reception begins.
  • When hit during Side Slide Shuffle, fixed bug that cause the attack to hit behind.

Jann Lee

  • 6P: Start-up reduced from 12 to 11F.
  • 2P: Normal hit advantage changed from 0 to -1F.
  • 2K, PP2K: Counter Hit and above advantage changed from +23 to +18F.
  • 214T: Damage increased from 58 to 60. Wall 214T: Damage increased from 68 to 70.

Kasumi

  • Power Launcher (236P+K) command changed to 7P+K.
  • P+K, P6P, SSP: Hitbox adjusted.
  • 1P: Changed to half-rise state after completion of the move. Counter Hit and above advantage changed from +24 to +19F.
  • 6K, PP6K: Hitbox adjusted.
  • 4KP, 3PKP, PPPKP: Float height increased, damage reduced from 35 to 30.
  • Back 4P: Float height increased.
  • 46T: Damage increased from 20 to 25.
  • 33T: Start-up increased from 12 to 17F, damage increased from 65 to 68.

Leifang

  • PP6PP, P2PP, 3P2PP, 3PP6PP, 6PP, Back 2PPP, 66P: Guard advantage changed from -8 to -7F.
  • 2K: Changed to standing state. Normal hit advantage changed from -6 to -3.
  • 2H+K: Command reception adjusted.
  • 6T: Near the wall, knocks opponent into the wall.

Kokoro

  • 6PPP: Recovery reduced from 33 to 30F.
  • 66P+K: 4th hit damage effect changed, follow attacks can be Held.
  • 1KK2P: Like 3K2P, ends in crouching state.
  • 33P: Damage reduced from 28 to 22.
  • 214T·4T: Damage reduced from 15 to 12.
  • 44P: On a successful read, cannot be Held.
  • 1P: Counter Hit and above advantage changed from +26 to +21F.
  • 3K2P, PK2P, 1KK2P, Back 4PK2P: Counter Hit and above advantage changed from +26 to +21F.
  • 33P+K: Command reception adjusted.
  • Heichu P: Counter Hit and above damage effect changed.
  • Heichu 2P: Counter Hit and above damage effect changed.

La Mariposa

  • Back 6T: Damage reduced from 65 to 60. Back 6T on rear-facing opponent: Damage increased from 65 to 70.
  • 6P4P, 1KKP: Less likely to be off-axis.
  • 66PK: Counter Hit and above advantage changed from +28 to +23F.

Leon

  • 33P: On hit, changed so the opponent isn’t pushed back too far.
  • 8PP: No longer knocks opponent into the wall.
  • 41236T: Ukemi timing changed.
  • Fixed bug that caused the certain guard advantages to be off for Leon. (Fixed at the release of the arcade version)
  • Fixed issue where the frames for stand/crouch were slower than other characters.

Mila

  • Crouching walk, back-turn walk speed adjusted.
  • 6T: Distance after the move adjusted.
  • 2K, PP2K: Counter Hit and above advantage changed from +24 to +19F.

Momiji

  • 64H Mid P Hold “Gosho-Guruma” damage increased from 52 to 58.
  • P: Guard advantage changed from 0 to -2F.
  • 6KK: After being guarded, following Tenka P can be guarded by large characters.
  • 1PP: Motion recovery increased from 22 to 25F.
  • Crouching walk, back-turn walk speed adjusted.
  • 3K: Push distance on guard adjusted.
  • 2H+K: Hurtbox adjusted.
  • Tenku P: Changed to half-rise state after completion of the move. Guard advantage changed from -9 to GB(-1)
  • Tenku K: Guard advantage changed from GB(+2) to -2F.
  • Tenku T: Changed to half-rise state after completion of the move.
  • Tenku P: After avoiding with Sidestep and performing a move, fixed bug where the move wouldn’t release in Momiji’s direction.
  • Tenku P, Tenku K: Fixed bug that made it different to hit at the wall.

Pai

  • Power Launcher (236P+K) command changed to 7P+K.
  • Crouching walk, back-turn walk speed adjusted.
  • 66P: Critical on Counter Hit changed to stomach stagger.
  • 2P: Recovery when the move does not hit reduced by 2F.
  • 2_3P+K: Recovery when the move does not hit reduced by 2F.
  • 6P: Damage increased from 16 to 17.
  • PPPK, Back K, 4H+K: Damage increased from 30 to 35.
  • High K Hold: Character distance after completion reduced.
  • 66H+K: Command reception adjusted.

Rachel

  • 2or8P+KP: Stance of the motion changed.
  • 7P: Damage reduced from 22 to 18.
  • 66T, PPT: Advantage on normal hit changed from +9 to +7F.
  • Crouching walk, back-turn walk speed adjusted.
  • 214P+KT, 3PPP+KT, 4PPPP+KT: Damage increased from 30 to 32.
  • 66T, PPT: After completion, fixed issue where the opponent could not choose between standing/crouching.
  • 2K: Advantage on normal hit changed from -5 to 0F.
  • 2H+K, PP2K: Counter Hit and above advantage changed from +25 to +20.
  • 214P+KT, 3PPP+KT, 4PPPP+KT: Recovery changed from 18 to 23F. Changed to half-rise state after completion of the move.
  • Low Hold: Hurtbox of the catch motion adjusted.
  • Light Down Attack: Damage increased from 4+2+2+7 to 4+2+2+10.
  • Fixed issue where landing 4P after Sidestep P would cause a Critical Finish.

Rig

  • Turn Leg Cut 2K: Normal hit advantage changed from +27 to +22F.
  • K: Guard advantage changed from +5 to +3F. Normal hit advantage changed from +7 to +5F.
  • 2K: Counter Hit and above advantage changed from +26 to +16F.
  • 6T: Damage increased from 41 to 45.
  • 41246T: To adjust air combos, damage reduced from 35 to 20.

Sarah

  • 2P: Recovery when the move does not hit reduced by 2F.
  • 3PK: Recovery when the move does not hit reduced by 3F.
  • Flamingo 1KK, Flamingo KK2KK: Recovery when the move does not hit reduced by 4F.
  • 2K: Counter Hit and above advantage changed from +25 to +20F, normal hit advantage changed from -6 to -4.
  • Crouching walk, back-turn walk speed adjusted.
  • Flamingo During 1P+K K: Fixed bug that caused abnormality in the motion, depending on the follow attack timing.

Tina

  • 4K, 6PK: Guard advantage changed from -6 to -5.
  • 2k: Normal hit advantage changed from -8 to -5.
  • 236K, Running K: Hitbox adjusted.
  • 4K, 6PK: Hitbox adjusted.
  • 236P: Start-up reduced from 19 to 18F, active frames increased from 4 to 6. Close Hit properties added.
  • 4P+K, Back P+K: Damage increased from 35 to 42: Rope 4P+K: Damage increased from 45 to 48.
  • 66T: Damage increased from 38 to 42.
  • Back T on rear-facing opponent: Damage increased from 48 to 68.

Zack

  • Power Launcher (33P+K) command changed to 7P+K.
  • All Fake Rolls: Delayable frames reduced, making it easier to perform moves after ending the roll.

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