Jason MMPR
Reverting lost changes +
Triple Kick
- Fixed issue that caused Triple Kick to drop combos during juggles and prevent follow ups.
- Increased attack speed to prevent dropped combos during juggles and easier follow ups.
Billy MMPR
Reverting lost changes +
Tricera Combo
- Fixed issue that caused Tricera Combo to drop combos during juggles and prevent follow ups. (Increased speed)
Vaulting Kick
- Decreased EP cost from 4 to 3
- Increased damage
Mighty Launcher
- Increased startup speed from 66 to 50
Staff Slam (Assist)
- Increased startup speed to 50
Tommy Green MMPR
Reverting lost changes +
Kickin It
- Fixed issue that caused Kickin It to drop combos during juggles and prevent follow ups. (Speed increased)
- Changed 2nd attack hit reaction from Interrupt to Sweep
Tommy Green V2
Reverting lost changes +
Power Beatdown
- Fixed issue that caused Power Beatdown to drop combos during juggles and prevent follow ups. (Speed increased)
- Changed 2nd hit reaction from Interrupt to Sweep
Challenger Kick
- Changed air hit reaction from Interrupt to Launch
- Increased damage
- Increased recovery speed
Flying Assault
- Decreased recovery to allow easier follow ups with fast attacks.
- Decreased startup speed from 25 to 32
- Decreased EP cost from 7 to 3
- Decreased Damage
Danny Delgado
Reverting lost changes +
Wild Kick Combo
- Changed 2nd hit reaction from Interrupt to Sweep
Spinning Roundhouse
- Increased startup speed from 59 to 49
Bison Charge
- Fixed bug that prevented proper cueing at the end of the ability
- Can now cue actions immediately during the chest thumping gesture
Axe Flurry
- Changed 2nd hit reaction from Interrupt to Sweep
- Changed last air hit reaction from Interrupt to Knockdown
Sledge
Reverting lost changes +
Darkness Frenzy
- Fixed an issue that caused combos drop prior to final hit. (Increased speed)
- Decreased startup speed from 27 to 31
- Changed 2nd standing hit reaction from Interrupt to Sweep
- Changed 2nd air hit reaction from Interrupt to Floor
- Changed 3rd air hit treaction Stagger to Knockdown
- Increased recovery speed
Merciless Volley
- Changed projectile configuration to be more consistent during
- Changed 2nd projectile standing hit reaction from Interrupt to Stagger
Bounty Barrage
- Delayed 2nd shot to make hitting corner combos more consistent
Vengeful Blast (Assist)
- Allowed transition to Counter Offense even w/o receiving a Strike or Block type attack
- Automatic transition to Counter Offense after 36 frames
Dai Shi
Reverting lost changes +
Zocato Fury
- Increased range
- Changed 2nd standing hit reaction from Interrupt to Sweep
- Changed 2nd air hit reaction from Interrupt to Floor
Phantom Beast
- Changed number of hits from 3 to 9
- Increased damage
Phantom Beast v2
- Activated during forward dash
- Starts the attack at the jumping animation
- 1st attack = Knockdown
- Startup speed = 44
Ferocious Roar
- Allow dash cancel sooner after 1st attack (roar)
- Increased range (slightly)
- Increased damage
- Decreased EP cost from 4 to 3
Black Lion Rush
- Fixed an issue that cause the 2nd hit to miss if initial attack hit at the maximum distance and the victim had room to move stagger back.
- Changed 1st hit standing hit reaction from Stagger to Sweep
- Changed number of hits from 2 to 5
- Startup speed increased from 55 to 37
- Increased total range
- Increased EP cost from 4 to 5
- Increased damage (damage displayed in HUB only for Black Lion Rush)
- Gain additional EP = 1
Black Lion Rush v2
- Activated during forward dash
- Number of hits = 5
- 1st attack = Launch
- Startup speed = 25
- Increased damage compared to Black Lion Rush (v2 damage is no displayed in HUB)
Dark Shot (Assist)
- Removed forward dash on spawn (now appear and throws the projectile in the same spot as leader)
- Increased startup speed from 64 to 45
- Increased recovery speed
- Increased damage
- Increased EP cost from 2 to 3
Blue Senturion
Citation Counter Offense
- Fixed missing Counter Offense clash frames”
Aurico
Aquitian Combo
- 3rd hit collider raised to hit high juggled victims
Reverse Flow v2
- Fixed an issue that caused a juggled victim be able to take action after getting hit by the 2nd attack
Orion
Silver Combo
- Increased range
- Raised hit colliders to hit airborne and juggled victims easier
- Increased startup speed from 39 to 32
- Changed standing hit reaction from Sweep to Interrupt
- Changed air hit reaction from Sweep to Floor
- Increased speed of 2nd and 3rd attack
- Decreased EP cost from 4 to 3
Super Spear Blaster
- Allow dash cancel sooner after the 3rd shot
- Increased recovery speed after the final shot (can act sooner)
- Decrease EP cost from 4 to 3
Silver Spear
- Changed standing hit reaction to Sweep
- Changed air hit reaction to Interrupt
- Changed last hit reaction to Knockdown
- Raised hit colliders to hit airborne and juggled victims easier
- Removed dash cancel window after the 1st hit
Final Strike
- Raised hit colliders to hit airborne and juggled victims easier
- Fixed dash cancel window to allow input sooner on miss
- Increased recovery speed on miss
- Increased recovery speed on hit
- Increased number of hits hits from 6 to 17
- Increased damage
Spear Crest (Assist)
- Increased EP cost from 3 to 4
- Increased damage
Power Sixth Unite (Super)
- Super meter gain increased when dealing damage
- Decreased damage
Gia
Stun Gun Trio
- Increased range
- Increased startup from 24 to 21
- Decreased recovery speed slightly
- Changed dash cancel to only be allowed after 1st and not after the 2nd hit
- Raised hit colliders to hit airborne and juggled victims easier
- Changed 3rd attack to a projectile that travels full screen (invisible)
- Changed 1st attack’s air hit reaction from Interrupt to Floor
- Changed 2nd attack’s air hit reaction from Interrupt to Knockdown
- Changed 3rd attack’s air hit reaction from Stun to Knockdown
- Changed 2nd attack’s standing hit reaction from Interrupt to Stagger
Sword Stinger
- Increased range
- Increased startup speed from 18 to 15
- Increased hits from 3 to 5
- Changed 3rd and 4th hit reaction from Interrupt to Stun
- Fixed missing action window at the end of the attack. (Now able to cue up cards/dashes)
- Increased damage
Skeet Shot
- Increased range
- Increased startup speed from 40 to 33
- Allow dash cancel after the 1st attack
- Decreased recovery speed (after the 2nd attack)
- Increased damage on 1st attack
- Reduced damage on 2nd attack
- Reduced total damage
- Reduced EP cost from 4 to 3
Saber Whip
- Increased startup speed from 60 to 48
- Increased number of hits from 4 to 7
- Increased damage
- Increased EP cost from 4 to 5
Hand Cannon Shot (Assist)
- Increased startup from 72 to 36
- Change attack to a projectile that travels full screen (invisible)
- Increased damage
Dragon Armor Trini
Hack and Slash
- Increased dash cancel window after the 2nd hit
- Decreased EP cost from 4 to 3
Mega Launch
- Fixed inconsistent air juggle during follow up when launching already juggled victims
- Raised hit colliders to hit airborne and juggled victims easier
Jet Rush
- Increased dash cancel window to include the forward rushing portion of the attack’s entire length
- Allow dash cancel upon impact if the dash is inputed just before connecting
- Added Armor during startup
- Raised hit colliders to hit airborne and juggled victims easier
- Increased damage
Heavy Weight
- Increased damage
Havoc Laser (Super)
- Shortened animation length
- Added global pause on frame 6 of the startup until 1st projectile is launched
- Changed super armor to start from frame 6 until the final projectile is launched
- Increased damage
Master Zedd
Master’s Call
- Decreased Hits from 3 to 2
- Damage of old 1st and 2nd hit redistributed to new 1st hit
- Decreased startup speed from 21 to 24 at the closest range
- Raised hit colliders to hit airborne and juggled victims easier
- Increased EP cost from 2 to 3
Impending Doom
- Decreased startup speed from 36 to 42
- Increased range of 1st hit
Searing Light
- Increased recovery speed after the final projectile (can move sooner)
Vortex Return (Assist)
- Increased EP cost from 3 to 4
Magna Defender
Noble Blow
- Raised hit colliders to hit airborne and juggled victims easier
- Activates Noble Blow v2 when used during forward dash
Noble Blow v2
- Increased number hits from 1 to 2 compared to Noble Blow
- Increased startup speed from 46 to 18 compared to Noble Blow
- 1st attack hit reaction = Interrupt
- 2nd attack hit reaction = Launch
- No dash cancel is allowed between hits
Valiant Combo
- Increased range
- Raised hit colliders to hit airborne and juggled victims easier
- Changed last attack’s hit reaction from Launch to Knockdown
- Changed 1st, 2nd and 3rd attack’s standing hit reaction from Interrupt to Sweep
- Changed 1st air attack’s hit reaction from Intterupt to Floor
- Added dash cancel window on startup to activate Valiant Combo V2 and Sheath
- Dash canceling forward on startup activates Valiant Combo v2
- Dash canceling backwards on startup activates Sheath
- Changed Invincible frames (i-frames) on startup to Armor (Super Armor / SA) (Can now take damage during SA frames)
- Changed Armor duration to just before attacking (Can now lose to Stike during the 1st attack and onward)
Sheath
- Motions returning the sword to its scabard by the waist
- Gain additional EP = 3
- Is not considered an attack state and will immediately regain EP if Sheath is activated when the EP cooldown timer is depleted
Valiant Combo v2
- Fastest startup = 36
- Decreased number of hits from 5 to 3 compared to Valiant Combo
- Decreased damage compared to Valiant Combo
- Gain additional EP = 1
- Has no Armor or Invincible frames on startup
Zika’s Vengeance
- Decreased startup speed from 46 to 50
- Decreased height of 1st collider so it can hit standing opponents
- Increased range
- Change start of iframes to point of jump to start of landing
- Change start of dodge projectile frames to point of jump to start of landing
- Added dash cancel window on startup to activate Zika’s Vengeance v2 and DC backwards
- Dash canceling forward on startup activates Zika’s Vengeance v2
- Dash canceling backwards on startup will gain additional EP = 1
Zika’s Vengeance v2
- Fastest startup = 32
- Decreased height of 1st collider so it can hit standing opponents
- Increased range
- Decreased number of hits from 6 to 3 compared to Zika’s Vengeance
- Decreased damage compared to Zika’s Vengeance
- Gain additional EP = 1
Magna Storm
- Increased statup speed from 50 to 20
- Decreased number of hits from 6 to 4
- Changed 2nd projectile’s hit reaction Interrupt to Sweep
- Changed 3nd and 4th projectile’s hit reaction Interrupt to Knockdown
- Damage decreased
- Changed 1st dash cancel window to be between 1st and 2nd shot
- Changed 2nd dash cancel window to be between 2nd and 4th shot
- Dash cancelling forward on the 2nd dash cancel windows activates Magna Storm v2
Magna Storm v2
- Startup = 50
- Shoots a burst of 5x projectiles
- Spend additional EP = 1 (does not spend 1 EP if EP pool is less than 1)”