Previously, because all of its recovery could happen behind the opponent, it could be nearly impossible to punish.Booster Drone will now start moving toward Aria while still vulnerable, giving you an opportunity to attack it. Drone assist calls now leave the Drone punishable for 30 frames longer than before. This should make the move much easier to retaliate against when it whiffs or is blocked.Increased the vertical velocity Aria gives herself after using Jumping Medium Kick.Reduced the distance Aria pushes herself back after Jumping Medium Kick.Previously, she would bounce out of the range of punishment against most characters, which should no longer be the case. In particular, the Light version is -7 on block (no changes).Reduced the pushback when blocking Crescendo to add risk and make the frame data matter more. This change does not affect Shadow Enders or Body Swap enders.This isn’t a very dramatic change, but she is widely regarded as the hardest character to break, so we felt this was fair.Reduced damage done by all of Aria’s enders by 1-2 points per hit. Hopefully these changes make fighting against him more fun and reasonable. With many of the game’s other strongest characters getting a little weaker, we didn’t want to end up in a situation where Aganos was the undisputed best. Over time, these specialist players have taken Aganos so far that there is a solid argument for Aganos being one of the strongest characters in the game. Aganos can be very frustrating to fight against, so we always intended for him to be a bit weaker and only shine in the hands of a specialist player.Light Punch, Back + Light Punch, and Far Medium Punch all used to do less hitstun on counterhit than on normal hit.Upon review, we noticed a few inconsistencies in Aganos’ frame data. Adjusted the amount of pushback opponents receive when blocking all Peacemaker related attacks. You wont be sliding fullscreen now just for blocking these. Jumping HK blockstun time is now 12 (was 21).Jumping HP blockstun time is now 16 (was 21). ![]() Reduced blockstun time on a few of Aganos’ jumping attacks so that if they hit on the way up, they are more negative and sometimes punishable. Added 7 frames of blockstop time to the shockwave projectile created by Crouching Heavy Kick in order to make it a little easier to respond to. This was done to prevent a true blockstring into Shadow Payload Assault’s first hit, which could lead to an unblockable setup when paired with Instinct Activation.Reduced the blockstun time on Light and Medium Payload Assault projectiles by 4 frames. This may sound drastic, but because of how many hits it does and the way scaling works, it still deals significant damage and adds a large amount of damage to his unbreakable Wall Crash setups, just a bit less than before.Reduced the damage per hit from Heavy Payload Assault to 2 (was 8). Reduced Wall Crash damage to 48 per wall (was 60). You’ll still be able to combo directly into Shadow Payload Assault if the Shadow Natural Disaster causes a recapture.This should make confirming into Aganos’ most damaging unbreakable combos much less common and require him to give you at least one breakable window in more cases before going into them.This change includes the Shadow Counter version of this move.Reduced the amount of hitstun inflicted by the Medium and Shadow versions of Natural Disaster to prevent them from comboing directly into Shadow Payload Assault.
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