GGXRD-R2/Patch Notes/Ver.2.10: Difference between revisions

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*'''Clock Up:''' Fixed a bug where the servants kept animating powering up even though they were at max level
*'''Clock Up:''' Fixed a bug where the servants kept animating powering up even though they were at max level
*'''Forever Elysion Driver:''' RC buffer on hit increased
*'''Forever Elysion Driver:''' RC buffer on hit increased
==Jam==
*'''5H:''' Can cancel into f.S regardless of distance from the opponent
*'''6P:''' Knock back on the first hit decreased
**Knock back decreased
*'''j.S:''' Vertical knock back decreased
*'''Senri Shinshou:''' When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
*'''Hochifu~P:''' Cancels projectiles
*'''Renhoukyaku (super puffball):''' Overall duration increased, hitstop increased
**Advantage on block unchanged
*'''Bao Saishinshou:''' Fixed a bug where the animation on his changed based on the platform the game was running on


==Raven==
==Raven==
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**Active frames increased
**Active frames increased


==Jam==
==Haehyun==
*'''5H:''' Can cancel into f.S regardless of distance from the opponent
*'''6P:''' Attack level increased
*'''6P:''' Knock back on the first hit decreased
**Vertical knock back on regular hit decreased
**Knock back decreased
*'''5D:''' When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
*'''j.S:''' Vertical knock back decreased
*'''j.H:''' Untech time reduced
*'''Senri Shinshou:''' When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
*'''j.2K:''' When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
*'''Hochifu~P:''' Cancels projectiles
**Attack level increased
*'''Renhoukyaku (super puffball):''' Overall duration increased, hitstop increased
**Active frames increased
**Advantage on block unchanged
**Recovery increased
*'''Bao Saishinshou:''' Fixed a bug where the animation on his changed based on the platform the game was running on
*'''Four Tigers Sword:''' Cannot transition into Four Tigers Sword (Reverse) after jumping up
*'''Falcon Dive (Reverse):''' The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
*'''Enlightened 3000 Palm Strike:''' Grants roll hit stun state no matter how many times it is used successively
 
==Dizzy==
*'''f.S:''' The Hurtbox on the Latter half of the move is larger in front
*'''2H:''' Buffer time on jump cancel for the second hit increased
*'''6H:''' Fully charged version is an overhead
**Fully charged version ground bounces on ground hit
*'''2D:''' Hitbox made taller
*'''j.D:''' Effect on hit changed from vertical hit stun to normal hit stun
**Vertical knock back decreased, horizontal knock back increased
**First hit's untech time decreased
*'''Fire Spear:''' Fixed a bug where the trajectory of the spears would not change upon being fully charged
*'''Ice and Fire Bubbles:''' Increased the window for accepting a down input to affect the trajectory of the bubble
**Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
*'''Gamma Ray:''' Startup reduced
**Initial proration increased (more than what it's traditionally been)
**Hitbox for the first half of the attack increased
**Damage for the second half of the attack increased
 
==Baiken==
Defense Modifier: Increased
 
Push box: Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
 
5H: Hitbox and hurtbox made larger in front
 
6P: Internal hitbox larger
 
2D: Initial proration reduced
 
j.S: Hitbox extends forward faster
 
Dead Angle Attack: Internal hitbox larger
 
Youzansen: Landing recovery reduced
Baiken falls faster after the move
 
Azami: Overall duration increased
 
Azami (Hold): if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
 
Azami (Guard Cancel): The window to catch attacks can be extended by holding the buttons
Given counter hit recovery
 
Air Azami: Unheld version shortest possible catch window increased
Along with the change above, overall duration increased
Even when done right before landing, landing recovery will apply
Landing recovery reduced
On successful Azami, landing recovery is removed
 
Rokkonsogi: When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
 
Kabari: Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)
 
S Kabari: Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
 
H Kabari: Untech time increased
Vertical knock back decreased


Himawari (command grab): RCing once the move is active will now be PRC
RC buffer on hit increased


Tsurane Sanzu Watashi: If the super hits such that the cinematic plays, the last hit cannot be RCed
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Revision as of 01:15, 23 February 2018

System Changes

  • Air blitz: Fixed a bug where doing blitz before landing would not take meter

Sol

  • Forward dash: Acceleration increased, including the Dragon Install version.
  • 6H: Force crouch on hit. Knock back reduced.
    • Pushbox expanded forward.
  • Volcanic Viper (DI version): screen shake increased on first hit.
  • Ground S Volcanic Viper: First part of 2nd hit's hitbox size increased overall.
    • Untech time increased on 2nd hit.
  • Ground S Volcanic Viper (DI version): First part of 2nd hit's hitbox size increased overall.
  • Air Bandit Revolver: added horizontal knock back.
    • 2nd hit starts up earlier, more active frames, recovery is unchanged.
    • Does not do 2 hits on the later part if the move any longer.
  • Wild throw: RC buffer on hit increased, including DI version.
  • Grand viper: the time before Sol moves forward was reduced.
    • Startup and active frames unchanged.
    • Added acceleration to the rushing part of the move.
    • Added forward acceleration on the falling part of the move in DI.
  • Fafnir (DI version): screen shake increased.
  • PBB: screen shake increased. Added RC buffer on hit.

Ky

  • 6H: 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
  • j.D: Moved the grinder set location lower, this affects the hitbox.
    • Lower hitbox smaller
  • Ground Stun Edge (Fortified version): hitstop increased
  • Greed sever: Pushback on block decreased. Hitbox size decreased overall.
    • Lower hurtbox increased. Ground bounce height lowered.
    • Changed the timing where ky starts falling downwards and the fall speed.
    • Air duration and recovery is unchanged
  • Air vapor thrust: H version given horizontal knock back
  • Grinder: vetical hitbox when it strengthens a stunedge increased.

May

  • 2S: gatlings into 3K
  • 3K: moves forward faster.
    • Deceleration starts earlier, overall slower movement
  • j.D: counter hit untech time increased.
    • Horizontal knock back on counter hit decreased
  • S vertical dolphin: hurtbox during the upwards movement decreased.
    • Bounce back when the downward moving parts hits decreased.
    • Downward part changed to regular hitstun
  • H vertical dolphin: Bounce back when the downward moving parts hits decreased
  • Ensenga?: First hit on the rising portion is an overhead.
    • Startup on the first hit decreased.
    • Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
    • First hit lower hitbox increased.

Millia

  • 6P:* gatling into 6H added.
  • Badmoon (above minimum height): hit count increases with height
    • Forward speed increased
    • Damage reduced
    • Hitstop reduced
    • Untech time reduced
    • Ground bounces on hit and knocks away
    • Regular hitstun on ground hit
  • Silent force: can pick up pin with roll and 2nd roll follow up
  • Emerald rain: forced proration added
    • Wall bounce decreased
    • Height, speed and knock back of projectiles changed
  • Chroming Rose: Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
    • Turbofalls speed and startup are faster in chroming rose

Zato

  • 2K: gatling into 5D added
  • f.S: gatling into 6H added
  • 6H: horizontal knock back on hit increased
    • Horizontal knock back on counter hit increased slightly
  • j.S: jump cancelable
  • Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
  • Dead Man's Hand: forward movement faster at the start, slower during active frames
    • Lower hurtbox on start and active decreased
  • Damned Fang: RC buffer on hit increased
  • Drunken Shade: horizontal knock back increased, vertical knock back reduced
  • Great white: hitbox influenced by time stop
    • consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
    • Attacks 3 times, depending on the amount of Eddie gauge left.

Potemkin

  • j.D: fixed a bug where pot would not transition into landing.
  • Heat knuckle: startup decreased
    • Recovery on hit increased
  • Forward Megafist: knocks downwards on air hit
  • Potemkin Buster: RC buffer on hit increased
  • ICPM: can combo after on RC
  • Heavenly Potemkin Buster: RC buffer on hit increased
    • Startup decreased

Chipp

  • Pre standing animation: hurtbox in the back decreased
  • Jump startup: hurtbox in the back decreased
  • j.S: lower hitbox increased
  • j.H: first hits vertical knock back decreased
  • Air alpha blade: turns to face the opponent if the early part hits
  • Ground beta blade: throw invul added
  • Genrouzan/wall cling genrouzan: RC buffer on hit increased
  • Wall cling alpha blade: hitstop increased
    • Horizontal knock back increased, vertical knock back decreased
    • Knocks opponent in the direction chipp is facing
    • Horizontal movement decreased
  • Zansei rouga: last hit horizontal knock back increased
    • Last hit can be RCed
  • Ryuu Yanagi: minimum damage reduced

Faust

  • Going My Way: Pushbox while active removed
    • Removed landing recovery after all hits land
    • Hitbox and hurtbox altered
    • Untech time increased
    • Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
    • Faust rises high up in the latter half of the move
  • Teleport (from above): Faust falls faster
    • Faust does not bounce off on hit
    • Faust has no pushbox after hitting until he lands
    • Hit type changed to ground bounce from regular hitstun
    • Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
    • The speed at which Faust bounces back on block or whiff was altered
  • Pogo: Can cancel into followups earlier
  • Pogo~K: Front hurtbox is smaller in the first half of the move, and wider in the second half
    • Hitbox is wider
  • Pogo~S: If YRCed, the flower comes out as a mid hitting projectile
    • When done in the corner, the flower will still appear on stage
  • Pogo~9: Buffer into Pogo~P/K/S/H/D extended
  • Doctor Copter (Pogo~8): Startup is faster
  • Stimulating Fists of Annihilation: RC buffer on hit increased

Axl

  • 5K: Removed gatling into 2H
  • 2P: Can cancel into f.S regardless of distance from the opponent
  • 2K: Removed gatling into 2H
  • 2S: Vacuums the opponent even on air block
  • 2H: Special cancelable
    • Startup increased, overall duration longer
    • Normal hitstun on hit
    • Attack level on first hit reduced
    • Amount of RISC taken off by the first hit increased
    • Added initial proration
    • 2nd hit vacuums the opponent even on air block
    • In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
  • 6P: Removed gatling into 2H
  • 6K: Vacuums the opponent even on air block
  • j.S: Vacuums the opponent even on air block
  • j.6K: Vacuums the opponent even on air block
  • j.2S: Added gatling into j.P
  • Heaven Can Wait (Mid): Overall duration when not successful is longer, counter catch time is the same
    • Overall duration on successful counter is shorter
    • Vertical knock back increased, unaffected by the opponent's weight
    • RC buffer on hit increased
  • Heaven Can Wait (Low): RC buffer on hit increased
  • Sparrowhawk Stance: Follow up attacks do not stay unblockable
  • Sickle Storm: First hit horizontal knock back increased
    • Second hit vertical knock back increased
    • Axl takes longer to throw the sickle out, overall duration unchanged
    • The above mentioned part's hitbox is widens backwards
    • Fixed a bug where the opponent would be stuck in a block animation
  • Shark Strike: Vacuums the opponents even on air block

Venom

  • j.S: Lowered damage
  • j.H: Lowered damage
  • j.D: Lowered damage
  • Stinger Aim: First hit builds more RISC on block, second hit builds the same amount as before
  • Carcass Raid: First hit builds more RISC on block, second hit builds the same amount as before
  • S Double Head Morbid: The hitbox on the interior portion is widened backwards
    • Launches balls upwards on contact, which then bounce off the ceiling and the ground
    • Ball speed increased
  • H Double Head Morbid: The hitbox on the interior portion is widened backwards
    • Knock back increased on block
    • Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
    • Ball speed increased
  • QV: Screen shake added right before active frames
    • The hitbox on the inner portion is larger behind
  • Dark Angel: Chip damage increased

Slayer

  • 5P: Attack level increased
  • 2K: Damage increased
    • Knockback reduced
  • 2S: Damage increased
  • 6K: Once the K button is released, you cannot do the feint
    • Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
  • 6H: Cancel window extended
  • Bloodsucking Universe: RC buffer on hit increased
    • Whiffing a special does not end the CH buff state
    • If you land a bite while in the CH buff state, the new buff will last longer
    • Time during cinematics no longer counts to the CH buff timer

I-No

  • Air Dash after 663: Special cancelable
  • f.S: Startup faster, recovery reduced
    • Hitbox larger in every direction other than behind
  • f.S>6S: recovery reduced
    • Hitbox larger in every direction other than downwards
  • 2D: Startup faster
  • j.S: Hitbox larger behind
  • j.H: recovery shorter
  • Ground Note: Up and Down inputs affect the movement of the note more
  • S Stroke The Big Tree: stagger time increased
  • P Sultry Performance: Minimum height added
    • If the attack hits at the same time I-no lands, she bounces backwards
    • Max charge ground bounces on hit
    • The bounce back after the attack lands can be cancelled into Fortissimo
  • K Sultry Performance: Minimum height added
  • S Sultry Performance: Minimum height added
  • H Sultry Performance: Standardized the speed I-no moves during the active frames
    • I-no now has a pushbox during the active frames
    • Landing recovery reduced, max charge version has no landing recovery
    • Knock back increased
  • Air Vertical Chemical Love: When done during the air dash after 663, the trajectory is altered

Bedman

  • Forward Dash: Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
  • 1/2/3H: Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
  • 6P: Untech time increased on counter hit
  • 6H (followup): Startup slower
    • First hit's knock back decreased
    • Only the first hit is special cancelable
  • Ground Blitz Shield: Return position of Task A and Task A' altered while doing Blitz on the ground
  • Task B: Hitbox and hurtbox on the lower portion increased
    • Return position of Task A and Task A' altered
  • Ground Task B: Startup faster
    • The initial speed is fast, but it decelerates as the move goes on
  • Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent
  • Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.
  • Various Air Dejavus: Minimum height increased
    • Landing recovery decreased
  • Hemijack: Overall duration shortened
    • Made it hard to build meter while Hemijack is active
  • Hemijack (projectile): Cannot hit grounded opponents
    • Appears directly above the opponent
    • Destroyed after taking 3 attacks
    • Hitbox and hurtbox changed

Ramlethal

  • f.S(sword): cancels into forpelli in stylish mode on auto combo
  • f.S(no sword): cancels into martelli in stylish mode on auto combo
  • 2D: cancels into martelli in stylish mode on block auto combo
  • Ground/air throw: distance opponent lands after throw reduced
  • Various sword sets: when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
  • PPK, KPK: increased attack level
    • Increased knock back on block
  • PK4K, KK4K, K4K: decreased upper hurtbox before the attack
  • Dauro: accepts buffer inputs.
  • Dauro (just frame): forced proration removed
  • Flama Cargo: easier to carry dash momentum before the active frames
    • RC buffer on hit increased
  • Cassius: hitbox on the back right after startup larger
  • Martelli: can do this move when S sword is set. Slower startup than equipped version.
    • Knocks away on ground hit.
    • Untech time increased
  • Forpelli: can do this move when H sword is set. Slower startup than equipped version.
  • Explode: RC buffer on hit increased

Sin

  • 5H (2nd hit): Changed knock back to a horizontal one, pulls the opponent in (vacuums)
    • Has vertical knock back on counter hit
    • Knocks down (where they fall forward (probably face down kd)) on air hit
  • 6H: Knock back decreased
  • 2D: Startup reduced
  • Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
    • Charged version charged faster
  • I'm Sure I'll Hit Something: All hits untech time normalized to be the same as the final hits untech time
  • Bull Bash: Startup reduced
  • Elk Hunt: Hitbox of the beginning part of the attack made taller
  • Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased

Elphelt

  • 2S: Vertical knock back decreased
    • Added gatling into 2H
  • 2H: First hit's vertical knock back decreased
  • 6P: knock back decreased
  • j.D: Vertical knock back on counter hit increased
    • When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
  • j.D (RCed just before active): Made it possible to hit crouchers
    • Lower hitbox increased
  • Ground Bridal Express: Made it so that it will always knock the opponent forward
  • Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
  • Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire
  • Judge Better Half: Knock back on the latter half of the active frames increased
    • RC Buffer for after the cinematic increased
  • Genoverse: The hitbox right at the beginning of startup is extended forward

Leo

  • f.S~P: Can YRC when it guard points a move
  • 5H~P: Can YRC when it guard points a move
  • 6P: Hitstop on armor reduced, start up varies based on the timing it armored a move
  • j.D: Hits 3 times
    • Along with the above change, it's performance is changed entirely
    • When cancelled after making contact with the opponent, Leo will turn to face the opponent
  • air throw: Leo falls slower
  • S Graviert Würde: YRC window increased
  • S Eisen Sturm: Horizontal movement increased on the rising portion
    • 1st hit active frames reduced
    • 2nd hit vertical knock back increased, horizontal knock back decreased
    • 2nd hit untech time increased
  • H Eisen Sturm: 1st hit active frames reduced
    • Vertical knock back on later active frames decreased
  • Brynhildr Stance: Buffer on everything other than dashes increased
  • Leidenschaft Dirigent: Cinematic animation switched to 4th or 5th hit

Johnny

  • j.D: Cancel window larger
  • Mist Finer Stance: Time to buffer ground dash increased
    • Mist Finer Air dash overall duration decreased
    • Mist Finer Dash can be canceled into Mist Finer
    • Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
  • Mist Finer: The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
  • Ground Zweihander: The timing on the jump is later when the follow up input is used
    • Projectile hitbox larger
  • Air Zweihander: Projectile hitbox larger
  • That's My Name: RC buffer on hit increased

Jack-O

  • Elysion Driver (6D): RC Buffer on hit increased
  • Hunger of Dopoulos (4D/Meterless Version): Startup reduced
    • The direction and the timing the opponent gets knocked back on hit cannot be controlled
  • Hunger of Dopoulos (4D/Metered Version): RC buffer on hit increased
  • Ghost Pick Up: Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
    • After a certain amount of time, the ghost you are hold starts to regenerate health
    • The time until the next servant spawns for the ghost you're holding is decreased
  • Ghost Throw: Damage increases with Ghost levels
    • After throwing the ghost, the time until the next servant spawns is increased
  • Servant: Fixed a bug where more than 3 servants of a kind could be spawned
  • K Servant: Depending on the level, the about of RISC taken away on hit is reduced
  • Organ Deployment: If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
  • Organ Followups: Clock Up, Explode, Aegis Field cooldowns shortened
    • Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
  • Clock Up: Fixed a bug where the servants kept animating powering up even though they were at max level
  • Forever Elysion Driver: RC buffer on hit increased

Jam

  • 5H: Can cancel into f.S regardless of distance from the opponent
  • 6P: Knock back on the first hit decreased
    • Knock back decreased
  • j.S: Vertical knock back decreased
  • Senri Shinshou: When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
  • Hochifu~P: Cancels projectiles
  • Renhoukyaku (super puffball): Overall duration increased, hitstop increased
    • Advantage on block unchanged
  • Bao Saishinshou: Fixed a bug where the animation on his changed based on the platform the game was running on

Raven

  • Excitement: Does not decrease while Raven takes damage
    • Fixed a bug where his excitement would not decreased during charged blitz
  • Crouch: Hurtbox widened forward
  • j.D: Untech time on 2nd hit reduced
  • Air Grausam Impuls: If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
    • Active frames reduced
    • Landing recovery added if raven lands during the move, no landing recovery if move is completed
  • Ground Scharf Kugel: Moves forward less, slowly rises
    • Startup increased
    • Active frames increased

Haehyun

  • 6P: Attack level increased
    • Vertical knock back on regular hit decreased
  • 5D: When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
  • j.H: Untech time reduced
  • j.2K: When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
    • Attack level increased
    • Active frames increased
    • Recovery increased
  • Four Tigers Sword: Cannot transition into Four Tigers Sword (Reverse) after jumping up
  • Falcon Dive (Reverse): The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
  • Enlightened 3000 Palm Strike: Grants roll hit stun state no matter how many times it is used successively

Dizzy

  • f.S: The Hurtbox on the Latter half of the move is larger in front
  • 2H: Buffer time on jump cancel for the second hit increased
  • 6H: Fully charged version is an overhead
    • Fully charged version ground bounces on ground hit
  • 2D: Hitbox made taller
  • j.D: Effect on hit changed from vertical hit stun to normal hit stun
    • Vertical knock back decreased, horizontal knock back increased
    • First hit's untech time decreased
  • Fire Spear: Fixed a bug where the trajectory of the spears would not change upon being fully charged
  • Ice and Fire Bubbles: Increased the window for accepting a down input to affect the trajectory of the bubble
    • Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
  • Gamma Ray: Startup reduced
    • Initial proration increased (more than what it's traditionally been)
    • Hitbox for the first half of the attack increased
    • Damage for the second half of the attack increased

Baiken

Defense Modifier: Increased

Push box: Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)

5H: Hitbox and hurtbox made larger in front

6P: Internal hitbox larger

2D: Initial proration reduced

j.S: Hitbox extends forward faster

Dead Angle Attack: Internal hitbox larger

Youzansen: Landing recovery reduced Baiken falls faster after the move

Azami: Overall duration increased

Azami (Hold): if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode

Azami (Guard Cancel): The window to catch attacks can be extended by holding the buttons Given counter hit recovery

Air Azami: Unheld version shortest possible catch window increased Along with the change above, overall duration increased Even when done right before landing, landing recovery will apply Landing recovery reduced On successful Azami, landing recovery is removed

Rokkonsogi: When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased

Kabari: Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)

S Kabari: Fixed a bug where hitting a lowest possible opponent would cause the move to act differently

H Kabari: Untech time increased Vertical knock back decreased

Himawari (command grab): RCing once the move is active will now be PRC RC buffer on hit increased

Tsurane Sanzu Watashi: If the super hits such that the cinematic plays, the last hit cannot be RCed Template:Navbar-GGXRD-R2