We're lowering the effectiveness of throwing out a Crescent Cut while near the opponent in a variety of situations, and lowering the odds of Annie receiving an extremely favorable trade. Crescent Cut start up increased by 6F.Crescent Cut adjusted from +4 to +2 on block, point blank.Crescent Cut adjusted from +0 to -1 on block, point blank.After the attack is active, it will still trade and stick around even if Annie is hit. The projectile will now end if Annie is interrupted before the attack goes active.You can expect more patches soon with additional balance changes in a future update! Please note we have balance changes coming down for the pipe for other characters beyond Annie, but those changes aren't finalized just yet. As such, Annie's balance changes are arriving early and will be available in this update. While we'd normally prefer to release balance changes for multiple characters at once, Annie's Star Power rework has become intertwined with Marie's Early Access release due to engine and code changes required to support its parallel development. This is especially helpful for colorblind players. Valentine has new effects for her different Vial Hazard types so that you can easily distinguish which type of vial she is loading, beyond just looking at the color of it. Tweaked hurtbox during falling hitstun frames to make Double's Cilia Slide routes (and other combos) slightly more consistent on her.Reduce active frames of "Weight of our Will" (QCB+PP) when landing and exploding.You can still only stagger an opponent once per combo, per global rules. This allows Marie to perform a grounded Marie Go 'Round and stagger even if the airborne version connected in the same combo. Marie Go 'Round no longer reduces damage and removes the stagger opportunity when used more than once in a combo.Fixed a bug where Marie's Air Throw would start a combo at IPS stage 1 instead of IPS stage 2.Fixed a bug introduced in the last update where "Suction Obstruction" command throw (QCF+LP+LK) was starting a combo at IPS stage 3 instead of stage 2.When performing a successful PBGC, a force field effect will appear on the character, seen here: This effect will only show itself if performing a PBGC would have actually reduced the amount of time spent in blockstun. When a PBGC window is available, green sparks will fly by the character, seen below. This should also make the mechanic easier to explain to new players. Our goal is to make it more clear to new players where PBGC windows are, and when they are being successfully executed. If you're not sure what that is, you can check the in-game tutorial to refresh yourself, which will be updated at a later date to reference these effects. We've got some new effects entering this update to help highlight and demonstrate an advanced mechanic known in the community as "Pushblock Guard Cancel" (PBGC). Note that these changes only apply to the BETA version of the game.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |