ScattereDreams
Well-Known Member
[NEW MOVE] Bending Stance P+K: added a Critical Burst move from Bending Stance.
P: changed startup from 11 to 10F.
1P: changed to crouching status
6P: changed startup from 14 to 13F.
6PP: change disadvantage on guard from -6 to -3F.
6P2K, K2K, 1K, Bending Stance 2K: changed disadvantage on normal hit from -6 to -4F, and disadvantage on guard from -7 to -5F.
66P: change advantage on guard from -8 to -5F.
3KK, 3K6K, 3K2KK, 1KK, 6P2KK, K2K, Bending Stance 2KK: increased the delay input window.
6H+K, 4PK: changed wall blow back distance from 2 to 3m.
44K: fixed a bug that made it hit crouching opponents even though it is a high attack.
4P+K, 2P+K: changed to allow performing these moves before the start of a match.
Turn Leg Cut 2K: changed damage from 12 to 22, changed hit reaction on normal hit to Critical.
Turn Leg Cut K, Turn Leg Cut KK, Turn Leg Cut KKK: added sidestep tracking.
Turn Leg Cut H+K, back turned H+K, Turn Leg Cut 6KK, Turn Leg Cut 6K6KK: standardized all to track sidesteps, and changed to bounce opponents.
Extended the time raising the knee in Bending Stance, lengthening the time available to transition to another move.
Bending Stance T: changed damage from 24 to 36, changed advantage after move to +10.
Bending Stance 6H+K: changed first hit to launch on Counter hit or higher.
Bending Stance 2K: changed disadvantage on normal hit from -6 to -3. Bending Stance 2KK has become a natural combo.
Sidestep P: change startup from 30 to 28F, change disadvantage on guard from -11 to -6F.
Sidestep K: changed startup from 31 to 25F.
Fixed a bug that prevented expert mid kick holds while in Critical.
2T: fixed the long recovery of the grab motion.
6P+K: made it more difficult to unintentionally trigger Turn Leg Cut after the move.
First and foremost I appreciate TN taking some of my pointers. He's a better striking character. i10, is a plus, he's a little safer, and I love that they made his neutral throw from BND stance +10 instead of 0. I'm happy he has more tracking moves, post-patch he was extremely lenient, almost as lenient as Koko-puffs. 2F+P has a better recovery.
1p may actually be a true high crush now since it has a crouching status which is good, because he had 0 crushes post patch, however it's still i20. I would have preferred it be i17, but I'll test how it works against highs.
My favorite Rig change is probably giving him a CB from BND stance and making his BND stance 2kk a natural combo. I don't know if that applies to his 1k series from neutral stance but that was something he needed. Although like Sarah, I still would prefer him having true block strings, but for now I'll work with what I have.
P: changed startup from 11 to 10F.
1P: changed to crouching status
6P: changed startup from 14 to 13F.
6PP: change disadvantage on guard from -6 to -3F.
6P2K, K2K, 1K, Bending Stance 2K: changed disadvantage on normal hit from -6 to -4F, and disadvantage on guard from -7 to -5F.
66P: change advantage on guard from -8 to -5F.
3KK, 3K6K, 3K2KK, 1KK, 6P2KK, K2K, Bending Stance 2KK: increased the delay input window.
6H+K, 4PK: changed wall blow back distance from 2 to 3m.
44K: fixed a bug that made it hit crouching opponents even though it is a high attack.
4P+K, 2P+K: changed to allow performing these moves before the start of a match.
Turn Leg Cut 2K: changed damage from 12 to 22, changed hit reaction on normal hit to Critical.
Turn Leg Cut K, Turn Leg Cut KK, Turn Leg Cut KKK: added sidestep tracking.
Turn Leg Cut H+K, back turned H+K, Turn Leg Cut 6KK, Turn Leg Cut 6K6KK: standardized all to track sidesteps, and changed to bounce opponents.
Extended the time raising the knee in Bending Stance, lengthening the time available to transition to another move.
Bending Stance T: changed damage from 24 to 36, changed advantage after move to +10.
Bending Stance 6H+K: changed first hit to launch on Counter hit or higher.
Bending Stance 2K: changed disadvantage on normal hit from -6 to -3. Bending Stance 2KK has become a natural combo.
Sidestep P: change startup from 30 to 28F, change disadvantage on guard from -11 to -6F.
Sidestep K: changed startup from 31 to 25F.
Fixed a bug that prevented expert mid kick holds while in Critical.
2T: fixed the long recovery of the grab motion.
6P+K: made it more difficult to unintentionally trigger Turn Leg Cut after the move.
First and foremost I appreciate TN taking some of my pointers. He's a better striking character. i10, is a plus, he's a little safer, and I love that they made his neutral throw from BND stance +10 instead of 0. I'm happy he has more tracking moves, post-patch he was extremely lenient, almost as lenient as Koko-puffs. 2F+P has a better recovery.
1p may actually be a true high crush now since it has a crouching status which is good, because he had 0 crushes post patch, however it's still i20. I would have preferred it be i17, but I'll test how it works against highs.
My favorite Rig change is probably giving him a CB from BND stance and making his BND stance 2kk a natural combo. I don't know if that applies to his 1k series from neutral stance but that was something he needed. Although like Sarah, I still would prefer him having true block strings, but for now I'll work with what I have.