System Understanding 1.04

Now that the patch for 1.04 has been released, we can explore some of the meaning behind it, and why it's important for players to take a look at their characters, and even the general system.

If you have found a hidden change or new tech, please report that in this thread so I can add it under the character summary. This is the communities patch notes, not a copy from the original source material.

Throws involving 33T are now easier to feel. I'm actually not sure how, but I'm guessing it's more strict to the input (360 player).

Certain sit-down stuns will now make the opponent sit closer to the offensive player. If you can report those sit-downs I will add them to a list.

Holds are now possible to initiate after a sit-down from behind.

Some moves have changed so they can be used during a crouching state. If you can report those sit-downs I will add them to a list.

The back draft danger zone on Hot Zone was changed so that you can follow up with decent damage after the stun.

Characters:

:ein:- damage input was increased for various moves and throws. He also has a new taunt option. Though he still suffers with some input and advantage issues, at least he gets more damage.

UpSideDownGRUNT: WRK is now easier to perform thanks to Ein's crouch buff.

4P+K now has faster start-up frames.


:leon:- thankfully, 1.04 allows Leon to be a little more manipulative. His 33P was fixed so he has enough range for follow-ups. 8PP is now safe against walls.

momiji_zpsf4656255.jpg


:momiji:- her lows were considered "too strong" and they were revised. Her Tenku is now harder to avoid, and a simple crouch or standing guard may not be evasive enough.

:rachel:- a lot of Rachel's lows were also revised. 2K advantage was buffed, and the damage has increased; but 2H+K advantage was nerfed +25 to +20 on counter hit.

:jacky:- combo damage and slight frame changes sum up Jacky's adjustments. A bug was also fixed that caused hits taken in Side Slide Shuffle to be back hits.

:kasumi:- damage increase on 46T and 3TT, along with some better juggle height.

:hayabusa:- did receive a damage increase on select throws and moves, but can longer avoid moves unintentionally, he can also no longer perform certain air combos because of the damage output.

"I knew I should have never done that Izuna into Izuna combo in tournament play. I should have waited until the last and final patch!" - Manny

:tina:- mid-ranged moves were buffed, and her strikes, OH and throws have been made easier to perform according to Team Ninja.

:jannlee: - Mr. Lee is now stronger close-range, and recieved a minor damage increase on 214T.

:leifang:- some guard advantage was changed, and 6T was changed to enable wall hits. According to Team Ninja, she's easier to fight with.

:zack:- with an delay increase on Fake Rolls and a Power Launcher command change, Zack is now slightly easier to control.

MasterHavik: All Zack's sit-downs put him closer to the opponent when he lands them so it's easier to follow up. Also making his Power Launcher 7P+K fixed an overlapping input with his 3P+K crush.


:bayman:- received damage buff on High K Expert hold, and a camera change on 4T.

:bass:- frame properties of certain moves have been adjusted. Bass' 4P+K was damage buffed.

Mr. Wah: A hit-box glitch on his 44p on crouching characters like Helena and Christie doesn't whiff anymore and actually hits them.

ayane_zps8abddebf.jpg


:ayane:- she has been balanced not only in damage and frame advantage, but some sloppy motion design on her mid-kick hold has been cleaned up. Some delayable frames on were also adjusted.

:helena:- some delayable frames have been adjusted, and some of her hurtboxes have been edited so she can no longer avoid moves without intention. A few lows have been revised and she also faces a small damage reduction on K and PK.

:hayate:- while his 2 or 8P+KP damage was reduced, and 3H+K delay frames were adjusted he is now safer on HK+K or PPKK, and 2K.

:hitomi:- Hitomi's damage output and guard avantage has been decreased slightly on some strings and throws. Stun type was also changed for PP4PPP and 4PPP. 8PPP will now cause a sit-down on normal.

:bradwong: - 236P damage has been increased from 28-40 which can denote a close-hit with a distance adjustment.

HoodsXx: 2H+KK 66P guaranteed (can't be held)
BT T.T scales again respectively. (NH/CH/HCH)
Stun - Launch combos are doing their respective damage from 1.03 in Vanilla.


:christie:- hitboxes have been adjusted so that she doesn't avoid more than intended. Her 3P+T no longer hits on the wall which creates more room for guaranteed damage near a wall.

:eliot:- some frame advantage properties have been changed. No damage buffs or nerfs.

DontForkWitMe: 6P+K now gives him some great juggle options and works as a great normal hit mid p launcher.

Super Heavies:
6p+k, (dash) instant 3p(x2) 2p+k 46p (62pt normal 76pt when 6p+k close hits)

Middle weight-Genfu weight:
6p+k, (dash) instant 3p(x2) 6pp46p (65pt normal 79pt when 6p+k close hits)

Light weights:
6p+k (dash) instant 3p, 2p+kp+k, 2p+k46p (72pt normal 86pt when 6p+k close hits)


:kokoro:- while receiving minor damage and advantage nerfs the Heichu has been revised to be more effective in combat.

GeoMighT: Removed the stun from Kokoro's (SS) P on NH

:lisa: - Some unintended damage was revised on 6T, and hits that were hard to land have been adjusted.

:mila:- "The properties of Mila's 6T was changed to encourage the use of a variety of throws. The properties of some of her low moves were revised."

6T Shenanigans No More

:genfu:- Power Launcher command changed from 44P+K to 7P+K to prevent unintended inputs.

Sweet Revenge:The faint stun... I guess some people had a problem with doing the 44p+k input and got 4p+k as well.

:alpha152: - Improvements added to characters control. Some commands were changed as as well as some motion changes, delay reduction on K string, advantage reduction on parry.

DOAN: Having 66T switch to 6T sounded like a blessing, but after trying B.U.R.S.T several times I realized that it unlocks 6T to occur more often. Getting B.U.R.S.T now means being more precise.

:akira:- "The input feel and the balance of Akira's air combo damage has been adjusted."

Darth Lotonic X: As of this patch, it seems that the delays are still present, but no longer eat your inputs with Akira, Pai and Sarah.

:sarah:- Some of Sarah's commands have been adjusted for input feel including some motion issues.

pai_zps153fc128.jpg


:pai:- Similar to Sarah, some motion and input properties have been changed to improve overall feel of character.

Once again, if you have found a hidden change, post it here and I will update the thread.
 
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I want to add some clarity on the Akira, Pai, and Sarah changes. There was a bug that caused a delay after certain inputs. These delays would regularly eat your inputs and make it pretty frustrating to try to maintain pressure. As of this patch, it seems that the delays are still present, but no longer eat your inputs.

^^ This. Thank god someone realized this and had to say it.

And the fact that online varies with such nonsense makes it all the more frustrating for me to provide any pressure game with Akira.
 
I re-tested it yesterday in offline casuals. Its definitely not holdable. My friend also tested it himself and confirmed it.
do you need a new controller or something? you can even hold while brad's still recovering, way before the critical burst.

you're clearly getting your brad facts confused.
As for BT T.T if you noticed usually when you used it on HCH and you would do 2P+K afterwards. It would be NH status all the time regardless of the conditions being NH/CH/HCH from the BT T.T
counter throw and high counter throw only apply to throws, believe it or not.

if you cancel his bt throw with bt :H+P::5::H+P:, the following :2::P+K: will always be on normal hit unless they try and press a button.
 
Like Brute already said. I don't think TN honestly has an idea of what they're doing, at least with one of my characters: Tina

I've already said this several times but it's getting annoying that no matter how we reach out to them, TN seems to completely ignore what's wrong. Tina was a fantastic character in vanilla and she lost most of her amazing shit in Ultimate. Even though I asked a lot of times for things to be reverted back, the buffs she got in 1.04 are ok-ish, but pointless in the end of the day.
 
not sure if this was always in here but i was changing my system voice and donovan voice is in there. sorry if its always been there and i havent read all of these comments
 
not sure if this was always in here but i was changing my system voice and donovan voice is in there. sorry if its always been there and i havent read all of these comments

Donovan was already there. You unlock his voice by completing Alpha's command training.
 
Ask Japanese that don't sidestep why they have her so hig
h.

I would be sicken by this.

Not because of you saying it but it actually being true and Japansese players lack of mental depth preventing them from doing one of the simplest things this game has to offer that utterly destroys her 8 out of 10 times.

If Koko IS high on their list(Which I've never bothered to look), I too will question their reason as to why.
 
I got something for Bass that was a hidden change. Mr.Wah told me a hitbox glitch on his 44p on crouching characters like Helena and Christie doesn't whiff anymore and actually hits them.

Is he sure that isn't a part of Helena and Christie being easier to hit now?
 
Hayate's 3H+K delay frames adjustment completely took away all of the delay frames completely. Now he literally has to guess, sweep or no sweep. This was unnecessary but not game breaking.... just really fucking annoying.

I would've been happier with NO changes.
 
Tbh, Hayate's 3H+K is reactable by itself until online messes things up (well, for people who can react fast, I guess). I'm glad they took away the delay, since I don't have to worry about missing that counter online anymore and can instead just block the first hit.
 
I haven't had the chance to try the update yet (fucking job and Pokémon) but destroying the delay on Helena's kick strings seems like a retarded nerf.
 
I forgot to mention this, but you might want to add this bit of info about Jacky in the post: His Side Slide Shuffle P after 2P+K will still hit opponents from behind. the patch was supposed to fix this, it didn't.
 
I forgot to mention this, but you might want to add this bit of info about Jacky in the post: His Side Slide Shuffle P after 2P+K will still hit opponents from behind. the patch was supposed to fix this, it didn't.

I thought that was "Jacky" getting hit from behind?
 
you know what... that might be the case, but if thats what they fixed... then 2P+K into Side Slide Shuffle P is still unreliable.

I suppose. I do use that Side Slide Shuffle a lot though from 2P+K. The animation into P is faster than 6PP Side Shuffle & 3KP Side Shuffle.
 
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