Pai version 1.03 changes

synce

Well-Known Member
Mostly good news. Her stance transitions are a little more dangerous now, she has more stuns, and they didn't screw with her frame advantage. The only real bad news is 66h+k doesn't bounce anymore so you might have to find new (less damaging?) juggles. Could be a big nerf now that I think about it :)

Changed sidestep speed.
PPK: changed back-turned hit reaction.
PPKK., 46KK: changed launch height to it can be used as a relauncher in tag matches.
PP4P, 3PP4P, Bokutai P4P: changed damage from 12 to 14, changed hit reactions on Counter hit or higher to high stagger.
3PP4P: change advantage on normal hit from +1 to +2F.
4K: changed hit reaction on Counter hit to belly stun, and hit reaction on Hi Counter hit to crumple stun.
PK: changed hit reactions from Counter hit or higher to high staggers.
3KPP: changed hit reactions on standing Counter hit or higher or on crouching normal hit or higher to crumple stuns.
46K, PPK: changed hit reactions from Counter hit or higher to uppercut staggers.
6KP, PPP, Bokutai PP: changed damage from 10 to 12.
6KP7 or 4K: changed held attribute from mid kick hold to mid kick parry.
9K: changed hit reaction on Counter hit to uppercut stun.
9KK: added 1m wall blow back.
46KK: changed damage from 22 to 24.
6P+KP: changed hit reaction on normal hit to small belly stun, and on Counter hit or higher to belly stun.
64PP: changed hit reactions from Counter hit or higher to belly stuns.
466P+K: removed down hit, added close hit effect.
46P+K: corrected the recovery status to squatting.
6P+K: changed hit reaction on normal hit to Critical.
46H+K: changed hit reactions from Counter hit or higher to Critical Stun.
66H+K: improved controls, added 1m to 2nd hit blow back, removed the bounce effect.
Running K: changed damage from 35 to 45.
Bokutai P: changed to Critical Burst move.
Meishoho P: changed hit reactions from Counter hit or higher to sit-down stuns.
Improved controls for the change in direction after Hakkeshou.
T: added floor danger zone effect.
2_6T: added floor danger zone effect.
1T: added floor danger zone effect.
2T: added floor danger zone effect, fixed an issue the made the recover for the grabbing motion long.
Sidestep K: changed damage from 16 to 20.
Improved controls to make 9K easier to perform from crouch.
 

HoodsXx

Well-Known Member
QQ 66H+K no longer bounces? HURRAY FOR WEAKEST CHAR IN GAME NOW!

Well now that 66H+K is useless as a juggle. Her only option now would be her bnb inb4 would be weakest char in game.
 

MasterHavik

Well-Known Member
Have you actually played Pai? If not please don't come here amd troll.
I played a guy name Allan Paris at my side tournament I hosted a few weeks ago. I also have been reading what the Pai guys say and have tried it myself...this patch gave her tasty Chinese tea and she became godlike. So that ain't a troll broski.
 

HoodsXx

Well-Known Member
Then you would know that almost all of her juggles revolved around 66H+K which no longer bounces. Other than that bro all she's got is her bnb which isn't that great at all.
 

synce

Well-Known Member
Actually maybe it's not such a huge deal. Just spent like 10 minutes in the lab and already found an alternative ender for middleweights (~5 less dmg), assuming 46h+k still bounces if used as an ender.

I'm going to look at it as glass half full though and get excited for the new sitdown and CB mindgames :)

Oh yeah 4k buff might be interesting too... does anyone know what crumple or belly stun is? lol
 

HoodsXx

Well-Known Member
Then you would know that almost all of her juggles revolved around 66H+K which no longer bounces. Other than that bro all she's got is her bnb which isn't that great at all.
Actually maybe it's not such a huge deal. Just spent like 10 minutes in the lab and already found an alternative ender for middleweights (~5 less dmg), assuming 46h+k still bounces if used as an ender.

I'm going to look at it as glass half full though and get excited for the new sitdown and CB mindgames :)

Oh yeah 4k buff might be interesting too... does anyone know what crumple or belly stun is? lol

Kinda like the 46P+K stun she has. Is a crumble stun I believe. And what combo? Cause she could get well over 150's on lightweights and 140's on mid weights.
 

Raansu

Well-Known Member
Actually maybe it's not such a huge deal. Just spent like 10 minutes in the lab and already found an alternative ender for middleweights (~5 less dmg), assuming 46h+k still bounces if used as an ender.

I'm going to look at it as glass half full though and get excited for the new sitdown and CB mindgames :)

Oh yeah 4k buff might be interesting too... does anyone know what crumple or belly stun is? lol

When they bend over and hold their belly.
 

synce

Well-Known Member
Thanks, and I don't know about cb or lightweight combos yet but for 1-2 hit setups on middleweights you can just do 46h+k,64p,ppkk. When the patch drops I'll try to get more creative ;p
 

Allan Paris

Well-Known Member
dat 66H+K change hurts.

46H+K doesn't bounce as easy as 66H+K would, but it will have to do.

hhmmm.

She's still fine, something will be figured out. There's enough of us playing her to come up with something.
 

Tokkosho

Well-Known Member
:( that means unless they increase the height of the BT 4K launch, 66H+K as a sitdown stun was a big hit as she will have to to much weaker juggles from it, but hopefully it launches a bit higher..

oh god.... and then there's the environmental damage.... no more 66H+K after clown ball/Oil explosion, PB Dangerzones, AND OMG THE WALL T_T.... that 66H+K really does hurt...
 

synce

Well-Known Member
The wall, damn didn't even think about it. If you use to 46h+k to get bounce it knocks into wall, and so does the new 66h+k... I remember Shinbori said you wouldn't have to re-learn any characters in v1.03 but this seems like a pretty big change. It affects her grabs, counters, wall game, everything :/ May be going back to Lisa, first I'll wait and see how the new stuns and CB work out.
 

Tokkosho

Well-Known Member
honestly, Meishou P better be a DANM good sitdown stun. all of her buffs better be DANM good if they take away 66H+K bounce... no im not being overdramatic, its a big part in her game (maybe a little overdramatic, but damn that's a BIG change...)

im also interested in the "PPK: changed back-turned hit reaction." if the PP doesnt turn them around, the K will do a back stagger. if this is the case, 64T just got very good. though i dont think you could get a P+K in quick enough for a guaranteed CB, IIRC you have to scoot a bit forward before the P+K, but a launcher would be guaranteed nonetheless
 

NightAntilli

Well-Known Member
I'm really wondering what kind of setup one could use, to actually make her Bokutai P burst useful. Getting into Bokutai requires an attacking move, so... It should be one that actually stuns enough to not be slow escapable. Seeing the changes to 4K, it seems like that's the move to use. And maybe, you can immediately launch with the K follow from Bokutai P, so, Bokutai PK to immediately burst + launch in one go.
 

synce

Well-Known Member
The new CB could be very interesting. They don't mention anything about changing the frames of BOK P, which would mean an i17 CB that you can transition into at 3 different hit levels without being SE'd. On top of that you have a good mixup with BOK P+K, which you can follow with an even deadlier mixup. And if the new MEI P guarantees BOK P? Forget about it.
 

Tokkosho

Well-Known Member
even if it did, you would have to do MEI P during a stun, which would be pretty.. well, weird, to me. MEI feels weird to do mid combo. omg i need my 66H+K T_T i shall never get over it.

wish they would make her downed punch 2P rather than 3P so you could do 3PP6P from the front... now that we have no option to get into BT for a standard juggle >.>
 

Allan Paris

Well-Known Member
wish they would make her downed punch 2P rather than 3P so you could do 3PP6P from the front... now that we have no option to get into BT for a standard juggle >.>

I told myself that the first few weeks with me playing with her when I was looking for juggles to do.
 
I told myself that the first few weeks with me playing with her when I was looking for juggles to do.
It is surprisingly easy to land her 3PP strings after a launch. I used to practice using them, until I deemed them to be the same as the other juggle combos I was using.

I don't use her anymore so I don't remember the method I was using. I don't remember if I needed to delay 3P or buffer the command, but it worked 100% of the time.

I do remember the 3PP6P being a bit more difficult to connect. I don't think it re-launches either.

If remember before someone else post's the solution I'll gladly share it with you all. I'm pretty sure it was buffer, though.
 
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