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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Hey, guys! I don't know if this is a placebo effect, but does the game generally seem more responsive and faster? Just seemed "smoother" I guess. (Playing offline)
 
Is it me over has the netcode turned to complete shit since I started playing on 1.04? Only had about 2 matches online so far that haven't been a laggy mess.
 
Is it me over has the netcode turned to complete shit since I started playing on 1.04? Only had about 2 matches online so far that haven't been a laggy mess.

I felt the same way.

Was playing with perfect ping yet I had the most ridiculous spikes of lag in every match. Against green and blue bars.

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

Couldn't be any more subjective.
 
I want to note really quickly that the changes listed in the patch notes do not include a series of changes that were made for the game, probably ones that were included when the game was made for the Arcade edition. I don't think we even saw those notes, but they seemingly included changes for Brad and Rig substantially, amongst other little things that are harder to substantially quantify without a full list.
 
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.
 
It's possible I was just doing something wrong mechanically after not having played the game for about a week, but I was almost never getting Ayane's back-turned forward spin when I was attempting it after the patch. She'd always turn around and start free stepping towards the screen instead. I'm reasonably sure I wasn't hitting 2 instead of 3 on the joystick. And now I'm seeing it mentioned that throws involving 33T are easier.

So is anyone else having this problem? Is it possible they made a change to the way the game detects 3 inputs that's throwing me off? If it's only me having issues, I'm going to assume I was just flubbing the input every time.
 
:bradwong: 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.
 
:bradwong: 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.
Is this good news? Seriously, because I'm still getting used to all this fighting "pp back dash x hold 2 stun 100" linguo. lol
 
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.

Also...for Zack all his sitdowns put him closer to the opponent when he lands them so it's easier to follow up. also making his pl 7P+K fix an overlapping input with his sexy 3P+K crush. But that's pretty much it for my black man. I'll report back about my girl Rachel.
 
:bradwong: 2H+KK 66P guaranteed (can't be held)

That's a bit cheap, if you don't my to say it.
@WiZzYx Mira boludo, alto stealth buff. Esa patada recontra barata (sobre todo online que no la podes bloquear en reaccion) te deja un CB garantizado. Nada mal si es cierto, eh! :)
 
Brad's not easy to use, and the 2H+K isn't particularly fast. It's perfectly legitimate.
Oh, don't get me wrong. Offline you can react to it, since it's slow. Online... well, that's were the cheapness is at. So, in fact, I'm glad for Brad players to have this guaranteed setup.
 
:bradwong: 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.
stop spreading false information. brad's :2::H+K::K:, :6::6::P: is definitely not unholdable, therefore not guaranteed.

i don't know what you're talking about damage scaling either, it's exactly the same.
 
stop spreading false information. brad's :2::H+K::K:, :6::6::P: is definitely not unholdable, therefore not guaranteed.

i don't know what you're talking about damage scaling either, it's exactly the same.

I re-tested it yesterday in offline casuals. Its definitely not holdable. My friend also tested it himself and confirmed it.

Oh, don't get me wrong. Offline you can react to it, since it's slow. Online... well, that's were the cheapness is at. So, in fact, I'm glad for Brad players to have this guaranteed setup.

Reason it wasn't guaranteed before was because you couldn't really buffer it as easily. On top of that it was stance dependant before. Now it isn't.
 
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stop spreading false information. brad's :2::H+K::K:, :6::6::P: is definitely not unholdable, therefore not guaranteed.

i don't know what you're talking about damage scaling either, it's exactly the same.

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
 
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