= Introduction = This is a list of changes in the NextSoku modset as provided by default. Changes are grouped into levels (selectable via the Launcher); each level inherits all changes from the previous level, unless specified as exclusive. Changes can be enabled or disabled by editing the config file. = Terminology = * Motion cancel: delay until it's possible to cancel a move into highjump/backdash for ground moves or airdash/air backdash/flight for air moves. * Attack cancel: delay until a move can be canceled into a higher move on the cancel chain. * Hit [launch] vector: determines the direction and force the opponent is launched with upon being hit; only applies to midair hits and launchers. = Changelist = == System == === Level 0+ === * Spiritual Strike Talisman: untech: 45 -> 50 === Level 2+ === * Spiritual Strike Talisman: untech: 45 -> 60 == Reimu == === Level 0+ === * 6A: consistent parameters: proration: 85 # bugfix * 3A: consistent parameters: damage: 900; proration: 85; untech: 50 # bugfix? * 66A: total: 36 -> 34 # recovery -2 # soku 1.03 * AAA: earlier motion # minimize dial a drops * Hakurei Amulet: B version (air and ground): spawns close to reimu * Hakurei Amulet: C version (air and ground): spawns far from reimu * Rain Dance: damage: 300 -> 350; proration: 95 -> 96 * Rain Dance: hit vector modified # midscreen hits connect better * Rain Dance: whiff cancel removed # bugfix * Cautionary/Binding/Permanent Border: untechable time: 40 -> 45 * Permanent Border: launches higher on hit # better follow-up options * Demon Sealing Dimensional Rift: motion cancel: 67, 66 -> 60 * Instant Dimensional Rift: active time: 20 -> 40 * Demon Binding Array: damage: 400 -> 666; proration: 94 -> 93 === Level 1+ === * j.2A: ground bounce on normal hit * Ascension Kick: B version: untechable time: 60 -> 45 * Ascension Kick: B version: counter hit property removed * Ascension Kick: B version: melee invincible at level: 4 -> 1 * Expanding Boundary: spirit damage: 0.15 -> 0.2 * Dash: held speed: 8 -> 9 # iamp === Level 2+ === * 3A: air unblockable; untech: 60; damage: 750 * 3A: landing recovery: disabled on hit # allows follow-ups * j.A: extended hurtbox removed # soku 1.03 * 2B: full screen range # swr * B: motion cancel: 29 -> 25; startup: 15 -> 14 # = 2B, 6B * 6B: motion cancel: 28 -> 25 # = 2B * j.2C: startup: 21 -> 18; motion cancel: 40 -> 37 # = j.C, 2C * C bullets: untech: 25 -> 30 * Hakurei Amulet: untech: 30 -> 35 * Hakurei Amulet: B version: spawns even closer to reimu == Marisa == === Level 0+ === * f.A: consistent damage: 450 # bugfix * Meteonic Debris: consistent proration: 96 # bugfix * Narrow Spark: motion cancel: 83 -> 74 # all versions * Up Sweeper: recovery: attack+motion cancelable # todo * Up Sweeper: consistent landing recovery: 16 === Level 0 only === * Dash: initial speed: 15 -> 14; held speed: 12 -> 11 * 66A: initial speed: 17.5 -> 15 * 6C, j.6C: spawn point x offset: 40+x -> 60+x * Witch Leyline: damage: 1350 -> 1250 # somewhat less ridiculous combo damage === Level 2+ === * 6A: skill cancelable in midair * Green Spread: initial part has a hitbox * Green Spread: motion cancel: 38 -> 27 * Orreries Sun: thrown ring: blockstop: 5 -> 10 # unborderable == Sakuya == === Level 0+ === * 6A: startup: 18 -> 17 * 66C: hit vector modified # easier to follow up? * Sense of Thrown Edge: activation delay: 180 -> 120 * Sense of Thrown Edge: untechable time: 40 -> 45 # 6C, Parallel Brain * Initial 236 skill: Magic Star Sword -> Sense of Thrown Edge * Parallel Brain: green knives remain on cancel * Propelling Silver: spirit damage: 0.1 -> 0.15 * Dancing Star Sword: setup animation: spirit regeneration delay: 120 -> 60 * Dancing Star Sword: orbiting knives stay when sakuya uses a skill or a spellcard * Dancing Star Sword: orbiting knives stay when sakuya gets hit without launch * Crouch: hurtbox shape modified # head doesn't stick out === Level 0 only === * Killing Doll: proration: 95 -> 92; hit count: 32 -> 30 === Level 1+ === * Sense of Thrown Edge: damage: 150 -> 200; limit: 10 -> 5 # 6C, parallel brain * Sense of Thrown Edge: spirit damage: 0.125 -> 0.15 # magic star sword * Sense of Thrown Edge: motion cancel speedup level: 2 -> 1 * Propelling Silver: blockstop per hit: 0 -> 5 # better frame advantage * Propelling Silver: attack+motion cancel: b: 33 -> 29; c: 38 -> 33 === Level 2+ === * Propelling Silver: blockstop per hit: 0 -> 6 # unborderable * Parallel Brain: motion cancel: 34 -> 30; total duration: 66 -> 55 * Time Paradox: B version: startup: 36 -> 30 * Time Paradox: C version: startup: 36 -> 30 # todo * Time Paradox: both versions: second attack: untech: 45 -> 80; higher launch # follow-ups possible == Alice == === Level 0+ === * j.6A: landing recovery: removed * 3A, j.A, j.2A: startup: hurtbox extension reduced * j.8A: total: 65 -> 56 # recovery -9 * AAA: earlier motion # minimize dial a drops * 4C: motion cancel: 34 -> 28 # = doll arrangement * j.2C: motion cancel: 28 -> 24 # = j.B * j.4C: added; motion cancel: 28 # = j.2C before the fix * Border Escape Forwards: extended hurtbox behind alice removed * Spirit Regeneration: delay after using skills: 120 -> 80 # 45-60-80 * Doll Ambush: motion cancel: 43 -> 34 # = returning doll * Doll Archers: motion cancel: b: 37 -> 29; c: 45 -> 37 * Trip Wire: untech: strings: 30 -> 40 # equal to dolls * Trip Wire: air version: recovery: reduced duration on hit # becomes equal to ground version * Dolls of War: proration: 95 -> 97; limit: 0 -> 2; startup: 37 -> 31 # swr === Level 1+ === * 6[A]: cannot be blocked in midair * 3A, j.2A, j.8A: startup and active: hurtbox extension reduced * AAA[A]: startup: 40 -> 32; total: 76 -> 61 # recovery -7 * 2B: startup: 16 -> 14 # motion cancel unchanged * j.B, j.6B: startup, motion cancel -6 # = standing B * Thousand Spear Dolls: both ground versions: recovery -6 * SP Dolls: setup animation: spellcard/motion cancel: none -> 32 * SP Dolls: C version discharge: idle dolls provide support fire # like B version * Seeker Wire: graze resistance by level: [3, 5, 7, 9] -> 10 * Trip Wire: startup: ground: 22 -> 18; air: 24 -> 20 * Dolls of War: startup: 37 -> 22; recovery: extended duration on miss * Cutie Phalanx: damage: 150 -> 140; proration: 98 -> 99 === Level 2+ === * j.6A: startup: 15 -> 13 * j.2A: startup: 21 -> 17 * AAAA: total: 48 -> 45 # recovery -3 * B series: range increased # close to c doll range * C series: round transition: dolls remain on stage if alice wins * Doll Ambush: doll hp: 1 -> [200, 240, 280, 320] * All 623 skills: dolls stay when alice gets hit * Edo High-Explosive Pawn: multiple simultaneous instances * Doll Arrangement: blockstop per hit: 0 -> 10 # unborderable * Thousand Spear Dolls: ground versions: limiting follow-up on hit by inputting 6A * Doll Archers: arrows stay when alice gets hit # soku 1.03 * SP Dolls: upgrading increases maximum number of idle dolls # like other 22 skills * Seeker Dolls: super armor after 17 frames * Artful Sacrifice: startup: 55 -> 48 == Alice: Futuristic Puppet == === Level 0+ === * Initial 6A: removed # open with any move [swr] * 6A, 2A: proration: 80% -> 85% * C: damage: 100 -> 200; chip damage: 20 -> 40 # = damage * 0.2 * D: damage: 500 -> 1000; spirit damage: 0.25 -> 0.5; chip damage: 125 -> 200 # = damage * 0.2 === Level 2+ === * 8A: chip damage: 25 -> 50 # damage * 0.2 [swr] * 6A, 2A: chip damage: 100 -> 160 # = damage * 0.2 [swr] * D: damage: 500 -> 1500; spirit damage: 0.25 -> 1; chip damage: 125 -> 300 # = damage * 0.2 == Patchouli == === Level 0+ === * j.6A: untech: 45 -> 60; limit per hit: 20 -> 15 # 66B * j.6A: launch vector: opponent stays closer to patchouli * Sticky/Condensed bubble: attack cancel: 35 -> 19 # = air version * Sticky/Condensed bubble: motion cancel: 35 -> 27 # = winter element * Autumn Edge: spirit damage per hit: 0.2 -> 0.3 * Elemental Harvester: damage: 130 -> 140; proration: 98.5 -> 99 * Phlogistic Pillar: startup: 24 -> 16 # tight after heavy wrongblock * Photosynthesis: total: 102 -> 78 # recovery -24 [satellite sunflower] * Spirit Regeneration: delay after using C bullets: 48 -> 50 # 40-50-60 === Level 0 only === * Elemental Harvester: startup: 8 -> 12 === Level 1+ === * 66A: startup: 19 -> 16 * j.2A: ground bounce on normal hit * 2C: launch vector: bounces higher; untech: 45 -> 60 * Static Green: melee invincible at level: 2 -> 1 # like other similar skills * Saint Elmo's Pillar: damage: 2800 -> 3000; proration: 70 -> 75; untech: 60 -> 6000 * Saint Elmo's Pillar: total: 96 -> 86 # recovery -10: allows follow-ups === Level 2+ === * j.6A: proration: 87 -> 94 # 66B * Flash of Spring: startup: 27 -> 22; attack + motion cancel: 39 -> 34 * Fall Slasher: attack cancel: 39 -> 35; motion cancel: 47 -> 43 * Winter Element: blockstop per hit: 0 -> 11 # unborderable == Youmu == === Level 0+ === * C: motion cancel: 40 -> 36 * Spinning C series: spirit damage: 0.075 -> 0.1 * Lotus Stance Cut: air version enabled * Lotus Stance Cut: motion cancel: b: 37 -> 29; c: 44 -> 34 * Lotus Stance Cut: motion cancel: j.B: 41 -> 33; j.C: 48 -> 38 * Lotus Stance Cut: hits twice at level: 4 -> 2 # soku 1.03 * Rise From Delusion: limit per hit: 3 -> 5 === Level 0 only === * Sword of Cycles: damage: 2944 -> 2666 * Ascension To Nirvana: damage: 3914 -> 3666 === Level 1+ === * 66A6A: skill cancelable * 66A6A: startup: 23 -> 17 # combos after 66A * j.2A: horizontal range extended # soku 1.03 * B: startup: 30 -> 25; motion cancel: 35 -> 26 * 6B: startup: 27 -> 22; motion cancel: 29 -> 26 * 2B: startup: 31 -> 26; motion cancel: 30 -> 26 * j.B, j.2B: startup: 32 -> 27 * Heart Carving Cut: B version: startup: 25 -> 20 * Heart Carving Cut: C version: startup: 30 -> 25 === Level 2+ === * j.2A: landing: skill cancelable * j.B, j.2B: startup: 32 -> 24; motion cancel: 31 -> 26 * B series: startup: b: 30 -> 22; 6B: 27 -> 19; 2B: 31 -> 23 * Spinning C series: spirit damage: 0.075 -> 0.125 * Ascension To Nirvana: spirit damage: 1 -> 2 == Remilia == === Level 0+ === * j.2A: combo type: smash attack === Level 0 only === * Scarlet Devil: hitbox width reduced === Level 1+ === * Rocket Kick Upper: motion cancel: 36 -> 29 # = 2C * Rocket Kick Upper: projectile hits standing opponents # todo * Rocket Kick Upper: hitstop: 3 -> 10 # follow-ups are easier? * Stigmatizer: B version: lower jump height === Level 2+ === * Stigmatizer: hitstop: 5 -> 10; untech: 35 -> 40 * Stigmatizer: motion cancel: 48 -> 34 == Yuyuko == === Level 0 only === * j.2A: limit: 5 -> 10; damage: 350 -> 300 * Endless Nap: startup: 8 -> 12 * Sphere Bloom: spirit damage: 0.5 -> 0.3 * Sphere Bloom: damage: 300 -> 250; chip damage: 75 -> 50 === Level 1+ === * A, f.A, 66A: recovery: hurtbox extension reduced * Land of Death: B version: motion cancel: b: 38 -> 34; c: 56 -> 48 * Land of Death: untech: 40 -> 50; proration: 93 -> 95; bounces higher * Sense of Elegance: startup: b: 25 -> 21; c: 44 -> 31 === Level 2+ === * Land of Death: startup: b: 24 -> 21; c: 34 -> 26 * Sense of Elegance: startup: b: 25 -> 17; c: 44 -> 25 == Yukari == === Level 0+ === * j.44: turning point: none -> 23 * j.66: turning point: 42 -> 30 * 66B: startup: 14 -> 13 * j.6A: total: 61 -> 55 # recovery -6 * j.2A: number of hits: 1 -> 4; damage: 300; proration: 95 * 2B: attack and motion cancel: 31 -> 26 # soku 1.03 * Open, Lamented Box Of Urashima: B version: hold [4] to drop closer * Bewitching Bait: attack cancel: 37-> 22; motion cancel: 37 -> 32 * Bewitching Bait: total: ground: 67 -> 59; air: 75 -> 67 * Illusion Manji Parasol: active 10 frames after holding # no spirit damage while holding # todo * Ghostly Butterfly Hidden in Zen Temple: skillcard uses C version * Ghostly Butterfly Hidden in Zen Temple: hit vector modified # stable 4 hits * Eye of Changes: spirit damage: 0.5 -> 1 # one bullet * Eye of Changes: C version: one instance at a time === Level 1+ === * Dash: held speed: 8 -> 9 # iamp * 2B: bullet speed: 10 -> 12 # faster anti-air * Bewitching Bait: C version: spawns horizontally in front of yukari * Illusion Manji Parasol: active while holding # no spirit damage while holding * Illusion Manji Parasol: spirit damage per hit: 0.25 -> 0.15 # todo * Border Between Brains and Feet: B version: startup at level 1: 37 -> 30 * Border Between Brains and Feet: C version: startup by level: [76, 66, 56, 46] - > [60, 55, 50, 45] * Ride the Waves, Fight the Ocean: B version: bigger gap at level: 2 -> 1 * Flesh Dismantler: grazes when yukari appears * Flesh Dismantler: B version: underground movement speed: 6 -> 8 * Flesh Dismantler: C version: pop-out delay by level: [20, 16, 12, 5] -> [16, 13, 10, 5] * Chen: untech: 45 -> 60 # enables follow-ups === Level 2+ === * j.2A: landing recovery: disabled on hit # allows follow-ups * 66C: total: 55 -> 50 # recovery -5 [soku 1.03] * Open, Lamented Box Of Urashima: C version: hold [4] to drop closer * Ghostly Butterfly Hidden in Zen Temple: C version: cancelable into B version on hit # todo * Illusion Manji Parasol: melee while holding * Chen: throw angle modified # hits crouching opponents * Border Between Brains and Feet: C version: startup by level: [76, 66, 56, 46] - > [55, 50, 45, 40] * Border Between 2D and 3D: startup: 23 -> 18 == Suika == === Level 0+ === * AAA: earlier motion # minimize dial a drops * f.A: startup: 17 -> 15; active: 4 -> 6 * f.A, f[A]: recovery: hurtbox extension reduced * 6A: startup: 18 -> 17 * 3A: startup: 19 -> 17 * 66B: startup: 18 -> 17 * 66C: collision box reduced # does not extend outside of suika * 6C, j.6C: bounces off walls # iamp * Spectre Dense: C version: startup: 38 -> 25 # = B version * Spectre Dense: both versions: charge delay: 30 -> 10 * Gnome Thin: spellcard cancelable if wisps hit the opponent * Gnome Thin: untech: 25 -> 45 # better follow-ups? * Unpleasant Mist: uncancelable recovery -10 == Level 0 only === * Throwing Atlas: block type: high -> any === Level 1+ === * 2[A]: recovered # note: this is a grazable move * 66A: second hit performed manually by pressing 6A * Three Step Destruction: air unblockable === Level 1 only === * Gnome Thin: C version: motion cancelable bullet skill # no melee * Gnome Thin: C version: startup: 33 -> 23; motion cancel: 35; melee part removed === Level 2+ === * AAA: skill cancelable * Gnome Thin: motion cancel: none -> 35 # both versions * Missing Power: startup: 20 -> 17 # atlas * Missing Purple Power: duration: 480 -> 600 == Reisen == === Level 0+ === * Crouch: hurtbox height slightly increased === Level 0 only === * j.44: cancel delay: 2 -> 3 # in line with other characters * 66C: frame advantage on block: [adv] -> [adv] - 10 * Mind Explosion: startup: 19 -> 21; motion cancel: 28 -> 32 * Mind Explosion: chip damage factor: 0.25 -> 0.2 # soku standard === Level 2+ === * AAA: does not launch * Grand Patriot's Elixir: final explosion kills both characters == Aya == === Level 0+ === * 6[A], 3[A]: consistent damage: 800 # bugfix * Wind from the Maple Fan: B version: spawns closer to aya * Tengu Pebble: ground B version: motion cancel: 43 -> 35 * Tengu Pebble: spirit damage: 0.1 -> 0.15 === Level 2+ === * j.2A: landing: skill cancelable * 2B: launches opponents # better follow-up options * Tengu Pebble: spirit damage: 0.1 -> 0.2 == Komachi == === Level 0+ === * f.A: recovery: hurtbox extension reduced * f.A, 3A: total: 57 -> 51 # recovery -6 * j.A: untech: 25-> 30; total: 46 -> 40 # recovery -6 * j.6A: blindspot removed # swr * j.6A: total: 69 -> 57 # recovery -12 # swr * j.2A: extended hurtbox in front of komachi removed * Bound Spirits of the Earth: becomes active on creation * The Endless Way: charged C version: spawns on the opponent # bugfix * Scythe of Exorcism: hp healed by one spirit: 15 -> 30 * Flow of the River: recovery -37 # safe on block * Scythe of Final Judgement: proration-adjusting mechanism # better combo damage * Standing hit animation: hurtboxes modified # prevents certain high damage combos === Level 1+ === # todo * 3A: proration: 80 -> 85 * f.A: startup: 15 -> 13; total: 57 -> 51 # recovery -6 * 2B: startup: 21 -> 17; motion cancel: 28 -> 24 # swr * C, j.C: multiple simultaneous instances * j.C: guaranteed to spawn before land canceling * Boat on the Sanzu: grazes before j.8A feint * Boat on the Sanzu: j.2A and j.8A feints are bullet cancelable * Taste of Death: recovery -5 # swr, soku 1.03 === Level 2+ === * j.2A: startup: 21 -> 17 * j.6A: startup: 15 -> 13 * j.6A: landing recovery on whiff: 7 -> 0 # swr * B series: spirit damage: copper coins: 0.125 -> 0.1 * B series: spirit damage: silver coins: 0.125 -> 0.15 * B series: spirit damage: gold coins: 0.125 -> 0.25 * 6C, j.6C, j.2C: bullet priority: c(3) -> b(1) * Boat on the Sanzu: ground bounce on hit # enables follow-ups * Narrow Confines of Avici: initial strike: ground bounce on normal hit * Narrow Confines of Avici: spawned pillar: hits pull opponents towards the ground == Iku == === Level 1+ === * Dragon Fish's Wrath: startup -4; chip damage: 25% -> 20% == Tenshi == === Level 0+ === * j.6A: total: 58 -> 55 # recovery -3 [soku 1.03] * heaven and earth press: all versions: attack+motion cancel -4 * Sky Attack: air version: recovery: motion cancelable # late * Sky Attack: C version: untech: 60 -> 90 # can't airtech after being hit * Six Signs: block type: low -> any * Six Signs: C version: motion cancel: 61 -> 56; total: 96 -> 86 * Sword of Fate: spirit damage per hit: 0.125 -> 0.25 * Guardian Keystones: setup animation: attack + motion cancel: 36 -> 31 * Guardian Keystones: setup animation: spirit regeneration delay: 120 -> 60 * Guardian Keystones: c verion: launched stones: infinite graze resistance * Guardian Keystones: orbiting stones: lifetime: 150 + 90 * level -> infinite # todo === Level 0 only === * Sword of Scarlet Perception: B version: frame advantage on block: -3 -> -6 === Level 1+ === * 66B: does not launch * j.6A: active: 13 -> 15; total: 58 -> 55 # recovery -3 [soku 1.03] * Six Signs: C version: motion cancel: 61 -> 51; total: 96 -> 81 * Sword of Fate: catch recovery: ground: 38 -> 28; air: 40 -> 30 * Sword of Fate: catch recovery: skill cancel: none -> 3 * Sword of Fate: catch recovery: motion cancel: none -> 8 * Heaven and Earth Press: spirit damage: 0 -> 1 * Sky Attack: ground version: startup: 19 -> 15 === Level 2+ === * j.A: total: 40 -> 37 # recovery -3 * Six Signs: block type: low * Six Signs: C version: motion cancel: 61 # original * Sky Attack: base damage: 1000 -> 1200 # miasma sweep == Sanae == === Level 0+ === * 66B: total: 51 -> 48 # recovery -3 * 2[C]: recovered; fires seven stars * j.2C: always fires five stars # bugfix * j.2[C]: recovered; fires seven stars * 6C, j.6C: gauge recovery: 180 -> 120 * 4C, j.4C: gauge recovery: 180 -> 120 * j.4C: startup: 37 -> 31 # motion cancel unchanged * Sky Goddess Summon - Attack: gauge recovery: [480, 390, 360, 330, 300] - > [420, 360, 330, 300, 270] * Earth Goddess Summon - Shield: gauge recovery: [330, 270, 250, 230, 210] -> [220, 170, 150, 130, 110] * Earth Goddess Summon - Iron Ring: spirit damage per hit: 0 -> 0.125 * Sky Serpent: startup: 33 -> 23; motion cancel: 28 -> 26 * Cobalt Spread: hit vector modified # launches higher === Level 0 only === * Earth Goddess Summon - Trap: gauge recovery: [360, 330, 300, 270] -> [240, 210, 180, 150] === Level 1+ === * 66A: attack level: medium -> heavy * j.2A: cancelable as soon as it hits * 6C, j.6C: gauge recovery: 180 -> 90 * 4C, j.4C: gauge recovery: 180 -> 90 * Wave Call: startup: C version: 27 -> 22 * Wave Call: motion cancel: b: 30 -> 27; c: 38 -> 33 * Earth Goddess Summon - Trap: gauge recovery: begins as soon as suwako hides underground # limited to one instance * Sky Serpent: split into b and C version * Sky Serpent: B version: startup: 33 -> 23; motion cancel: 28 -> 26 * Sky Serpent: C version: startup: 33 -> 93; motion cancel: 28 -> 30 # spawns snakes behind sanae * Forgotten Ritual: startup: 25 -> 20 # reimu === Level 2+ === * B, j.B: bullet spawn location changed # bullets form a circle around sanae * B bullets: proration: 98 -> 96; limit: 4 -> 5 * Charm of Good Commerce: startup: 30 -> 24 * Charm of Good Commerce: spawn location changed # close to sanae == Meiling == === Level 0+ === * j.8A: total: 67 -> 57 # recovery -10 * Fragrant Wave: startup: B version: 26, 28 -> 24; C version: 61, 59 -> 31 * Fragrant Wave: motion cancel: B version: 48 -> 40; C version: 112 -> 60 * Colorful Rain: startup: c: 32 -> 24; j.C: 34 -> 24 * Colorful Rain: c and j.C version: moves forwards while spinning * Star Bullets: spirit damage per hit: 0.2 -> 0.25 # soku 1.03 * Star Bullets: consistent damage: 650 # bugfix? * Intense Rainbow Fist: pushback on block reduced * Intense Rainbow Fist: hit vector modified # hits link better * Intense Rainbow Fist: chip damage: 50 -> 42 # damage * 0.2 = standard === Level 1+ === * 66A: attack level: medium -> heavy * B bullets: hitstop: 0 -> 10 * C bullets: untech: 30 -> 40 * Colorful Rain: bullets: hitstop: 0 -> 10 === Level 2+ === * Red Energy Release: C version: startup by level: [60, 55, 50, 40] - > [55, 50, 45, 40] == Cirno == === Level 0+ === * 6A: startup: 21 -> 17 # = 3A * j.A: untech: 25 -> 30 * j.6A: total: 61 -> 54 # recovery -7 * j.2A: proration per hit: 94 -> 95 # standard * j.8A: total: 58 -> 54 # recovery -4 * 66B: total: 64 -> 60 # recovery -4 * 6B, j.6B: motion cancel: 34 -> 30 * 6C, j.6C: hitstop: 10 -> 20; untech: 35 -> 40 * 6C, j.6C: spirit damage per hit: 0.125 -> 0.25 * 2C, j.2C: damage scales according to size * j.2C: cirno recoils upon releasing the projectile * Icicle Shot: startup: b: 24 -> 20; c: 35 -> 31 # = air version * Icicle Shot: motion cancel: b: 33 -> 29; c: 44 -> 40 # = air version * Freezing Light: split into B and C version * Freezing Light: B version: fires beams at a narrow angle * Freezing Light: C version: fires beams at a wide angle * Freeze Touch Me: spinning frames: b: 40 -> 30; c: 48 -> 40 # faster recovery and motion cancel * Icicle Rise: both versions: motion cancel: 42 -> 33 * Icicle Rise: damage: 150 -> 200; untech: 45 -> 60 * Icicle Sword: hit vector modified # hits link better * Icicle Sword: ground bounce on last hit # allows spellcard follow-up * Fairy Spin: air version: infinite landing bug fixed # bugfix * Super Ice Kick: no longer consumes spirit or adds meter # bugfix === Level 0 only === * Freezing Light: motion cancel: 40 -> 36 === Level 1+ === * 2B, j.2B: motion cancel: 30, 33 -> 23 * B bullets: hitstop: 0 -> 5 # easier combo links * Frost Pillars: spirit damage: 0.5 -> 1 # soku 1.03 * Frost Pillars: motion cancel: b: 39 -> 35; c: 47 -> 43 * Frost Pillars: does not disappear when cirno gets hit # reimu * Freezing Light: number of hits: 1 -> 3; damage: 150; proration: 96 * Ice Charge: air usable at level: 2 -> 1 # marisa * Ice Kick: rising animation: press [4] or [6] to control position * Ice Kick: untech: 45 -> 60 # can't airtech after being hit * Cold Sprinkler: pushback reduced; blockstop: 0 -> 5; speed: 4.5 -> 3 * Cold Sprinkler: startup: 36 -> 26; total: 68 -> 55 # better frame advantage === Level 2+ === * 3A: startup: 17 -> 13 # = 66C * 66B: special cancelable * C, j.C: bullet priority: c(3) -> b(1) # todo * 6C, j.6C: bullet priority: c(1) -> b(1) * Icicle Sword: even bigger bounce # allows normal follow-up * Ice Kick: untech: 45 -> 90 # better follow-ups == Suwako == === Level 0+ === * l.A: total: 67 -> 57 # recovery -10 * 3A: startup: 25 -> 21 # stone frog god * 6B: motion cancel: 34 -> 29; total: 65 -> 55 * l.6B: motion cancel: 49 -> 39; total: 65 -> 55 * C: motion cancel: 39 -> 34; total: 74 -> 64 * [C]: motion cancel: 54 -> 49; total: 89 -> 79 * 6C: motion cancel: 48 -> 39; total: 84 -> 79 * l.C: motion cancel: 43 -> 35; total: 82 -> 74 * j.C: motion cancel: 41 -> 33; total: 73 -> 65 * Frog God: explodes instantly on contact with opponent # not during jump * Rain-Calling Frog: untech: 25 -> 45; hitstop + hit vector adjustment * Ms Longlimbs: damage: 200 -> 240; consistent damage on all frames # bugfix * Stone Frog God: recovery: spellcard cancelable # air usable cards * Native Scourge: startup: 36 -> 26 # better anti-air? * Snake Hears and Eats Frog: recovery: shorter if it hits # allows guard crush follow-ups * Flight: attack cancelable at any time # was once in a 16-frame cycle * Flight: different movement mechanic # work in progress * Flight: spirit cost for eight frames: 50 -> 40 # soku 1.03 * Flight: speed: 8 -> 9 === Level 1+ === * Ancient Geyser: damage per hit: 200 -> 230 * Toad God: melee invincible at level 1; spellcard cancel removed * Ms Longlimbs: becomes active on creation # soku 1.03 * Ancient Jade: becomes active as soon as the orbs encircle suwako * Moriya God: startup: 20 -> 16 # soku 1.03 * Frog God: explodes in midair === Level 2+ === * j.6C: bullet priority: c(4) -> b(1) * j.2C: can be used to cancel C bullets * Stone Frog God: recovery: motion cancelable after suwako jumps back * Horrid River Jade: initial part is an unblockable grab # todo * Native Scourge: startup: 36 -> 18 == Utsuho == === Level 0+ === * f.A: startup: 18 -> 15 * j.A: total: 55 -> 46 # recovery -9 * j.6A: identical hitbox on all frames * j.6A: extended hurtbox under utsuho removed * 6B: launch: lift attack; hit vector modified # = c * 6B: attack level: medium -> heavy; untech: 25 -> 45; * 2C: extended hurtbox on top of utsuho removed * Ground Melt: startup: 56 -> 41 # all versions * Ground Melt: motion cancel: 53, 58 -> 37 # all versions * Melting Pummel Kick: consumes spirit and adds meter # bugfix * Vengeful Nuclear Spirits: aims directly at opponent * Vengeful Nuclear Spirits: lv1 bullet count: 9 -> 10 * Nuclear Blaze Geyser: can move earlier after casting === Level 1+ === * Dash: recovery cancel: 6 -> 0 # similar to other characters * Airdash: startup: 25 -> 15 # block cancel: 41 -> 31 * Air backdash: startup: 22 -> 15 # block cancel: 42 -> 32 * Flight: startup: 17 -> 12 # block cancel: 27 -> 22 * Border Escape Forwards: commitment: 30 -> 27 # delay until she can attack or block * 2A: hit animation changed # does not bounce * j.2A: ground bounce on normal hit * Radiant Blade: hit parameters changed # better follow-ups in corner * Radiant Blade: spirit damage: 0.25 -> 0.3 * The Ten Suns: startup: 37 -> 31