= Changelist = Current version: Soku Unlimited ver. 3.6.5 === Universal === * Limit system removed * "Rift Attack" corrected to "Lift Attack" * Extra proration on lift/smash/skills/spells are removed. They will still show up on the HUD, but will not affect damage * All moves will prorate by an extra 18% * All moves have untech increased by 10 more than their listed values * characters will perform special actions after standing idle for a certain amount of time (purely aesthetic) * Cancel system revamped ** Characters that repeat their jab for the second hit of dial a can cancel it into 2A ** Characters without rapid attacks can cancel 2A into 5A (Komachi can cancel 5A into 2A) ** Dial A enders can be replaced with 3a/6a in chains ** All parts of dial A can be cancelled into bullets/skills === Known bugs === * Dragon Star may cause desync * Some moves are hard coded to force limit and will induce it despite it being disabled === Reimu === ==== Normals ==== * 5AAA: earlier forward step # less dial a drops * 5AAAA: forces knockdown; new animation * 3A: consistent parameters: damage: 750; proration: 85%; untech: 50 # bugfix * 66A: duration: 36 -> 34 # recovery -2 # soku 1.03 * 66C: untech 40 -> 60 * j.5A: untech 25 -> 30 * j.6A: forces knockdown; damage -50 * j.2A: causes groundbounce * j.8A: untech 45 -> 60 * 5B: motion cancel: 29 -> 25; startup: 15 -> 14 # = 2B, 6B * 6B: motion cancel: 28 -> 25 # = 2B * 2B: bullet: reaches all the way across the stage # SWR * C bullets: untech: 25 -> 30, hitstop 5 -> 10 ==== Skills ====- * Hakurei Amulet: untech: 30 -> 35, hitstop 5 -> 10, B version (air and ground): spawns close to reimu; C version (air and ground): spawns far from reimu * Youkai Buster: damage 90 -> 120; bigger wallbounce * Ascension Kick: B version: forces knockdown, counter hit property removed, gains melee invincibility at level 1; C version: forces knockdown * Sliding Ascension Kick: 2nd hit: cancellable into anything; 3rd hit: forces knockdown * Rain Dance: damage: 300 -> 400; proration: 95% -> 96%, pushback vector modified # midscreen hits work better, cannot be canceled on whiff; forces knockdown * Cautionary Border: untech: 40 -> 45; cannot be diffused by grazing; reflects projectiles * Binding Border: untech: 40 -> 45; startup -10 * Permanent Border: untech: 40 -> 45, launch vector modifed # better follow-up options * Dimensional Rift: B version: ground bounces; C version: recovery reduced, allows combos on hit * Instant Dimensional Rift: can activate from startup, counter window -10, recovery +14 * demon sealing dimensional rift: forces knockdown; B version: melee invincible on startup; C version: grazes on startup, cannot be HJC'd or cancelled into spellcards ==== Spells ==== * Concealed Orbs of Light: forces knockdown * Ying Yang Orb: forces knockdown * Fantasy Orb: forces knockdown * Demon Binding Array: no longer a reversal, now high jump cancellable * Fantasy Orb: consistent damage: 350 * Fantasy Seal: consistent damage: 800 * Fantasy Heaven: activation: acts as a roman cancel; attack: no longer causes instant KO (~3500 damage) * Expanding Boundary: spirit damage: 0.15 -> 0.25, forces knockdown, damage 500 -> 400, launch vector changed # hits link more reliably, does more damage * Fantasy Seal: forces knockdown * Dash: speed: 8 -> 9 # iamp === Marisa === ==== Normals ==== * Flight/Airdash: New animation * f.5A: consistent damage: 450 # bugfix * 6A: skill cancellable at any time after it hits/is blocked * 5AAA: earlier forward step # less dial a drops * 66A: block direction mid -> low * j.5A: untech 25 -> 30 * j.6A: forces knockdown * j.6[A]: forces knockdown * j.8A: untech 45 -> 60 * j.2A: startup 16 -> 13 # j.6A * j.2[A]: forces knockdown * 66B: now skill cancellable * B bullets: hitstop 5 -> 12, damage -50 * 6C bullet: proration 98% -> 96.5% * 66C: groundbounces ==== Skills ==== * Meteonic Debris: consistent proration: 96% # bugfix; forces knockdown * Green Spread: lasers have a hitbox on creation; explosion: forces knockdown, bigger wallbounce * Miasma Sweep: forces knockdown, will no longer trade * Narrow Spark: forces knockdown; hjc -6, launches higher * Witch Leyline: forces knockdown * Radial Strike: forces knockdown, launch vector modified # better wallbounce * Up Sweeper: melee, forces knockdown, marisa cannot move until she touches the ground, spell-cancellable if it hits * Stellar Missile: size increased * Magical Reusable Bomb: cannot hit marisa ==== Spells ==== * Metoric Shower: can be high jump cancelled * Stardust Reverie: hit animation modified # always sends foes in front of marisa * Escape Velocity: forces knockdown * Orrieries Sun: acts as a roman cancel * Luminous Strike: forces knockdown * Blazing Star: hit animation changed # blasts forwards instead of up * Gravity Beat: damage: 3000 -> 1800 === Sakuya === ==== Normals ==== * 5AAAA: forces knockdown * 2A: startup -2 * 3A: launches higher * 6A: startup -2 # combos from f.5A * j.5A: untech 25 -> 30 * j.6A: forces knockdown, damage -50 * j.2A: damage: 900 -> 800 * j.8A: untech 45 -> 60 * B bullets: damage 100 -> 90, proration 95% -> 97%, untech 25 -> 35 * 66B: forces knockdown; now skill cancellable * C bullets: untech 45 -> 60 * 66C: different hit angle (less forwards) ==== Skills ==== * Sense of Thrown Edge: stationary knives can damage enemies; untech: 40 -> 45 # = 6C, damage: 150 -> 200, spirit damage: 0.125 -> 0.15 # magic star sword * Crossup Magic: forces knockdown; air versions: damage +100, can be cancelled into spells during the attack and during land recovery * Parallel Brain: knives remain on cancel * Propelling Silver: ring can hit while forming; attack+motion cancel: b: 33 -> 29; c: 38 -> 33, spirit damage: 0.1 -> 0.15; blockstop: 0 -> 5; recovery -12 * Magic Star Sword: forces knockdown * Dancing Star Sword: setup animation: spirit regeneration delay: 120 -> 60; orbiting knives stay until she is launched * Dancing Star Sword: activation: high jump cancellable; thrown knives: easier to combo with, more blockstun * Perfect Maid: can counter from the start, recovery +10, air versions cannot be cancelled on whiff * Time Paradox: B version: recovery -9, startup -6, damage = 800/500, untech = 120, launch vector modified # can be followed by aerial attacks * Time Paradox: C version: forces knockdown ==== Spells ==== * Inscribed Red Soul: forces knockdown * Soul Sculpture: forces knockdown * Phantasmic Killer: startup -10, damage per hit = 140 === Remilia === ==== Normals ==== * 5AAA: first hit: hitbox size increased (fixes dial A drops) * 5AAAA: forces knockdown; hit sfx adjusted; new animation * 3A: new animation * j.5A: untech 25 -> 30 * j.5AA: ground bounce on standing characters # prevents infinite loop * j.6A: forces knockdown * B bullets: hitstop: 5 -> 10 * C bullets: proration = 97% -> 98%, damage = 120 -> 100 ==== Skills ==== * Demon Lord Walk: forces knockdown * Vampire Claw: B version ender: forces knockdown; C version ender: hitstop increased, launch height increased # allows followup combo * Chain Gang: more untech * Demon's Dinner Fork: forces knockdow * Rocket Kick Upper: hitbox size increased # able to hit enemies on the ground, hitstop 3 -> 25, proration 93% -> 95% * Vampire Kiss: B version: startup 33 -> 9; C version: startup 38 -> 25, more recovery on hit * Demon Lord Arrow: forces knockdown * Trickster Devil: bigger wallbounce; allows followup combos * Demon's Dinner Fork: forces knockdown * Ceiling Fear: forces knockdown * stigmatizer: startup 28 -> 20, hjc 44 -> 22, more hitstop ==== Spells ==== * Demon King Cradle: startup reduced (links from 4A # 5Card cradle); proration increased, more untech * Heart Break: forces knockdown * red the nightless castle: forces knockdown * Remilia Stretch: blockable, damage 4250 -> 3500. startup -39, recovery -30 launch vector changed # groundbounces * Demon King Cradle: startup reduced (links from 4A # 5Card cradle) * Spear The Gungir: forces knockdown * Millenium Vampire: acts as a roman cancel === Alice === ==== Normals ==== * 5AAA: earlier forward step # less dial a drops * 5AAA[A]: damage 1250 -> 1500, recovery -12 (+3 on block) * 6A: forces knockdown * 6[A]: forces knockdown; air unblockable * 2A: startup -1 * 3A, j.5A, j.2A: startup: hurtbox extension reduced * j.5A: untech 30 -> 35 * j.6A: falls faster after using; landing recovery removed, forces knockdown, startup: 15 -> 13 * j.2A: startup: 21 -> 17, untech 50 -> 60 * j.8A: duration: 65 -> 56 # recovery -9; untech 45 -> 60 * 2B: startup: 16 -> 13 * B series: damage 100 -> 90, will fire even if canceled by a high jump, skill or c bullet * j.5B, j.6B: recovery increased * C series: not cleared if alice wins the round * 4C: motion cancel: 34 -> 28 # = doll arrangement * j.2C: motion cancel: 28 -> 20 # = jc and j.6C * j.4C: added; motion cancel: 28 # = j.2C before the fix ==== Skills ==== * Doll Placement: untech 50 -> 70 * Volatile Doll: B version: melee invulnerable on startup; both versions: dolls will explode on contact with enemy instead of the ground * Edo High-Explosive Pawn: can have multiple instances * Thousand Spear Dolls: B version: recovery -6; C version: recovery -6; forces knockdown vs. air * Doll Archers: B version: motion cancel: 37 -> 29; C version: motion cancel: 45 -> 37, arrows stay when alice flinches # soku 1.03; forces knockdown * Doll Ambush: motion cancel: 43 -> 34 * Doll Arrangement: blockstop per hit: 0 -> 10 * Seeker Wire: graze resistance by level: [3, 5, 7, 9] -> 10 * Doll Activation: forces knockdown * SP Doll: forces knockdown ==== Spells ==== * Hourai Doll: untech: 60 -> 9999; spirit damage: 0.66 -> 1.33 # full card * Holland Doll: startup -14; recovery -19 * Little Legion: spirit damage: ~0.75 -> ~1.0 # full card * Trip Wire: untech: dolls: forces knockdown, startup: ground: 22 -> 16; air: 24 -> 18 * Artful Sacrifice: startup: 55 -> 45; damage: 2250 -> 1750; forces knockdown * Futuristic Puppet: more chip damage; explosion damage: 500 -> 1500 * Shanghai Doll: untech: 60 -> 6000; motion cancelable * Cute Phalanx: proration per hit: 98% -> 98.5% * Dolls War: proration: 95% -> 97%, startup: 37 -> 24, extended recovery period if it doesn't connect * Lemmings Parade: damage reduced ==== Other ==== * Spirit Regeneration: delay after using skills: 120 -> 75 * Border Escape Forwards: extended hurtbox behind alice removed === Patchouli === ==== Normals ==== * 5AAA: forces knockdown, ungrazable bullet that deals 1 orb on block, hit sfx modified * 6A: startup -2 # 3A ; hit vector changed: causes groundbounce * j.5A: untech 25 -> 30, proration: 94% -> 95% * j.6A: proration: 87% -> 94%, launch vector: opponent stays closer to patchouli, forces knockdown * j.2A: groundbounces, startup 20 -> 13 * j.8A: untech 45 -> 60 * 2C: launch vector: bounces higher; untech: 45 -> 60 * 5C bullets: untech 30 -> 45, damage -50 * 6C series: untech 25 -> 45 * 66C: grazes ==== Skills ==== * Summer Red: forces knockdown * Summer Flame: hitstop 10 -> 15, hit animation changed # grounded opponents are not launched * Flash Of Spring: startup: 25 -> 18, lift attack # launches people into the air with high untech, proration 80% -> 95%, damage 1200 -> 800 * Wipe Moisture: cancellable into itself (acts as a rekka), damage 400 -> 500; no longer launches foes * Static Green: level of attaining melee invincibility: 2 -> 1, forces knockdown * Condensed Bubble: attack cancel: 35 -> 19 # = air version, motion cancel: 35 -> 27 # = winter element * Sticky Bubble: opponent cannot move while bubbles are being attached to them, small bubbles do 50 damage and force knockdown against air opponents; damage from accumulating 10 bubbles: 0 -> 1000, attack cancel: 35 -> 19 # = air version, motion cancel: 35 -> 27 # = winter element * Autumn Edge: spirit damage: 0.2 -> 0.3, startup -9 * Autumn Blade: forces knockdown * Force Lasher: startup 23 -> 18, recovery 32 -> 8 * Emerald City: forces knockdown ==== Spells ==== * st elmo's pillar -> launch height, more untech # allows followup combos, damage: 2800 -> 3250; proration: 70% -> 75%; forces knockdown * Phlogistic Pillar: startup: 24 -> 16 # +6 for each additional wave * St Elmo's Pillar: duration: 96 -> 86 # recovery -10 * Elemental Harvester: damage: 130 -> 150; proration: 98.5% -> 99%, forces knockdown * Emerald Megalopolis: total: 49 -> 39 * photosynthesis: total 102 -> 78 # satellite sunflower * Royal Diamond Ring: forces knockdown * Philosopher's Stone: extra projectiles: forces knockdown === Youmu === ==== Normals ==== * 5AAAAA: opponent bounces closer to youmu * 3A: replaced with an anti air melee attack * j.5A: untech 25 -> 30; damage -100 * j.6A: forces knockdown; damage -100 * j.8A: untech 45 -> 60 * j.2A: horizontal range extended # soku 1.03, groundbounces on normal hit, now skill cancellable, proration 85% -> 78.5% * 66AA: startup -6 # combos from 66A, skill cancelable * B bullets: untech 25 -> 30, hitstop 10 -> 15, damage 200 -> 150 * 6C, j.6C: forces knockdown; damage -100 * 5C series bullets: untech 25 -> 30, hitstop 10 -> 15, hit animation modified * 6C: damage 700 -> 600 ==== Skills ==== * Netherworld Reflection Slash: has a damaging hitbox starting at level 1, damage = 600, spirit damage = 1 orb * Crescent Moon Slash: both versions: forces knockdown * Slashing a Flower Upon One's Head: causes groundbounce on hit; now air-usable * Slash of Life and Death: 3rd hit will ground bounce * Lotus Stance Cut: air version enabled, startup decreased, high jump cancels earlier, 1 hit on lvl 1-3 and 4 hits on max * Heart-Carving Cut: startup 25 -> 17 # SWR * Intolerant Avici: startup 13 -> 9 # combos from 5A/2A, launch vector changed # has better followup options, proration = 95% * Strange Half Body: no longer launches * Insightful Sword: can counter from startup, recovery +8 * Medium's Bind: forces knockdown ==== Spells ==== * Wheel of pain: recovery -6 * Ascension to Nirvana: forces knockdown * Life ending sword 'Meditation': forces knockdown * Thousand Cherry Blossoms: launch vector changed # hits link better, damage 1000 -> 700 * Rise from Delusion: damage per hit 1200 -> 1000 * Six Root Cleansing: invulnerable startup * Secret of Life and Death: acts as a roman cancel, animation can be cancelled into attacks after clone appears ==== Other ==== * Dash: continuous graze * Flight: spirit cost per frame: 12 -> 10 === Reisen === ==== Normals ==== * 5AAA: no longer launches foes * 5AAAA: launch vector modified # opponent bounces closer to reisen * 3A: no longer launches * 3[A]: now a 2-hit combo; lauches foes to allow followups * 6[a]: grazes while active * j.5A: untech 25 -> 30 * j.6A: forces knockdown * B bullets: proration 93% -> 95% * C bullets: untech 25 -> 45 ==== Skills ==== * Mind Explosion: damage reduced * Mind Bending: all versions: startup -4, +100 damage, untech 40 -> 60, proration 850 -> 950, hit animation changed # hits link better and is now easier to follow; forces knockdown * Illusionary Blast: forces knockdown * Eyesight Cleansing: tracer beams have a hitbox on creation * Ripple Vision: forces knockdown * Mind Dropping: bullets does not launch, proration 93% -> 99%, hjc -6 * Undersense Break: B version: melee invulnerable on startup, no longer spell cancellable; C version: grazes on startup * Disbelief Aspect: B version: startup -5, reisen can move as soon as clone starts firing; C version: startup -5, now high jump/spell cancellable, both versions: proration 93% -> 95% * Disorder Eye: forces knockdown === Spells ==== * Corolla Vision: ground: recovery -18, air: startup -8 * weak heart "demotivation": forces knockdown * discarder: forces knockdown * x-wave: invincible on startup, forces knockdown * Corolla Vision: bullet: forces knockdown, damage 600 -> 800, proration 90% -> 93% * Patriots' Elixir: damage from drinking 4 potions: 4500 -> 20000, explosion is now fullscreen * Lunatic Red Eyes: forces knockdown * Mind Starmine: less startup === Yuyuko === ==== Normals ==== * 5AAA: forces knockdown; damage -500 * 5A, f.5A, 66A: hurtbox extension on recovery reduced * 6A: causes groundbounce * j.6A: untech 45 -> 60 * j.8A: untech 45 -> 60 * j.2A: forces knockdown; damage -50 * C series: proration 93% -> 96%, untech 25 -> 30 * C series: launch vector modified to prevent infinites ==== Skills ==== * Light of the Undead: forces knockdown * Dance of the Buttefly Dream: forces knockdown * Sense Of Elegance: B version: damage 1000 -> 700, startup: 25 -> 17, recovery 25 -> 20, blockstop on opponent 10 -> 5 * Sense Of Elegance: B version: untech 40 -> 60, proration 850 -> 940, launch height increased # allows yuyuko to combo after * Sense of Elegance: C version: always forces knockdown * Land Of Death: damage +50; B version: startup 23 -> 13; C version: startup 33 -> 23; proration 93% -> 96%, untech 40 -> 50, launch vector modified # better follow options * Lance of the Swallowtail Crest: bigger wallbounce; untech +20, hjc -12 * Reverse Screens: bigger hitbox # can combo from moves in midscreen; reflects while active * Spirit Luring Nectar: forms bigger ghosts, damage 300 -> 350 * Gifts to the Deceased: damage +300; formed ghosts: spirit damage increased, hitstop 5 -> 10, blockstop 5 -> 10 ==== Spells ==== * ticket to the netherworld: explosion: proration 85% -> 40%, damage 3500 -> 4000 * Ghastly Dream: forces knockdown * Ageless Dream: forces knockdown * Sense of Cherry Blossom: startup -10 === Yukari === ==== Normals ==== * 5AAA: hitstop 10 -> 15 # 5AAA 5B is more consistent * 5AAAA: forces knockdown; new animation * j.5A: untech 25 -> 30 * 3A: untech 45 -> 60 * j.2A: bigger hitbox; no landing recovery on hit * j.6A: total duration: 61 -> 53 # recovery -8, forces knockdown, changes yukari's momentum sooner * j.8A: untech 45 -> 60 * B bullets: untech = 30, damage = 75 * 2B: cancel, motion cancel: (31, 31) -> (26, 26) # soku 1.03, bullet speed: 10 -> 12 * 66B: startup: 14 -> 13; groundbounces, damage -50 * c series: untech = 45, damage = 275, proration = 95% ==== Skills ==== * Open, Lamented Box of Urashima: startup -5; causes groundbounce on hit, damage -500; B version: drops closer to yukari and can hold [4] to drop even closer * Bewitching Bait: attack cancel: 37-> 22; motion cancel: 37 -> 32, total: ground: 67 -> 59; air: 75 -> 67; spirit damage 0.5 -> 1 * Border Between Brains and Feet: B version startup -6, blockstop 0 -> 10; C version startup -15 * Ride the Waves, Fight the Ocean: B version: has a damaging hurtbox (damage: 800, spirit damage: 0.5, proration: 92%, launch: wallslam) * Illusion Manji Parasol: hits while being held, released parasol: untech 45 -> 60 * Open, Lamented Box of Urashima: damage 1200 -> 700 * Bound to the grave: bigger wallbounce * Bewitching Bait: no longer launches; hitstop 10 -> 20; blockstop 0 -> 15 * Universe of Matter and antimatter: hitstop 10 -> 20; blockstop 10 -> 15; launches foes straight upwards, cannot be teched * Illusional Rift: B version: bigger wallbounce; C version: groundbounces * Eye Of Changes: spirit damage: 0.5 -> 1 untech 40 -> 60, proration 92% -> 98%; C version: can only have one at a time * Flesh Dismantler: grazes when yukari appears, B version: underground movement speed: 6 -> 8; C version: landing animation is now cancellable to allow followups; pop-out delay by level: [20, 16, 12, 5] -> [16, 13, 10, 5] ==== Spells ==== * Boundary Between 2D and 3D: forces knockdown, does not prorate, startup -14, spirit damage 0.5 -> 0.25 * Chen: thrown downwards instead of upwards, forces knockdown, proration 80% -> 90%, spirit damage = 0.25 orb * Ran: forces knockdown, proration 92% -> 99% * Objective Border: forces knockdown * Nest Of Fireflies: untech greatly increased * The Magic Eye of Laplace: proration = 99%, forces knockdown * Quadruple Barrier: bigger wallbounce, now allows followups * Laced with Venom: no longer launches; hitstop 10 -> 20; blockstop 0 -> 15 * Trip to the Old Station: damage -500; hit animation changed # always hits 4 times ==== Other ==== * Dash: speed: 8 -> 9 # iamp * 44 wall teleport: invincible startup === Suika === ==== Normals ==== * 5AAA: earlier forward step # less dial a drops; now bullet cancellable * 5AAAA: forces knockdown * f.5A: startup: 17 -> 15; active: 4 -> 6, hurtbox extension on recovery reduced * f.5[a]: hurtbox extension on recovery reduced * 2[a]: recovered # note: this is a grazable move that is skill cancellable, does 1 orb on block and hits mid * 3A: startup: 19 -> 17 * 6A: startup: 18 -> 17 * j.5A: untech 25 -> 30; damage -100 * j.2A: hitboxes/angles adjusted for better linking midscreen * j.6A: forces knockdown; damage -200 * j.8A: untech 45 -> 60 * 66A: both hits are high and do 1 orb on wrongblock * 6B bullet: untech 30 -> 45; damage -200 * 2B: block direction: mid -> low, now groundbounces on standing or air, prorate 85% -> 75%, untech 60 -> 45 * 2[b]: bounce height increased, active frames 2 -> 4 * 66B: startup: 18 -> 17; replaced with an attack similar to IaMP Suika's 3DA: hits mid * 6C, j.6C: bounces off walls # iamp ==== Skills ==== * Oni Spirit Bomb: forces knockdown * Spectre -Dense-: B version: super armor for 7 frames after releasing the button on lvl 0; forces knockdown * Spectre -Dense-: C version: super armor on startup # continues while held until first active frame * Unpleasant Mist: startup 27 -> 8, can be cancelled as soon as suika exits the mist * Foot Bellows: air versions: has a damaging hitbox while decending that hits high; all versions now cause ground bounce * Gnome -Thin-: C version: loses melee hitbox, can be high jump cancelled * Gnome -Dense-: forces knockdown * Kidnapping Oni: B version: startup = 15; C version: startup -10, now has super armor ==== Spells ==== * Gathering And Dissipating: recovery -20, blockstop 3 -> 10 * Missing Power: forces knockdown * 3-step destruction: forces knockdown * Throwing Mt. Togakushi: forces knockdown * Missing Purple Power: ** walk cycle: hits on the first frame ** standing horn attack: forces knockdown ** jump: same speed as normal jump, forces knockdown ** landing: same speed as normal landing ** 5A: bigger wallbounce to allow followups, forces knockdown ** 5B: causes groundbounce to allow followups ** 5C: less recovery ** j.5A: bigger wallbounce to allow followups, forces knockdown ** j.5B: causes groundbounce to allow followups ** j.5C: forces knockdown * Art of Oni Binding: does not prorate; duration 3 -> 15 * Art of Gaki binding: does not prorate; damage 0 -> 1500, duration 3 -> 15 * Massacre on Mt. Ooe: startup 12 -> 3 # can't be jumped in reaction to the spellflash, damage ~6.2k -> ~4.5k === Aya === ==== Normals ==== * 5AAAA: forces knockdown; new animation * 6[a]: consistent damage: 800 # bugfix * 3A: launch vector changed to allow combos * 3[a]: consistent damage: 800 # bugfix * j.5A: untech 25 -> 30 * j.6A: forces knockdown * j.2A: startup = 13, landing recovery = 14, groundbounce on hit, untech 60 -> 45, proration 90% -> 79%, now skill cancellable; hitbox size increased to allow crossups; damage -100 * j.8A: untech 45 -> 60 * C bullets: untech 45 -> 60 * 6C bullets: untech 40 -> 50, proration 85% -> 90% ==== Skills ==== * Domination Dash: all versions: forces knockdown; C version: cancellable into any move ON HIT ONLY * Tengu Felling: cancellable into attacks after the movement; will not fire a bullet (essentially a command high jump) * Graceful Dash: forces knockdown * Gale Fan: longer hitbox % hits closer to aya; launches foes horizontally and can wallslam, damage +100 * Tengu's Pebbles: ground B version: startup -11, hjc -8; ground c, air b/C versions: startup -10; spirit damage per hit: 0.1 -> 0.25; blockstop 2 -> 8; hitstop 5 -> 10, proration = 100%, untech = 40 * Tengu Drum: intial hit: forces knockdown, a followup: forces knockdown, b followup: no longer ground bounces, c followup: forces knockdown * Wind from the Maple Fan: spawns closer to aya, more hitstun # easier to follow, proration 93% -> 98% * Tengu's Downburst: hitbox size increased to allow crossups * Wind Sickle Veling: will not disappate if not cancelled -- Spells ==== * Tengu Limited Special: acts as a roman cancel * Wind of the Tengu Path: bigger wallbounce * Tengu's Macroburst: proration reduced * Route Forbidden to Man: rock proration reduced, more untech, histop increased # juggles more consistently === Komachi === ==== Normals ==== * 4A/5A: block direction: any -> high * 5AAA: new animation * 5AAAA: hitstop increased # allows easier/more varied followups * f.5A: startup: 15 -> 13; total: 57 -> 47 # recovery -10, recovery: hurtbox extension reduced; forces knockdown * 3A: proration 80% -> 85%, untech 45 -> 50 * 3[a]: forces knockdown * j.5A: total duration: 46 -> 40 # recovery -6, untech: 25 -> 30 * j.6A: blindspot removed # swr, total duration: 69 -> 57 # recovery -12, forces knockdown, no landing recovery on whiff * j.2A: extended hurtbox in front of komachi removed * 2B: startup: 21 -> 17; motion cancel: 28 -> 24 # swr * 5C bullets: can have multiple ghosts on screen at once; untech 45 -> 60 * j.5C: spirit is ensured to come out while land canceling * 2C: forces knockdown * 6C, j.6C, j.2C: bullet priority: c(3) -> b(1), untech 45 -> 60 * 66C: forces knockdown ==== Skills ==== * Spirits of the Firm: startup -2; launches ground enemies * Scythe of the Reaper: ground B/C, air B version: forces knockdown * Bound Spirits of the Earth: hits while coming out * Wind on the Last Journey: forces knockdown; has a reflecting effect * Boat on the Sanzu: can act with anything after komachi jumps off the boat * Taste Of Death: recovery -5 # swr, soku 1.03, forces knockdown, armored while held * The Endless Way: b startup = 17, c startup = 31, charged C version: spawns on the opponent # bugfix, launch vector modified # launches downward * Ritual Of Ecstacy: B version: melee invincible on startup, recovery -20, cannot be cancelled into spells; C version: grazes on startup, startup -20 * Scythe Of Exorcism: hp healed by one spirit: 15 -> 45; launch vector modified # opponent does not fly as high * Scythe Of Exorcism: B version: startup 24 -> 20, hjc 52 -> 32; C version: startup 36 -> 32,hjc 64 -> 44 * Scythe Of Exorcism: mini ghost explosions: spirit damage 0.125 -> 0.5, damage 300 -> 600, proration 94% -> 96%, launch vector/untech modified # 2C explosions * Human Spirit Passing By: forces knockdown ==== Spells ==== * Abundant Floating Spirits: forces knockdown; can be high jump cancelled * Flow of the River: proration/recovery reduced. causes wallbounce on hit # allows followup combo * Narrow Confines of Avici: initial strike always causes groundbounce. pillar hits will send foes downward. # strike will always combo into the pillar * Ferriage in the Deep Fog: startup -30 * Scythe of Final Judgement: damage: 4000 -> 3500, causes groundbounce on hit # allows followup combo * Scythe of Wandering Spirits: damage reduced, invincible on startup # acts as a reversal * Short Life Expectancy: inital strike deals 1k damage # able to score KOs ==== Other ==== * Hitbox while taking damage modified to stay the same for the whole animation # prevents infinites from yuyuko === Iku === ==== Normals ==== * 5AA: block direction: mid -> high * 5AAA: block direction: high -> low * 5AAAA: forces knockdown, hitstop 5 -> 10, now an ungrazeable bullet does 1 spirit damage on block * 6A: forces knockdown * j.5A: untech 25 -> 30 * j.6A: forces knockdown * 66B: can now be cancelled into skills * 6C series: proration 92% -> 96.5%, untech 45 -> 50, damage 300 -> 250 ==== Skills ==== * Dragon Fish's Stike: forces knockdown * Dragonfish, the Able Swimmer: cancellable into any action * Veils Like Water: both versions force knockdown * Veils Like Water: B version: autoguards from startup to first active frame # functions as a proper reversal, cannot be cancelled into spellcards * Electrostatic Guided Missile: forces knockdown * Veils Like Wind: both versions have a damaging hitbox * Veils Like Wind: B version: launches upwards, damage = 600, spirit damage = 0.5; * Veils Like Wind: C version: launches forwards, damage = 800, spirit damage = 1 * Dragon Fish's Wrath: bolt directly above iku will bring foes downwards, forces knockdown * Dragon Fish's Wrath: startup -4; chip damage slightly reduced ==== Spells ==== * Veils Like Time: activation is guard cancellable after startup, launch vector modified to allow easier followups * Veils Like Time: ground counter: damage 500 -> 700, forces knockdown; air counter: damage 200 -> 300, forces knockdown * Dragonfish Drill: forces knockdown * Orb of the Five-Clawed Dragon: forces knockdown * Elekiter Dragon Palace: forces knockdown * Swimming Oarfish Shot: forces knockdown, opponents are not sent as high === Tenshi === ==== Normals ==== * 5AAA: forces knockdown * f.5A: groundbounces airborne characters, untech 45 -> 30 * f.5[a]: groundbounces airborne characters * 3A: forces knockdown * 3[a]: forces knockdown * 6[a]: super armor while active; damage +100, duration +5, recovery -5; hit sfx adjusted * j.5A: untech 25 -> 30, total: 40 -> 37 # recovery -3 * j.6A: active: 13 -> 15; total: 58 -> 55 # recovery -3 # soku 1.03, forces knockdown * j.2A: startup 20 -> 14, groundbounce on normal hit, landing recovery: 29 -> 23, proration: 85% -> 80% * j.8A: untech 45 -> 60 * B bullets: damage 150 -> 125 * 66B: no longer launches * C bullets: untech 45 -> 60 ==== Skills ==== * Scarlet Sword Temperament: first swing is melee * Sky Attack: both ground versions will no longer trade. B version damage: 1000 -> 1200; C version damage: 1000 -> 1250, forces knockdown, air version: can airdash after recovery * Heaven and Earth Press: all parts of the move are melee, spirit damage: 0 -> 1, forces knockdown * Heaven and Earth Press: B version: minimum delay: 12 -> 6 C version: minimum delay: 18 -> 12 # soku 1.03 * Sword of Fate: no recovery on catch * Sword of Fate: spirit damage per hit: 0.125 -> 0.25, damage 200 -> 250, hitstop increased # easier to combo with, hit animation changed * Guardian Keystones: setup animation: has a hitbox while orbiting tenshi, startup +50; spirit regeneration delay: 120 -> 60; C version: launched stones: infinite graze resistance * Awakening of the Earth Spirits: thrown projectile damage increased, causes ground bounce; startup decreased; earthquake will not launch ==== Spells ==== * Sword of Unletting Soil: forces knockdown * Sword Of Rapture: cancellable animation on hit * Sword Of Swagger: hit animation changed # looks cooler * Meteorological Revelation: weatherless activation: damage 800 -> 1000, spirit damage 1.25 -> 2.5, launch vector modified to mimic weather version * Meteorological Revelation: weather activation: damage 800 -> 1000, spirit damage 2.5 -> 5 * State Of Enlightenment: acts as a roman cancel * Scarlet Weather Pressure: forces knockdown * Sword of Worry and Joy: recovery -21, startup = 120F # six signs C version, blockable (low, 3 spirit damage on rightblock) * Scarlet Weather Rapture: startup 41 -> 31, proration 98% -> 95% === Sanae === ==== Normals ==== * 5AAAA: forces knockdown * 6A: groundbounces * j.5A: untech 25 -> 30 * j.6A: forces knockdown * j.2A: can cancel as soon as it hits * j.8A: untech 45 -> 60 * 5B, j.5B: bullet spawn location changed # bullets appear around sanae in a circle * B series: hitstop 5 -> 15; blockstop = 2 * 2[c]: recovered; fires seven stars * j.2C: always fires five stars # bugfix * j.2[c]: recovered; fires seven stars * 6C, j.6C: gauge instantly recovers as soon as kanako leaves, forces knockdown * 4C, j.4C: gauge instantly recovers as soon as suwako leaves, untech 45 -> 60 * j.4C: startup: 37 -> 31; j.4C: hjc -10 * 66C: first hit does not prorate ==== Skills ==== * Sky Goddess Summon: attack: forces knockdown * Sky God Summon: onbashira: no longer a reversal; damage reduced; now can be high jump cancelled, gauge recovery is now twice as fast as the other 623 skills; causes groundbounce; forces knockdown * sky god summon skills other than onbashira: gauge recovery reduced 25% * all earth god summon skills: gauge recovery reduced 50% * Earth God Summon: iron ring: cannot be grazed * Omikuji Bomb: 'very good luck': forces knockdown * Cobalt Spread: no longer launches * Falling Stars: size increased * Wave Call: startup reduced * Sky Serpent: B version: startup: 33 -> 23; motion cancel: 28 -> 26. C version: startup: 33 -> 93; motion cancel: 28 -> 30 # spawns snakes behind sanae * Cobalt Spread: hit vector modified # launches higher ==== Spells ==== * Forgotten Ritual: startup: 25 -> 19 * charm of good commerce: recovery reduced, easier to follow * Random Omikuji Barrage: all fortunes: forces knockdown, "very bad luck": damage increased, sanae will graze until she throws all 4 packets * mid-day supernova: startup decreased, recovery decreased, more untech * Grey Thamaturgy: forces knockdown * Moses' Miracle: damage -1000, proration: 90% === Meiling === ==== Normals ==== * f.5A: untech 35 -> 45 * 5AAA6A and 5AAA3A: no longer can be performed * j.5A: untech 25 -> 30 * j.2A: untech 45 -> 60 * j.6A: forces knockdown * j.8A: duration: 67 -> 52 # recovery -15, untech: 60 -> 90 * 5B bullets: hitstop: 0 -> 10 * 6B bullets: hitstop: 0 -> 10 * 2B: untech 45 -> 50 * 66B: recovery +12 ; armored on frames 10 -> 20; untech 45 -> 60 * C bullets: hitstop: 5 -> 10 * 6C: blockstop: 0 -> 5 ==== Skills ==== * Searing Red Fist: bullet portion: damage 50 -> 100 * Fragrant Wave: startup: B version: 26, 28 -> 24; C version: 61, 59 -> 31, hit angle changed # easier to follow * Water Taichi Fist: has a damaging hurtbox, b startup 4 -> 12, c startup 4 -> 20 * Colorful Rain: startup: b: 21 -> 20; c: 32 -> 24; jc: 34 -> 24, c and jC version: moves forwards while spinning, hitstop 0 -> 10; bullets produced are slightly bigger, have more hitstop and untech * Spiral Light Steps: forces knockdown, startup -7 * Red Cannon: both versions: recovery -7, untech = 60, proration = 85% # functions as a launcher * Red Energy Release: bigger hitbox (takes up the entire explosion) * Yellow Quake Kick: lauches foes into the air # allows followup combo, untech 45 -> 60, proration 95% -> 92% * Earth Dragon Wave: launches higher, proration 85% -> 90% * Sky Dragon Kick: both versions: grazes while active, both versions: forces knockdown * Tiger Chi Release: can be canceled by any action ==== Spells ==== * Intense Rainbow Fist: hitstop increased, juggle height increased, recovery decreased # allows followups like f.5A and 2B * Star Bullets: startup reduced (links from 4A # 5Card ball); recovery reduced, no longer launches grounded foes, launch against aerial foes decreased, spirit damage per hit: 0.2 -> 0.25 # soku 1.03; consistent damage: 650 # bugfix * Roc Fist: proration 75% -> 85% * Fierce Tiger Chi Release: reduced recovery # functions as a roman cancel * Roc-Killing Fist: first two hits: proration = 100%, final hit: proration = 75% * Earth moving star bullets: bigger wall bounce # allows better followups === Cirno === ==== Normals ==== * 5AAA: hitstop +5 * 5AAAA: forces knockdown; new animation * f5A: hitstop +5 * 6A: startup: 21 -> 17 # = 3A * 3A: new launch vector % can start combos * j.5A: untech 25 -> 30 * j.6A: total: 61 -> 54 # recovery -7 * j.6A: forces knockdown * j.2A: proration per hit: 94% -> 95% * j.8A: total: 58 -> 54 # recovery -4; untech 45 -> 60 * 5B bullets: hitstop: 0 -> 10 * 6B, j.6B: motion cancel: 34 -> 30, - 6B, j.6B: startup 18 -> 15 * 6B bullet: hits come out slower * 2B, j.2B: motion cancel: 30, 33 -> 23 * 66B: now skill cancellable, total: 64 -> 60 # recovery -4 * 5C: forces knockdown * 6C, j.6C: hitstop: 10 -> 20; untech: 35 -> 40, spirit damage per hit: 0.125 -> 0.25 * 2C, j.2C: damage scales according to size * 66C: new launch vector ==== Skills ==== * Icicle Shot: forces knockdown, startup: ground B version: 24 -> 20 # = air B version, startup: ground C version: 35 -> 31 # = air C version * Frost Pillars: spirit damage: 0.5 -> 1 # soku 1.03, motion cancel: b: 39 -> 35; c: 47 -> 43, does not disappear when cirno gets hit; launches higher * Freezing Light: motion cancel: 40 -> 36, number of hits: 1 -> 3; damage: 150; proration: 96 * Freezing Light: split into b and C versions; B version: narrow angle; C version: wide angle * Midsummer Snowman: startup 17 -> 11 # links much easier, forces knockdown * Ice Charge: forces knockdown, air usable level: 2 -> 1 * Ice Kick: can control descent * Icicle Spear: damage: 150 -> 200; untech: 45 -> 60 * Icicle Sword: hit vectors modified # hits link better; C versions damage, more untech * Freeze Touch Me: all versions startup -5, forces knockdown ==== Spells ==== * Icicle Machine Gun: high jump cancellable * Fairy Spin: recovery reduced, air version: infinite landing bug fixed # bugfix * insta-freeze beam: forces knockdown * Cold Sprinkler: pushback reduced; blockstop: 0 -> 5; speed: 4.5 -> 3, startup: 36 -> 26; total: 68 -> 55 # better frame advantage * Super Ice Kick: startup -28, can be cancelled into any action on block or hit; no longer consumes spirit or adds meter # bugfix * Perfect Freeze: forces knockdown * Freeze Atmosphere: acts as a roman cancel * Great Crusher: groundbounce on normal hit ==== Other ==== * Border Escape Forwards: commitment: 27 -> 25 # = all characters === Utsuho === ==== Normals ==== * Airdash: new animation * 5AAA: new animation * 5AAAA: new animation; more untech # allows followup combos; hit vector changed # enemy is closer to utusho * 2A: hit animation changed * j.5A: duration: 55 -> 46 # recovery -9 * j.6A: forces knockdown, hitbox remains the same size for the entire duration, extended hurtbox under utsuho removed * j.2A: startup 20 -> 14; adjusted hitbox; ground bounce on hit; hit sfx modified * j.8A: untech 45 -> 60 * B bullets: hitstop 5 -> 14 * 6B bullet: launch property: lift attack, untech: 25 -> 45, stun type: medium -> heavy * 5C: untech +25 * 6C bullet: damage 150 -> 120 * 2C: extended hurtbox on top of utsuho removed * 66C: second hit can be cancelled into anything ==== Skills ==== * Break Sun: damage reduced, prorates more, forces knockdown * Rocket Dive: lv 2+ blast: forces knockdown * Ground Melt: startup: 56 -> 41 # all versions, motion cancel: 53, 58 -> 37 # all versions * Radiant Blade: smash attack # causes wallbounce with high untech, damage 400 -> 450, recovery 18 -> 12 * Flare Up: launch vector modified # enemy lands in front of utsuho * Melting Pummel Kick: consumes spirit and adds meter # bugfix, now grabs standing suwako * Shooting Sun: forces knockdown, enemy does not go flying as high, total animation +26 * Vengeful Nuclear Spirits: aims at the enemy instead of utsuho * Hell Wave Cannon: forces knockdown, hitstop = 20, hjc -5; total animation +10f ==== Spells ==== * Mega Flare: air version: startup -6, recovery -61 * High Tension Blade: startup -21, recovery -10 # easier to combo into and follow * Hell's Artificial Sun: startup -5 * The Ten Suns: startup: 37 -> 31, damage reduced * Nuclear Blaze Geyser: damage reduced * Subterranean Sun: recovery -88 * Fixed Star: forces knockdown * Uncontrollable Dive: hit vectors, hit animation changed # links more reliably * Giga Flare: damage reduced * Abyss Nova: acts as a roman cancel ==== Other ==== * Border Escape forwards: commitment: 30 -> 27 # = Cirno === Suwako === ==== Normals ==== * 5AA: hitstop: 10 -> 15 * 5AAAA: forces knockdown * f.5A: no longer launches; hitstop 10 -> 15 * 3A: startup 25 -> 15; can now cancel into any lilypad attack; will not launch foes * j.5A: total: 56 -> 52 # recovery -4 * LA: No longer launches, hitstop 10 -> 15 * L6A: launch vector changed to allow linking into underground attacks * 66A: startup -12 * j.6A: linking hits: launch vector changed to allow linking into underground attacks * j.2A: startup 40 -> 25; bigger wallbounce * j.8A: untech 45 -> 60; tree has the same launch vector and damage as suwako's body * j.5B series: untech +15 * j.6B series: untech +15 * 6B: motion cancel: 34 -> 29; total: 65 -> 55 * l6B: motion cancel: 49 -> 39; total: 65 -> 55 * 5C bullet: activates instantly upon reaching the opponent; hitstop 0 -> 10; launches higher * 5C: motion cancel: startup -10, 39 -> 34; total: 74 -> 64 * 5[c]: motion cancel: startup -10 54 -> 49; total: 89 -> 79 * 6C: motion cancel: 48 -> 39; total: 84 -> 79 * LC bullets: launches grounded enemies; foes hit are not sent away from suwako * LC, j5C: startup -6 * LC: motion cancel: 43 -> 35; total: 82 -> 74 * j.5C: motion cancel: 41 -> 33; total: 73 -> 65 ==== Skills ==== * Ancient Metal Ring: forces knockdown * Ancient Geyser: damage per hit: 200 -> 230 * Lake of Great Earth: dives earlier (startup is the same); falling attackw: groundbounces; splash: forces knockdown * Frog God: explodes instantly when opponent is close * Rain-Calling Frog: untech: 25 -> 45; hitstop + hit vector adjustment * Toad God: melee invincible at level 1; spellcard cancel removed; forces knockdown * Ms Longlimbs: becomes active on creation # soku 1.03, damage: 200 -> 240; consistent damage on all frames # bugfix; untech 45 -> 60 * Stone Frog God: forces knockdown; can be cancelled into spellcards while recovering, changed hit vector to allow spellcard links; air versions: startup -9 * Ancient Jade: becomes active as soon as the orbs emerge from the ground * Moriya God: startup: 20 -> 16 # soku 1.03 ==== Spells ==== * Moriya Clear Water: forces knockdown * Moriya's Metal Ring: forces knockdown * Master Longlimbs: forces knockdown * Red Frog of Houei 4: forces knockdown * Horrid River Jade: initial hitbox: increased size for easier linkings ==== Other ==== * jD1/D2/D3: cancellable into airdashes and attacks * standing -> crouch: startup 14 -> 3 (hurtbox will not fully move until 14F of crouching) * crouch -> stand: startup 16 -> 3 (hurtbox will not fully move until 10F of standing)