In this thread we discuss the whereabouts of our electric beauty in season 2. We already did that a lot in the other thread but I thought it would be better to have a new thread for the following year.
Here are the changes that has been found in the S2 beta by testing or datamining. Keep in mind that this comes from a beta and that therefore NONE of this is final Turns out all the changes were final.
These are therefore the changes according to Capcom's official patch notes.
HURTBOX
NORMALS
COMMAND NORMALS
SPECIALS
THROWS & HIT THROWS
Here are the changes that has been found in the S2 beta by testing or datamining. Keep in mind that this comes from a beta and that therefore NONE of this is final Turns out all the changes were final.
These are therefore the changes according to Capcom's official patch notes.
HURTBOX
- expanded hurtbox when character changes direction
- changed the hurtbox when character changes direction while crouched
NORMALS
- st. LK: hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards
- st. MP: hurtbox during frames 1-3 of motion has been expanded forward
- st. HP: adv on hit changed from +3 to +4; adv after VSF cancel changed from -1 to +1
- st. MK: startup decreased from 6 to 5f; entire motion shortened by 1f; adv on hit/block changed from +2/-1 to +3/-2
- st. HK: hurtbox during frames 1-7 expanded forward; hurtbox on the last 2 startup frames expanded forward; adv on CC changed from +17 to +16
- cr. LP: recovery increased by 1f; hitstun increased by 1f, allowing L/EX bolt to connect after cancelling from it
- cr. MP: hurtbox during frames 1-3 expanded forward; hitbox decreased upwards
- cr. LK: adv. on block changed from -2 to +1
- cr. MK: upwards hitbox decreased (about a half); pushback greatly reduced on both hit and block
- cr. HK: dmg -10
- j. MK: downwards hitbox decreased
COMMAND NORMALS
- f+HP: 1f faster startup (18f to 17f)
- Twist Barrage (f+HP > st. HP): juggle potential increased
- Dual Crash (st. MP > st. MK): adv on hit changed from +1 to +2
SPECIALS
- Thunder Clap: meter gain decreased on activation and increased on hit/block
- EX Thunder Clap: adv on block changed in VT from +3 to +7; increased air juggle potential but strengthened limitation after juggle
- L Bolt Charge: +1 active frames (3 to 4)
- Volty Line (V-Skill): non-VT damage -10 (80); adv on hit changed from 0 to +2 (+3 in VT); VT stun -20 (180); airborne from frame 14; added hurtbox around legs while active; expanded hurtbox around legs upwards and forwards while active
- V-Reversal: 1f slower startup (16f to 17f); adv on KD decreased from +26 to +16 (-1 after dash vs qr); sends the opponent much farther away
THROWS & HIT THROWS
- Forward throw: damage -10, stun -50; meter gain decreased
- Back throw: adv on KD decreased from +20 to +17 (-1 after dash); stun -20; meter gain decreased
- Split River (M Bolt Charge > P): damage -20 (70/90 in VT); adv on KD increased from +9 to +18 (+1 after dash vs qr)
- Rodeo Break (M Bolt Charge > K): damage -20 (70/90 in VT); adv on KD increased from +17 to +18 (+1 after dash vs qr)
- Sunset Wheel: 1f faster startup (6f to 15f); base damage +10 (L = 160); meter gain dramatically increased; motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly. In VT: stun +10 (230), adv on KD increased from +13 to +15 (-2 after dash vs qr), distance reduced
- EX Sunset Wheel: 1f faster startup (19 to 18f); stun +50 (250/280 in VT); now projectile invincible during frames 1-20; adv on KD increased from +13 to +15 (-2 after dash vs qr); motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly