![]() ![]() Standing light 3 can now be canceled into Special attacks, normalizing its cancel rules with standing medium 2 and standing heavy 3. ![]() Land Mine recovery reduced by 3 frames.Crouching heavy startup decreased, making crouching medium into crouching heavy much more reliable at long range.Crouching heavy projectile speed and damage increased.Increased forward dash and back dash startup by 2 frames.Reduced juggle limiter inflation penalties across most normal attacks.Increased crouching medium recovery by 6 frames.Reduced inflation of juggle limiter penalties across most normal attacks.Kara throw range and momentum slightly reduced.EX attack stuns victims in place, making the follow-up sequence much more consistent in most cases.Input forward OR back + Special to perform a crossup teleport, input Special for a non-crossup teleport. Additionally, Drakkon can opt to teleport behind or in front of the enemy leader. Drakkon Dash ~ Teleport - can now be performed much earlier.Drakkon Dash ~ Wrath - now projectile invincible for the first 6 frames.Drakkon Dash - now projectile invincible for the first 39 frames.However, they are available during the opponent’s MZ Ultra. MZ Counter attacks are unavailable while your own MZ Ultra is active. MZ Counter attacks cause a non-comboable wall bounce that deals damage, but cannot KO.To perform, hit Forward + Assist 1 + Assist 2 during block stun (similar to Pushblock timing), with at least one bar of MZ meter.Megazords can now be summoned as a counter attack, as a secondary option with the new MZ meter.With the new MZ meter system, it’s possible to activate MZ Ultra more than once per match.I.e., activating with a full meter grants twice the duration of that of activating with two bars. MZ Ultra depletes your entire MZ meter, with its duration scaling accordingly.MZ Ultra activation condition changed to simply having at least two bars of MZ meter.While you give the opponent a chance to recover, you reduce their comeback potential through depleting their MZ gauge. A common scenario is choosing to let up on a guaranteed kill combo with a Swap Strike.This adds counterplay to excess MZ meter gain (e.g., from damaging enemy assists), in addition to an extra layer of resource management.Essentially, you have to successfully swap out their leader in order to reduce their MZ gauge. Successful Swap Strikes reduce one bar of enemy MZ meter, with two exceptions: if the Swap Strike KO’s an enemy character or if the enemy has only one character remaining, enemy MZ meter is unaffected.Amount gained is based on a percentage of your team’s total health pool. MZ meter is accrued through receiving damage.A new Megazord (MZ) gauge has been added, deprecating the old Megazord Ultra activatable condition. ![]()
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