RAPHAEL 1.11 PATCH NOTES
COMMAND CHANGES
RE
- The ability to cancel RE into AG with 4 is removed.
WR bK
- Added in conjunction with the changes made to WR B.B. The second hit of WR B.B no longer hits crouching opponents, while WR bK will (multi)hit crouching opponents.
ADJUSTMENTS
33_66_99B+K (buff)
- Increased hitbox size, as the move had whiffing issues in combo
6b+k.8, 6b+k.2 (buff, nerf)
- Impact speed was slower than expected, so it has been adjusted.
- Increased recovery frames.
- Increased blockstun, so frame data on block remains unchanged.
- Increased combo damage scaling.
BALANCING
3B for all characters (buff)
- Increased tracking against opponents that whiffed an attack.
3A (buff)
- Added visual effects when LH condition is met.
- Changed LH conditions.
- It will now LH when the move lands for the third time.
SC 6B.B.B.B (buff)
- Decreased recovery frames.
- Increased impact speed for the fourth hit.
- It is now harder for opponents to interrupt this move after blocking the first three hits.
46B (buff)
- Increased tracking against opponents that whiffed an attack.
2A+B, SC 2A+B.B (buff, nerf)
- Self Ring Out no longer occurs.
- Reduced the base damage of the first and second hits.
- Increased the base damage of SC 2A+B.B.
SC PR 6K.K (buff, nerf)
- Removed ability to crouch under the second hit after blocking the first hit. This move now jails.
- Reduce the attack level of the second hit, and made it unable to Guard Crush.
- Reduced blockstun.
CE, PR CE (nerf)
- Reduced base damage. PR CE is a break attack, and therefore the damage was made lower than the normal CE.
- Increased combo damage scaling during Guard Crush.
- Reduced opponent distance after opponent blocks this move.
RE A (nerf)
- Increased combo damage scaling.
4A (nerf)
- Changed the hitstun animation. Knockdown removed.
- Added combo damage scaling.
- Increased hitbox size, stabilised impact speed.
b2 (nerf)
- Reduced base damage.
- Reduced hitstun.
6B.4 (nerf)
- Reduced movement (less forward movement?) of AG from this move.
1B (nerf)
- Reduced base damage.
- Made the PR stance transition timing slower.
WR B.B (nerf)
- Made the impact speed of both the first and second hit 2 frames slower.
- The second hit now whiffs against crouching opponents.
- Increased opponent distance after the second hit connects. This is to add a restriction on WR B.B.4 ~ AG 6 (iPR) combo. (Combo only works at close range now?)
AG A.B (nerf)
- Reduced base damage, added combo damage scaling.
- Reduced opponent distance on block.
AG B (nerf)
- Reduced tracking, since it was hard to evade this move with 8 way-Run.