Seong Mi-na 1.11 Changes - Translated

Slanverse

[03] Disciple
https://sc6.soularchive.jp/update/ver1_11.php

Note: While I do know Japanese, fighting game technical vocabulary is unknown to me so there is some guesswork here.
Note2: There is a game-wide comment in the "Battle System" section of the patch notes mentioning that they made it easier to do follow ups after the 3Bs of all characters in the game. Relevant for item #4.

General Comments
While Seong Mina is a character that shows her strength at long ranges, her options at close range are limited, making combat dull in these situations. For this reason, our balance changes were in the direction of improving the usability of certain moves that were not often utilized to give Mi-na players the ability to enjoy selecting these options. In exchange, 22/88B (both a combo starter and a way to create space), as well as moves that did excessive guard gauge damage (22/66/99[B+K]) were weakened.

  1. 33/66/99K - We adjusted the motion of the first kick: A hit was being confirmed off of the first hit before the leg reached the opponent because the "stiffness" of the move was ill defined. (Note: As discovered later, "stiffness" appears to refer to the time in which a character is locked in an animation after attacking)
  2. 11/33/77A+B - Adjusted the input window to make this move easier to execute.
  3. A.A, From Crouching 1K.K - Made it easier to do follow ups after these attacks.
  4. 3B - Because we are relaxing the conditions for making an opponent airborne from close ranges (reference to overall battle system change noted above..??), the size of the hitbox and the ease of follow up were adjusted.
  5. 11,44,77A+B in soul charge - Decreased the "stiffness" time after the attack. We synchronized the behavior of the move with the non-soul charge version so that players could aim for the same combos with both versions.
  6. WR B+K, 1K.K.B from crouching while soul charged - Made it impossible to ring yourself out from doing the move if you are in a battle. We made the same change in 1.10 but didn't fully address the problem so made some follow-up adjustments.
  7. Character hitbox size - Increased the hitbox size around her head. The high attacks of some characters were unintentionally whiffing, so our goal was to address this issue.
  8. B6 - Made it such that the first and the second hit are guarded in succession. (Note: Meaning not entirely clear. Kinda sounds like they are making it such that you can't step or crouch between the first and second hit.)
  9. 8B+K.B.B - Decreased the difficulty of the just input.
  10. 11,44,77K - Since it was possible to whiff against characters with a low stature, we increased the size of the hitbox in a downward direction. Increased the block stun.
  11. A+B - Increased the block stun
  12. 22/88B - Increased the block stun. Decreased the knockback against blocking opponents at close ranges. Strengthened the ability to use this move as a whiff punish (meaning unclear)
  13. 4A+B.A - As we were (overall) aiming at the ease of ring outs, the knockback while hitting someone in mid-air, and the amount (Mi-Na..?) advances while the opponent is in mid-air have been adjusted.
  14. 33/66/99B+K,33/66/99[B+K] - Decreased the guard gauge damage. Made it such that the first and the second hit are guarded in succession (same language as B6).
  15. On just 33/66/99[B+K] - Increased the knockback against opponents who block the second hit. It used to be that the third hit of the move would whiff against characters who were hit close to the edge of a stage; this has been adjusted. Decreased the "technique level" of the third hit (I'm guessing this is the move value that determines whether two moves clash or not).

My brief commentary: It looks like they want Mi-na players to not rely so heavily on 22/88B at close ranges and instead mix in more 66[B+K] (knockback), B6 (less punishable), A+B (guard stun duration), and 44K (safer on block). Will be interesting to see if 8B+K.B.B is also now useful as a combo finisher; my experience has been that the minuscule extra damage was never worth the headache of the just inputs.
 
Just a record for the frame data changed in this version:
(SC)44A+B / Recovery=45 as same as 44A+B
44K / B-8
A+B / BA+10>FC(opponent)
22B / B-14
66B+K / GD=8+16 / 2nd Hit's Move LV: Medium /** GD# is showed as points and the cap is 240
66(B+K] / GD=8+30 / 2nd Hit's Move LV: Medium /** GD# is showed as points and the cap is 240
66(B+K](kick) / B-6 / GD=8+30+4 / Last Hit's Move LV: Light /** GD# is showed as points and the cap is 240

Official patch notes in pdf format:
https://en.bandainamcoent.eu/soulcalibur/news/soulcalibur-vi-update-v111-patch-notes
 
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