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ZeroEffect317
[13] Hero
Not sure exactly when the patch goes live. But there's some changes coming for the entire cast, and Talim included. Here's the link to the notes:
https://en.bandainamcoent.eu/soulca...8gTowcVn0DhCyoFBxuGthvBbh9KyO79SxAzuhX_moOkcM
PDF file: https://d1vtv52f4vjbmu.cloudfront.n...ttle-adjustment-list_en.pdf?utm_source=Direct
For those who just want the Talim specifics:
Yellow = Buff
Red = Nerf
Blue = Glitches
Neutral color = System Change
- While Running A+K. Added a new input for Training Mode Only.
This is the Low Health Slide input to practice Lethal Hits with since health bars can't be lowered. Only works in training mode.
- A,A,B: Fixed an issue in which certain inputs would cause the 1st hit to register as a combo when used as a CH.
Nerf, lol. This means the A,A,a+b,B glitch is now gone. As I expected it to be.
+ A,A,A+B: Increased the moves Base Damage.
This is to make up for the loss of the CH AA glitch, I imagine.
+ 3B: Fixed an issue where the attack could miss a downed opponent.
Probably fixes the character specific issue in combos where 3B wouldn't always work. Maybe it works on everyone now?
+ 6A,K: Reduced the distance between the character and the opponent when the 1st hit is guarded. Reduced the opening after the 2nd hit is guarded. Granted the attack the ability to down the opponent when used as a normal hit. Added scaling to the move's combo damage.
So this is basically a buff. Makes 6A,K into a NH Knockdown. The combo scaling is to prevent big damage after the knockdown...? Maybe you get a 3B here or something. Also seems to have made this move safer. Maybe it's safe period. If so, this is now a decent punish tool/hit confirm.
+ 6B,B: Changed the move to a combo when the 1st hit is a normal hit. Increased the length of stun inflicted when guarded. Reduced the distance between the character and the opponent when the move hits. Added scaling to the move's combo damage.
HUGE Buff. From what this is saying, 6BB is a Natural Combo now and safer on block. This is perfect for her as she now has a Mid hitting Momentum starter as a block/whiff punish. Combo damage scaling is probably in regards to her LH combos.
+ 4B,A: Changed hit behavior to make it harder to miss when hitting with the tip of the weapon.
Guess this means 4BA is a better punisher now at tip range.
+ 3A: Reduced the opening after attack is guarded.
Seems like this move is safer now. Maybe it's plus on block now like 66K. Still leaves you in BT, but it's a buff regardless
+ 1A+B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Not sure if totally safe though.
- 6(A+B): Added scaling to the move's combo damage.
First big nerf of the patch. Probably to make sure her LH combos aren't doing as much damage as they do now. Also coincides with the 6BB scaling adjustment
+ BT B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Depending on HOW much safer, this could be pretty big too.
Stance Changes
+ Wind Charmer B,B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Not a move used very much, but nice anyway.
+ Wind Charmer B delayed B: Increased the stun inflicted when guarded.
This SOUNDS like WNC B:B and WNC B~B Guard Breaks make her plus on block now, instead of being -4 like before. If so, this is great news.
+ Wind Charmer K: Reduced the opening after attack is guarded.
Seems like this move is gonna be safe to everyone now, as it was still punishable by some at -10. Also could make it able to beat everyone's RE by allowing you to step after it's parried? We'll see.
+ Wind Sault A: Increased the attacks tracking.
People can't just step or tech away from the entire WNS stance now. Maybe this will give her new tech traps? Either way, this move needed to be better at catching step and now it supposedly will be.
- Wind Sault B: Changed mid air hit behavior:
I honestly don't know what this means, but it's a nerf. I'm thinking this is to prevent her from getting a guaranteed WNF K after certain launchers like 66A+B. or even FC 3BB at times. Hopefully this isn't as big of a nerf as it sounds right now, but...
- Wind Sault K: Follow-up attacks you can shift to upon hit can now be input before the attack makes contact. Fixed an issue in which you could use certain inputs to shift to a Wind Sault regardless of whether the attack made contact.
So... I dunno exactly what this is. But what this SOUNDS like, is that they removed the WNS K:G JF. Or, at least, removed the ability to do WNS K:G on whiff. Maybe she can still do it on block? Will need to be tested on patch day.
Anyway, that's all. Lots of changes to lots of characters. Gonna be a whole different game pretty soon. Overall, I feel like Talim is stronger, but we'll have to see what her optimal combos are gonna be like now. 6BB being safer AND NC is huge. 6AK is a much better punish now. BT B safer. etc. We'll see what happens.
https://en.bandainamcoent.eu/soulca...8gTowcVn0DhCyoFBxuGthvBbh9KyO79SxAzuhX_moOkcM
PDF file: https://d1vtv52f4vjbmu.cloudfront.n...ttle-adjustment-list_en.pdf?utm_source=Direct
For those who just want the Talim specifics:
Yellow = Buff
Red = Nerf
Blue = Glitches
Neutral color = System Change
- While Running A+K. Added a new input for Training Mode Only.
This is the Low Health Slide input to practice Lethal Hits with since health bars can't be lowered. Only works in training mode.
- A,A,B: Fixed an issue in which certain inputs would cause the 1st hit to register as a combo when used as a CH.
Nerf, lol. This means the A,A,a+b,B glitch is now gone. As I expected it to be.
+ A,A,A+B: Increased the moves Base Damage.
This is to make up for the loss of the CH AA glitch, I imagine.
+ 3B: Fixed an issue where the attack could miss a downed opponent.
Probably fixes the character specific issue in combos where 3B wouldn't always work. Maybe it works on everyone now?
+ 6A,K: Reduced the distance between the character and the opponent when the 1st hit is guarded. Reduced the opening after the 2nd hit is guarded. Granted the attack the ability to down the opponent when used as a normal hit. Added scaling to the move's combo damage.
So this is basically a buff. Makes 6A,K into a NH Knockdown. The combo scaling is to prevent big damage after the knockdown...? Maybe you get a 3B here or something. Also seems to have made this move safer. Maybe it's safe period. If so, this is now a decent punish tool/hit confirm.
+ 6B,B: Changed the move to a combo when the 1st hit is a normal hit. Increased the length of stun inflicted when guarded. Reduced the distance between the character and the opponent when the move hits. Added scaling to the move's combo damage.
HUGE Buff. From what this is saying, 6BB is a Natural Combo now and safer on block. This is perfect for her as she now has a Mid hitting Momentum starter as a block/whiff punish. Combo damage scaling is probably in regards to her LH combos.
+ 4B,A: Changed hit behavior to make it harder to miss when hitting with the tip of the weapon.
Guess this means 4BA is a better punisher now at tip range.
+ 3A: Reduced the opening after attack is guarded.
Seems like this move is safer now. Maybe it's plus on block now like 66K. Still leaves you in BT, but it's a buff regardless
+ 1A+B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Not sure if totally safe though.
- 6(A+B): Added scaling to the move's combo damage.
First big nerf of the patch. Probably to make sure her LH combos aren't doing as much damage as they do now. Also coincides with the 6BB scaling adjustment
+ BT B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Depending on HOW much safer, this could be pretty big too.
Stance Changes
+ Wind Charmer B,B: Reduced the opening after attack is guarded.
Seems like this move is safer now. Not a move used very much, but nice anyway.
+ Wind Charmer B delayed B: Increased the stun inflicted when guarded.
This SOUNDS like WNC B:B and WNC B~B Guard Breaks make her plus on block now, instead of being -4 like before. If so, this is great news.
+ Wind Charmer K: Reduced the opening after attack is guarded.
Seems like this move is gonna be safe to everyone now, as it was still punishable by some at -10. Also could make it able to beat everyone's RE by allowing you to step after it's parried? We'll see.
+ Wind Sault A: Increased the attacks tracking.
People can't just step or tech away from the entire WNS stance now. Maybe this will give her new tech traps? Either way, this move needed to be better at catching step and now it supposedly will be.
- Wind Sault B: Changed mid air hit behavior:
I honestly don't know what this means, but it's a nerf. I'm thinking this is to prevent her from getting a guaranteed WNF K after certain launchers like 66A+B. or even FC 3BB at times. Hopefully this isn't as big of a nerf as it sounds right now, but...
- Wind Sault K: Follow-up attacks you can shift to upon hit can now be input before the attack makes contact. Fixed an issue in which you could use certain inputs to shift to a Wind Sault regardless of whether the attack made contact.
So... I dunno exactly what this is. But what this SOUNDS like, is that they removed the WNS K:G JF. Or, at least, removed the ability to do WNS K:G on whiff. Maybe she can still do it on block? Will need to be tested on patch day.
Anyway, that's all. Lots of changes to lots of characters. Gonna be a whole different game pretty soon. Overall, I feel like Talim is stronger, but we'll have to see what her optimal combos are gonna be like now. 6BB being safer AND NC is huge. 6AK is a much better punish now. BT B safer. etc. We'll see what happens.
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