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* Ultra II Added: Breathless | * Ultra II Added: Breathless | ||
* Tornado Throw | * Tornado Throw: Damage reduced (exact data unknown) | ||
* Soulless ( | * Soulless (UC1): Damage reduced (exact data unknown) | ||
* | * EX Falling Sky: More invincibility (exact data unknown) | ||
| | | | ||
* Crouching | * Crouching HP: Given a smaller Hitbox on the 2nd hit | ||
* Tornado Throw | * Tornado Throw: Damage reduced (exact data unknown) | ||
* Less invincible frames at | * Marseilles Roll: Less invincible frames at end (exact data unknown) | ||
* Soulless | * Soulless (UC1): Damage reduced to 300-450 from 333-500 | ||
* Breathless | * Breathless (UC2): Damage reduced to 293-440 from 320-480 | ||
* Breathless | * Breathless (UC2): Given longer startup and now loses all armor as soon as Abel dashes forward for the throw (exact data unknown) | ||
* Breathless | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
| | | | ||
* Crouching | * Crouching HP: Hitbox increased for better anti-air ability | ||
* Second Low | * Second Low: Causes 2 more frames of Hit Stun allowing for new combos if FADC'ed | ||
* Tornado Throw | * Tornado Throw: Damage increased for all versions, to 160 from 150 for Light, to 180 from 170 for Medium, and to 200 from 190 for Hard and EX versions | ||
* Breathless | * Breathless (UC1): Now Strike Invulnerable when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invulnerable during that period | ||
| | | | ||
* Close HP: First hit's Hitbox greatly expanded downward | |||
* Standing HK: Startup reduced to 13 frames from 14 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames | |||
* EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | |||
* Heartless (SC): Active Frames increased to 4 frames from 2 frames | |||
* Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after Crouching HP in the corner | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* | * Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game (exact data unknown) | ||
* | * Crouch LP, Stand MP, Close MP, Crouch HP: Buffs made (exact data unknown) | ||
* | * Stand LP: Hurtbox reduced so it can no longer be hit from the elbow outward | ||
* Hit Stun | * Close MP: Hit Stun improved so that it is now +6 on hit instead of -1 | ||
* | * Stand MK: Reduced Hurtbox making it work better as anti-air | ||
* Altered the Hitbox of Medium | * Jaguar Kick: Altered the Hitbox of Medium version so that Close HP now combos into it | ||
* EX Jaguar Tooth | * EX Jaguar Tooth: Now Projectile Invulnerable until it lands | ||
* | * EX Jaguar Tooth: No longer flashes upon activation, flash now occurs when he leaves the wall | ||
* | * Jaguar Varied Assault (SC): Startup reduced to 7 frames from 9 frames | ||
* | * Jaguar Varied Assault (SC): First hit's Hitbox is improved so that it hits a bit lower | ||
| | | | ||
* Close | * Close MP: Now pushes the opponent away less on hit and on block | ||
* Close | * Close MP: Now at -4 frames on block (previous unknown) | ||
* Jaguar Kick | * Focus Attack: Expanded the Hitbox downward so it no longer misses short opponents | ||
* | * Jaguar Kick: Increased Hurtboxes downward on the Light and Medium versions, though these expanded Hurtboxes are still Projectile Invulnerable | ||
* Jaguar Kick: Hard version damage reduced to 130 from 140 | |||
* Fixed a bug | * Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | ||
* The third hit | * Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back | ||
| | | | ||
* Close HK: Hitbox slightly expanded horizontally and upward | |||
* Jaguar Crunch (Overhead): On hit against standing opponents now +3 from +4 | |||
* Rising Jaguar: 2nd hit of Light verion on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner | |||
* Jaguar Kick: Medium version damage reduced to 130 from 140 | |||
* Jaguar Kick: Hard version damage reduced to 120 from 130 | |||
* Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged | |||
* EX Air Jaguar Kick: 2nd hit now hits high | |||
* Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | |||
* Jaguar Revolver (UC1): Damage reduced to 480 from 510 | |||
* Jaguar Revolver (UCa): First hit's Active Frames reduced to 6 frames from 7 frames | |||
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best | |||
}} | }} | ||
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* Ultra II Added: Demon Armageddon | * Ultra II Added: Demon Armageddon | ||
* No longer able to loop Stand Light Punch to Stand Hard Kick ( | * No longer able to loop Stand Light Punch to Stand Hard Kick (which move was altered is currently unknown) | ||
| | | | ||
* Baskdash | * Baskdash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Medium | * Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown) | ||
* EX Tatsumaki Zankukyaku | * EX Tatsumaki Zankukyaku: Damage and stun damage reduced (exact data unknown) | ||
* Air Tatsumaki Zankukyaku | * Air Tatsumaki Zankukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* Demon Armageddon | * Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters | ||
| | | | ||
* | * Stand HK: Damage reduced to 80 total (50 + 30) from 100 total (60 + 40) | ||
* The second hit | * Stand HK: The second hit on block is now -2 frames from 0 frames | ||
* | * Forward Throw: Recovers 2 frames slower | ||
* Hyakki Gosho ( | * Hyakki Gosho (Demon Flip --> P): No longer an Overhead and can be blocked while crouching | ||
* | * EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip) | ||
| | | | ||
* Close MK: Now forces stand on hit; startup reduced to 4 frames from 5 frames; Hitbox expanded downward | |||
* Crouch HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1) | |||
* Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18 frames from 16 frames for Light, Medium, and Hard versions and to 11 frames from 9 frames for EX version | |||
* EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | |||
* Goshoryuken: 2nd hit of Medium version can no longer be EX Focus cancelled on block | |||
* Goshoryuken: 2nd and 3rd hit of Hard version can no longer be EX Focus cancelled on block | |||
* Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames | |||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | |||
}} | }} | ||
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| | | | ||
* Ultra II Added: Dirty Bull | * Ultra II Added: Dirty Bull | ||
* Input for Dash Upper made more lenient | * Input for Dash Upper made more lenient (exact change unknown) | ||
| | | | ||
* Close | * Stand LP: Hitbox reduced to not hit as low, making it whiff on crouching characters | ||
* Close MP: Now forces stand on hit; Damage reduced to 70 from 80; Can now be canceled into Special Moves and Supers | |||
* | * Buffalo Headbutt: Damage reduced to 100 regardless of version used, down from 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions | ||
* Buffalo Headbutt: Now has 22 more Recovery Frames (32 total) ONLY if blocked; recovery is the same as before (10 frames) when the move hits | |||
* Dirty Bull (UC2): Changed to HCB HCB + 3P from 720 + 3P motion | |||
* Buffalo Headbutt has | |||
* Dirty Bull | |||
| | | | ||
* Close | * Close HP: Hurtbox extended downwards to ensure hitting all crouching characters | ||
* Dash Swing Blow | * Dash Swing Blow: Pushes the opponent less far back, making it easier to connect with normals afterwards for a combo | ||
* Buffalo Headbutt | * Buffalo Headbutt: Damage reverted to 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions from 100 on all versions | ||
* Dirty Bull | * Dirty Bull (UC2): Damage increased to 399 from 300 | ||
* Dirty Bull | * Dirty Bull (UC2): Input now more lenient and easier to perform | ||
| | | | ||
* Dash Straight: Light version on hit now -1 from -2 | |||
* Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100; | |||
* Dash Swing Blow: Light version on hit is now +0 from +10, on block is now -2 from -5 | |||
* Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames | |||
* Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7 | |||
* Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames | |||
* Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds) | |||
* Turn Punch: Level 1 on block is now +0 from -2 | |||
* Turn Punch: Level 2 on hit is now +1 from -1, on block is now -1 from -5 | |||
* Turn Punch: Level 3 on hit is now -1 from -4, on block is now -2 from -8 | |||
* Turn Punch: Level 4 on hit is now -2 from -8, on block is now -4 from -12 | |||
* Crazy Buffalo (SC): Last hit can now be changed to straight punch by holding a punch button | |||
* Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399 | |||
* Dirty Bull (UC2): Changed back to 720 + 3P from HCB HCB + 3P | |||
}} | }} | ||
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* Ultra II Added: Shout Of Earth | * Ultra II Added: Shout Of Earth | ||
* | * Surprise Forward: Recovery reduced by 3 frames; total frame now 22 frames from 25 frames | ||
* Distances | * Rolling Attack: Distances were altered (exact data unknown) | ||
* Electric Thunder: Distance on hit adjusted (not sure exact meaning of this) | |||
* Electric Thunder | * Coward Crouch: Canceling the crouch now can only be done by returning controller to neutral; originally was any non down direction | ||
* Coward Crouch | * Lightning Cannonball (UC1): Damage Reduced to 500 from 600; Hitbox adjusted to reduce its effectiveness as an anti-air. | ||
| | | | ||
* Pushbox decreased | * Pushbox decreased (exact data unknown) | ||
* Rock Crusher ( | * Rock Crusher (Close B or F + MP): Recovery reduced to 11 frames from 13 frames, allowing a link into Stand LP | ||
* Charged Rock Crusher ( | * Charged Rock Crusher (Overhead): On hit is now +4 on hit vs. standing opponents (previoud unknown) | ||
* Amazon River Run ( | * Amazon River Run (slide): Active frames removed to 16 frames from 19 frames to make the move last shorter overall | ||
* Amazon River Run ( | * Amazon River Run (slide): Hurtboxes increased during recovery | ||
* Surprise Forward | * Surprise Forward: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown) | ||
* Rolling Attack | * Rolling Attack: Hurtbox increased width-wise while traveling forward; Hitbox decreased in size | ||
* Rolling Attack: Now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block | |||
* Rolling Attack | * Rolling Attack: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown) | ||
* Rolling Attack grounded frames | * EX Backstep Roll: Farthest forward traveling distance reduced; is now more controllable, backwards movement now possible | ||
* EX Backstep Roll | * EX Electric Thunder: Startup reduced to 5 frames from 10 frames | ||
* EX Electric Thunder | |||
| | | | ||
* Rock Crusher ( | * Rock Crusher (Close B or F + MP): Pushes opponent away less on hit and on block | ||
* | * Back Throw: Recovery when connected increased to 20 frames from 19 frames | ||
* | * Rolling Attack: Damage increased on all versions by 10 (110 from 100 for Light, 120 from 110 for Medium, 130 from 120 for Hard, and 120 from 110 for EX) | ||
* Both Hard and EX versions | * Rolling Attack: Both Hard and EX versions now knock the opponent down if connected on the first two Active Frames | ||
* EX Rolling Attack | * EX Rolling Attack: First two Active Frames now give Blanka a Free Juggle | ||
* EX Vertical Roll | * EX Vertical Roll: Now causes Soft Knockdown down on grounded opponents; | ||
* EX Vertical Roll: Recovery on landing increased to 12 frames from 7 frames; bounces back less, making it easier to punish on block | |||
| | | | ||
* Surprise Forward: Total frames reduced to 20 frames from 21 frames (some inconsistency as frame data shows original total as 22 frames) | |||
* Close MK: Now airborne start on 3rd frame | |||
* Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased | |||
* Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances | |||
* Backstep Roll: All versions now cause 2 more frames of block-stun | |||
* Vertical Roll: All versions can now be cancelled into EX Focus on hit or block | |||
}} | |||
{{Changelist_StreetFighterIV|CViper|C. Viper| | |||
| | |||
* Added | |||
| | |||
* No changes | |||
| | |||
* Ultra II Added: Burning Dance | |||
* Crouch MP: Improved priority (exact data unknown) | |||
* Thunder Knuckle: Hard version given more invincibility (exact data unknown) | |||
* Burn Kick: All versions given slightly more recovery (exact data unknown) | |||
| | |||
* Burning Dance (UC2): Hitbox improved | |||
| | |||
* Thunder Knuckle: Medium version damage increased to 120 from 110 | |||
* Thunder Knuckle: Hard version now Throw Invulnerable for the first 6 frames (until first Active Frame) | |||
* EX Thunder Knuckle: Startup reduced to 25 frames from 27 frames; Hit Stun increased by 2 frames | |||
* EX Seismic Hammer: No longer has any Throw Invulnerable frames | |||
* EX Seismic Hammer: Damage reduced to 100 from 120 | |||
* Air Burn Kick: Damage reduced to 90 from 100 | |||
* EX Air Burn Kick: Changed so the first three hits no longer increase Juggle Count, allowing for combos such as EX Seismo, EX Air Burn Kick, Burst Time | |||
* Burst Time (UC1): Total damage reduced to 441 from 480 | |||
* Burst Time (UC1): Hitbox slightly improved to connect easier in Juggles | |||
* Burning Dance (UC2): Damage increased to 410 from 380 | |||
| | |||
* Crouch MK: Hitbox slightly expanded forward | |||
* Close HP: Damage increased from 90 to 100 | |||
* Stand HK: Hurtbox slightly reduced | |||
* Focus Attack: Level 1 startup reduced to 23 frames from 26 frames | |||
* Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release | |||
* Focus Attack: Level 3 startup reduced to 68 frames from 70 frames | |||
* Thunder Knuckle: Light version hitbox slightly expanded | |||
* Thunder Knuckle: Medium version on hit is now +4 after EX Focus cancel --> Forward Dash | |||
* Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames | |||
* Emergency Combination (SC): Damage increased to 350 from 330 | |||
* Burst Time (UC1): Smoke visual effects reduced | |||
* Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed | |||
}} | }} | ||
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| | | | ||
* Ultra II Added: CQC (Cammy Quick Combination) | * Ultra II Added: CQC (Cammy Quick Combination) | ||
* Improved Hitbox | * Angled Jump LK: Improved Hitbox for easier Cross-ups | ||
* Cannon Spike | * Cannon Spike: Damage reduced on Light, Medium, and Hard versions to 100 from 150 | ||
* Spiral Arrow | * Spiral Arrow: Recovery reduced (exact data unknown) | ||
| | | | ||
* Close | * Stand LP, Close LP, Crouch LP: Recovery reduced (exact data unknown) | ||
* Close MP, Crouch MP, Close HP: Recovery reduced (exact data unknown) | |||
* Close | * Cannon Drill: Active Frames of the 2-hit Hard Cannon Drill changed to 2 and 17 frames from 7 and 12 frames | ||
* Cannon Spike: All versions do not bounce as far back as before, making them easier to be punished on block | |||
* Cannon Strike: Height Restriction given to Light, Medium, and Hard versions, making them only performable at half jump height and above | |||
* Active | |||
* Cannon | |||
* Height Restriction given to | |||
| | | | ||
* Cannon | * Cannon Drill: Hard version reverted so that Active Frames are once again 7 and 12 frames from 2 and 17 frames | ||
* | * Quick Spin Knuckle: Amount of pushback on block reduced | ||
| | | | ||
* Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | |||
* Stand HP: First bufferable Active Frame damage reduced to 70 from 80 | |||
* Crouch LK: Startup increased to 4 frames from 3 frames | |||
* Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200 | |||
* Crouch HP: On hit is now +6 from +7, on block is now +0 from +2 | |||
* Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed | |||
* Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames | |||
* EX Cannon Strike: Block Stun reduced by 5 frames | |||
* Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction | |||
* Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210 | |||
* L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block | |||
}} | }} | ||
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* Ultra II Added: Kikosho | * Ultra II Added: Kikosho | ||
| | | | ||
* | * Crouch HK: Stun damage reduced (exact data unknown) | ||
* | * Rear Spin Kick (DF + LK): Heavily nerfed, given slower startup and a bigger Hurtbox (exact data unknown) | ||
* Hosenka Hitboxes were altered in an unknown way (exact data unknown) | * Focus Attack: Hurtboxes during charge up extended forward a bit, making it easier to absorb attacks | ||
* Hosenka (UC1): Hitboxes were altered in an unknown way (exact data unknown) | |||
| | | | ||
* | * Crouch LK: Hitbox expanded a bit to eliminate strange cases where it would whiff against opponents next to her | ||
* Close | * Close HP: Hit Stun increased by 1 frames | ||
* Close | * Close HP: Pushes the opponent away a shorter distance on hit | ||
* | * Crouch HK: Stun damage increased to 150 from 100 | ||
* Kintekishu ( | * Kintekishu (B + MK): On Counter Hit, given 3 more frames of Hit Stun | ||
* | * Tenkukyaku (Kitenkishu follow-up): Hitbox increased to allow it to connect against crouching opponents more consistently | ||
* All three hits | * Yosokyaku (Headstomp): All three hits can now be perform with DF + MK as well as the original D + MK | ||
* EX Hyakuretsukyaku | * EX Hyakuretsukyaku: Now moves forward a bit more upon activation | ||
* | * Spinning Bird Kick: Hard version now connects fully when canceled from a Close HP | ||
* | * Spinning Bird Kick: Hard version damage reduced to 200 (40 + 20x8) from 270 (30x9) | ||
* Hosenka | * Hosenka (UC1): Hitboxes were reverted back to how they were in Super Street Fighter IV | ||
* Kikosho | * Kikosho (UC2): Startup reduced to 9 frames from 10 frames | ||
| | | | ||
* Health increased to 950 from 900 | |||
* Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames | |||
* Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally | |||
* EX Kikoken: Now causes Soft Knockdown on hit | |||
* Spinning Bird Kick: Light, Medium, and Hard versions now cause Soft Knockdown on last hit | |||
* EX Spinning Bird Kick: Hitbox slightly expanded forward and downward; 5th hit's Hitbox slightly expanded upward | |||
* EX Hazanshu: Now given Armor Breaker properties | |||
* Kikosho (UC2): Invincibility on startup increased to 9 frames from 8 frames (up to but not including the first Active Frame); damage increased to 365 from 330 | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* | * Crouch LK: Startup reduced to 3 frames from 4 frames | ||
* Crack Kick ( | * Crack Kick (F + HK): Had a unique property in Super where it, upon landing, would automatically increase the Juggle Count to 1 (even though it wasn't a Juggle Hit), preventing many moves from Juggling afterwards; this was removed so now all moves with Juggle Potential of 1 will connect after a Crack Kick is landed | ||
* | * Pick Up Knife: Distance from knife at which Cody can perform this increased | ||
| | | | ||
* | * Walk Speed: Forward and backward walk speeds increased | ||
* | * Angled Jump MP: Given larger Hitboxes upward and downward | ||
* Hammer Hook (Overhead): Hit Stun and Block Stun increased by 2 frames | |||
* | * Hammer Hook (Overhead): Can now be performed even when holding the knife | ||
* | * Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks | ||
* | * Stand LP with knife: Hit Stun increased (exact data unknown) | ||
* | * Stand MP with knife: Changed to a 2-hit attack, but total move length and total damage remains the same | ||
* | * Crouch MP with knife: Hurtbox made smalled on attacking arm; Active Frames increased to 4 frames (previous unknown) | ||
* | * Stand HP with knife: Hit Stun increased (exact data unknown) | ||
* | * Crouch HP with knife: startup reduced to 7 frames from 9 frames | ||
* Angled Jump LP with knife: Active Frames icreased (exact data unknown) | |||
* Angled Jump MP with knife: Hitboxes expanded upward and downward | |||
* Ruffian Kick: Medium version Hitbox expanded forward slightly | |||
* EX Zonk Knuckle: Knocks the opponent farther away when connecting | |||
* Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made | |||
* Bad Spray: Can now be canceled into Super or EX Focus Attack on the second hit | |||
| | | | ||
* Back Dash: Distance slightly increased | |||
* Crouch MK: On hit is now -1 from -3, on block is now -2 from -6 | |||
* Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal | |||
* Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown) | |||
* Knife Throw: Now given Armor Breaker properties | |||
* Knife Attack: All grounded versions (except Crouch HP) given Juggle Potential; can combo after L Criminal Upper for example | |||
* Zonk Knuckle: Can now be EX Focus cancelled | |||
* Bad Stone: After being held, the stone is thrown immediately at button release | |||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now strike invincible until 1 frame before active | |||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | |||
* Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased | |||
}} | }} | ||