User:Jotamide/sandbox

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MAAB Assists

Folble Elle
Jakusansei Elle
Jakusansei Elle.png
RIP Nice ChinChin (2017-2019)
Element Cost Hearts Damage Guard Startup Active Recovery Frame Adv Hit Effect Counter Effect
Fire 1 1 2000 Low 36 - - -12 Restands Restands into crumple state

High restand hitstun and good damage for its cost, though it can be hard to fit into combos due to its mediocre speed and tiny vertical hitbox


Yuzuriha

This changelist includes changes from the 3.0, 3.1, and 3.2 arcade releases of UNIST. The original doc can be found here.


System Changes

Health

  • Increased from 9,800 to 10,700 (+900).


Normal Moves

5B

  • Foregoing hurtbox reduced.
  • Recovery reduced by 5 frames.
  • Delay cancel window increased by 7 frames.

5C

  • Hurtbox reduced in size.
  • Added invincibility against jump attacks.

2A

  • Start-up 1 frame faster.
  • Cancel window increased by 2 frames.

2C

  • Hurtbox reduced in size.
  • Second hit doesn't whiff against lower body invincibility moves.

j.A

  • Hitbox range extended backward.

j.B

  • Hitbox increased in size.
  • Hitbox duration increased by 1 frame.
  • Recovery 1 frame shorter.
  • Hurtbox reduced in size.

j.C

  • Hitbox duration increased by 1 frame.
  • Recovery 1 frame shorter.
  • Hitbox increased in size.
  • Hurtbox reduced in size.


Command Moves

6A/B/C

  • Reduced the scaling of untechable time.
  • Recovery is now decreased by 6 frames when you move to Stance.

4B

  • Can be canceled into after a blocked 4C.
  • Successful countering has now increased hitbox and drags the opponent.
  • Counter start-up 1 frame faster.
  • Counter duration 1 frame longer.
  • Jump attack invincibility starts 1 frame faster.
  • On a failed counter, hitbox also appears 1 frame faster.
  • On a normal hit, it's now impossible to ground tech this move.
  • Overall window for countering shorter than UNIEL.

4C

  • On a successful hit, the rest of attack is cancelable even if later hits whiff.

Kiri (j.6A/B/C)

  • Reduced the scaling of untechable time.
  • Untechable time increased by 1 frame.
  • Hurtbox reduced in size.
  • Changed so that j.6B won't come out if a 66B input is used when you're about to land.
  • j.6C has a hitbox adjusted to hit higher.

j.2C

  • Hurtbox reduced in size.
  • Hitbox increased in size.

j.2[C]

  • Hurtbox reduced in size.
  • Hitbox increased in size.


Universal Mechanics

Assault

  • Recovery shortened.
  • Can use moves earlier in the jump arc.

Force Function (5B+C):

  • Icon now lights up faster.
  • Aerial version added.
  • Can be cancelled from Fuuetsu (7/8/9 during stance).
  • When used from Stance, you can hold either A or D to re-enter the Stance.
  • Start-up is 2 frames faster.
  • During Vorpal, hitbox and damage are increased.
  • You can now move to Stance when charging something else than 'Zetsu' and while not already in Stance.


Dash Normals

66B

  • Hurtbox reduced in size.

66C

  • EX Cancel Window increased by 12 frames.
  • Chain Shift Window increased until after the landing.


Special Moves

Iki Seishin no Mae (Stance):

  • D icon added. When using any move that leads into Stance, the D icon is automatically lit up, leaving A/B/C free to use again during Stance unless they are held down.
  • Fuuetsu (7/8/9 during Stance)
    • Can now be performed if you enter Stance in midair.
  • Seipu (4/6 during Stance)
    • Lowered the command priority and added priority to other Special Attacks.
  • Ishi (44/66 during Stance)
    • Recovery 3 frames shorter.

Saki (236x)

  • 236A
    • Added attribute invincibility, so it can be used as an anti-air.
    • Foregoing hurtbox reduced.
    • Fixed the issue where you couldn't follow-up the version used in Smart Steer.
    • Can perform additional Saki attacks by pressing A, B, or C on hit or block. Attempting to use the same Saki twice in a row will result in the 6X version being used instead.
  • 236B
    • Foregoing hurtbox reduced.
    • Can perform additional Saki attacks by pressing A, B, or C on hit or block. Attempting to use the same Saki twice in a row will result in the 6X version being used instead.

Yae Ichirin (214x)

  • Adjusted so that on successful hit, all of the attack's hits connect.
  • EX-version can now be followed-up when used in the middle of a combo.

Yae Ichirin (j.214x)

  • Adjusted so that on successful hit, all of the attack's hits connect.


Infinite Worth

Kashou (41236D)

  • On hit, the attack no longer resets positions to the center.