GUILTY GEAR XX: THE MIDNIGHT CARNIVAL #RELOAD ARCADE/PS2 CONSOLE VERSION BALANCE CHANGES FAQ (v1.0, 7-30-04) Table of Contents 1. Introduction 2. Character balance changes from X2 to XX #Reload (X2 #Reload) 3. Credits 1. INTRODUCTION !! Use CTRL + F to find your character, the list in out of order !! This list of character balance changes was taken from GameCombos (http://www.gamecombos.com/forums/showthread.php?s=&threadid=12444). I thought I'd post it here to give it more exposure since this game is going to be released on Xbox soon. "Special thanks to Tarothin for doing 99.8% of the work in translating (hey, I get .2% for asking him to do it!!!). The changes are from the official softbank #R guide. Anyway, be sure to thank Tarothin for his hard work... and of course, my *cough* hard work *cough* too." 2. CHARACTER BALANCE CHANGES FROM X2 TO XX #RELOAD (X2 #RELOAD) ----------------------------------------- Slayer ----------------------------------------- Backstep: Jump cancelled invincibility reduced from a maximum of 19F to 12F Air forward dash: Speed and air time reduced 2HS: Startup 14->13F, damage 48->52. Ground counter hit causes floating and downs the opponent. Base damage correction 80%. Sweep: Recovery 12->10F. Jump HS: Bounces opponent on counter hit. Base damage correction 80%. Damage 42->36 Jump D: Bounce on counter hit removed. Ground counter hit causes stagger (Max 39) 6P: Damage 34->45 6HS: Startup 18->17F. Untechable time increased. Midair hit knocks the opponent lower. Damage 60->50 Mappa Hanchi(K): Recovery 19->17F. Damage 45->40 Crosswise Heel: Damage reduced, 1st hit 35->27, 2nd hit 40->32 It's Late: Damage 44->52. Throw invincilbity 1-13F. Recovery 16-12F. Priority increased (hit box extended up and down slightly) Chi o Suu Uchuu: Max stagger time 39->36. Knockback added. Base damage correction 70%->75%. Recovers half the damage worth of life. Total time when whiffed 21-27F. Stun value x1.5. Throw range 100->92. Harder to combo throws into each other. 6K: Recovery 8-7F. Moves him forward more. Midair time changed from 4~24F to 2~23F 6K and hold K (Feint): Total time reduced 31->25F. Midair time changed from 4~27F to 4~21F Undertow: Base damage correction 70%. Can no longer be FD'ed in midar (completely unblockable now) Dead on Time: Damage 120->140 ----------------------------------------- Ino ----------------------------------------- Ground Dash: Moves faster. Larger hittable box in front Standing HS: Damage 55->43 2S: Recovery 15->17F. Hittable box moved forward 2HS: Damage 46->35 Jump K: Damage 15->13, Startup 4->5F, Active 21-12F, Recovery 18-27F. Base damage correction 90%. Hit box on the sides is smaller Jump S: Damage 28->23 Jump D: Landing recovery 7-8F. The bounce from FDCing it is smaller 6HS: No longer cancellable Defense: Stun resistance 60->55. Defense 1.0->1.125 Jump: Startup time 2->3F Normal Throw: Range 49->45 dots Taiboku o Sasuru Te(S): Startup 21->20F, Recovery 16->17F. Moves faster. 6~15F throw invincibility Taiboku o Sasuru Te(HS): Moves faster. 11~23F throw invincibility Kyoogen Jikkoo: FRC point added 42~44F Madogiwa Desperate: Width of the hit box extended Genkai Fortissimo: Can now change guard while blocking it ----------------------------------------- Zappa ----------------------------------------- None/Dog Standing K, None Close Standing S, None Far Standing S: Gatling to 6HS added None/Dog 2HS: Can gatling from 2HS to any other normal move Sword Standing K, 2P, 2K, Far Standing S, 2S: Gatling to 6HS added Sword Close Standing S: Damage 30->36 Sword Far Standing S: Attack Level 3->4 Sword Standing HS: Damage 25x2->35x2 Sword 2S: Recovery 16->15F Sword 2HS: Damage 30->40 Ghost Close Standing S: Attack Level 3->4. Damage 40->36 Ghost Far Standing S: Attack Level 4->3. Stagger max reduced from 43->39F Ghost 2S: Recovery 18->16F Ghost 2HS, Jump HS: Attack level 5->4, Untechable time decreased. Damage 35- >32 Umareru!!: Invincibilty changed from 1~21F invincibility to strikes to 1~19F complete invincibility, 20~21F invincibility to strikes. Recovery 40->30F Sword Upper: FRC point added at 13~16F. Damage 30->40. Attack level 3->4. Hit box expanded to the side. Counter hit downs the opponent. Invincibilty changed from 1~11F invincibility to strikes to 1~11F complete invincibility, 12F throw invincibility Sword Rush: Recovery 29->27F. Return Strike Damage 30->45 Sword Slash: FRC point added at 23~26F Dog D: Recovery 36->31F Dog 6D: Can be hit as it jumps back after hitting the opponent Dog 8D: Startup 11->10F. Active 7->12F. Recovery 42->31F. Invincibility from 41->end removed. Height of the dog's jump increased. Damage 30->25. No longer downs the opponent except on ground counter hit Dog 4D+D: Base damage correction 75%. Damage 30->25. Dog can be hit after it lands Dog 2D: Base damage correction 50%. Damage 30->60. Recovery 16->22F. No longer downs opponent on a ground hit. Opponent flys toward the side after it hits. No longer air FC guardable Jump: Startup time 2->3F Throw: Range 49->45 dots Movement: Dash initial velocity 8.80->9.5 dots. Forward high jump velocity 6.00->7.50 dots ----------------------------------------- Bridget ----------------------------------------- Defense: Stun resistance 60->55. Defense 1.13->1.16. Guts 1->0 Jump 2S: Damage 46->35 Roger Rush: FRC point added at 16~17F. Startup 32->28F Roger Razor: Active 185->105F. Roger moves twice as fast. FRC point added at 22~23F Air Roger Razor: Startup 27->29F. Entire move 32->37F. Time after which the move will still active even if hit changed from 11->13F Starship: Damage 21x4->22x4 Air Starship: Landing recovery 4->10F. Damage 21x3->18x3. Invincibility 1-14F inv. to strikes -> 1-13F inv. to strikes. Bridget floats a little after doing the move. Falls slower. Hit causes opponent to float instead of downing them Loop the Loop: Startup 4+2F->5+1F Super Roger: Damage 30x12->25x12. Active 129->117F Bad Trick: Entire move 49->47F. Startup 1+43F->1+7F. Active 44->48F. Damage 30x18->24x16. Appears diagonally in front of Bridget Jump: Startup 2->3F Throw: Range 49->45 dots 3P: Startup 7->8F. Recovery 6->7F. Doesn't move as far. Invincibility changed from 1-18F foot inv. to 1-19F foot inv. Dead Angle Attack: Invincibility from 1-13F complete inv. 14F upper body inv. 14-16 throw inv. to 1-12F complete inv. 13-14 upper body inv. 13-16 throw inv. Roger Hug: Startup 27->30F. Active 42->27F. Damage 12->30. Homing speed lowered. After Roger Hug Hits: Can do all yoyo moves other than Roger Hug. ----------------------------------------- Sol ----------------------------------------- Standing K: 2nd hit Active 8->6F. Recovery 10->13F 2K: Recovery 7->8F. Base damage correction 80%->70% 6P: Startup 8->9F. Invincibility altered 1F along with startup 6HS: Startup 14->13F Gunflame: FRC timing changed from 11~12F to 14~15F. A 2nd gunflame can't be done while the first is still on the screen Gunflame Feint: Entire move 35F->31F Bandit Revolver: 1st hit Active 4->5F. Time between first and 2nd hit 12- >11F. Landing recovery 10->8F. 2nd hit makes them float less Volcanic Viper Tataki Otoshi: Hit box reaches higher Gun Flame (Dragon Install): Startup 26->20F. Untechable time 30->40F Bandit Revolver (Dragon Install/Ground): Startup 9->7F. Landing recovery 10- >7F. Attack Level 3/3->4/5. 1st hit makes them float less. Last hit damage 36->50. Volcanic Viper (Dragon Install/GroundHS): 1st hit damage 30->40. All hits after Damage 16->18 Jump: Startup 2->3F Jump D: Increased guard damage. Makes them float less. Air Throw: Stun damage x1.5. Counter hit is untechable and cause them to float All Volcanic Vipers: Landing recovery 6->8F Bukkirabou ni Nageru: Untechable. Counter hit state from 1-14F. Recovery 30- >35F Ground Viper: Base damage correction 80%. Charging portion Damage 7->8 Fafnir: FRC frames 2->4F (FRC point at 17-20F) ----------------------------------------- Ky ----------------------------------------- Standing HS: Startup 11->10F. Damage 37->42 2HS: Damage 30->28. Attack level 5->4. Recovery 30->20F. Ground counter hit causes the opponent to float. Air hits cause the opponent to be pulled towardes Ky Jump P: Startup 7->6F 6P: Base damage correction 90%. Active 4->5F. Recovery 12->15F. Higher priority. 6HS: Ground hit forces the opponent to duck Vapor Thrust(S): Damage 42->48. Causes the opponent to float less Vapor Thrust(HS): Damage 50->52. Base damage correction 80%. Opponent is thrown back farther when hit. Untechable time increased a lot Greed Saber: Doesn't hit right before Ky lands Stun Dipper: Recovery 25->26F Ride the Lightning(Both): Starts up faster. Hit box extends up and down farther. Invincibility 1~11->1~14. Damage 32->36 Air Stun Edge: FRC point added at the first 3Fs of landing Jump: Startup 2->3F ----------------------------------------- May ----------------------------------------- Jump D: Damage 45->38. Stun x1.75 Restive Rolling(Ground): Startup 17->13F. Landing recovery 13->9F. Slightly greater untechable time on the first hit Mr. Dolphin Upper(S&HS): Untechable time increased. Has better priority directly above it Mr. Dolphin Across(S): Startup 8->7F. Active 20->14F. Has better priority in front and above it. Mr. Dolphin Across(HS): Moves faster. Has better priority in front and above it. Dolphin Dive: Auto activates after 18 seconds. Dolphins appear slower 7->15F Far Standing S: The lower portion of the hit box is smaller Overhead Kiss: Untechable time increased Jump: Startup 2->3F ----------------------------------------- Millia ----------------------------------------- Movement: Air Dash 22.0->20.0 dots. Air back dash 16.5->15 dots Dust: Startup 27->25F. Recovery 27->23F Jump D: Damage 40->36. Normal hit causes the opponent to fly sideways. Active 6->7F. Landing recovery 5->6F. Increased priority Tandem Top(HS): Increased guard damage Far Standing S: Added hittable frames as it comes out Jump S: Decreased priority Dead Angle Attack: Recovery 28->33F Normal Throw: Base damage correction 50%->40% Jump: Startup 2->3F Air Back Dash: Increased size of hittable frames Iron Saber: Damage 48->36. Base damage correction 90% Bad Moon: Base damage correction 80%. FRC point added at 6~8F after hiting the opponent or touching the ground. Landing recovery 4->7F Silent Force: Base damage correction 80%. Guard damage set to 10. Distance to retrieve needle 128->100 dots. Attack level 3->2. Max stagger 52->49 ----------------------------------------- Eddie ----------------------------------------- Defense: Stun defense 65->60. Guts 1->0 Backstep: Invincibility 1~9->1~7 Standing K: Base damage correction 80%->70%. Can no longer gatling to sweep Far Standing S: Damage 16->20 Standing HS: Active 2,6,6F->2,6,3F. Recovery 16->15. Damage 20x3->25x3. Increased priority. Ground counter hit causes stagger for any of the hits (Max 41F). Can't gatling to sweep. Can now gatling to dust. Increased guard damage Dust: Startup 28->24F 2K: Startup 8->7F. Active 4->2F. Recovery 10->9F. Can now only gatling to 6HS, 2HS, far standing S. Increased priority. 2S: Startup 8->9F. Damage 28->24. Can no longer gatling to sweep Sweep: Startup 12->15F Jump K: Active 6->8F. Recovery 9->6F. More effective as anti-ground Jump HS: Startup 13->11F 6P: Can no longer gatling to sweep 6K: Startup 24->23F. Recovery 15->12F. FRC timing changed from 24~25 to 23~24F Break the Law: Eddie is in a counter hit state until the move ends. For the 60~121F hiding time frame, invincibility 7->6F, recovery 11->9F. For the 122~F hiding time frame, invincibility 7->6F, recovery 17->18F. Amorphous: Startup 1+15F->8+8F. Recovery 32->28F. Invincibility changed from 1~17F inv. to strikes to 1~17F complete inv. 18~29F inv. to throws Jump S: Is worse against ground and better at hitting air 6P: Upper body invincibility 1~20F->1~16F Normal throw: Total length 53->65F Shadow Shield: Recovery 15->10F. Damage 20->30. 1~18F inv. to throws Invite Hell(S): Startup 17->18F. FRC removed Invite Hell(HS): Startup 17->18F. FRC timing changed from 11~12F to 12~13F Shadow Gallery: 1st hit damage 30->25. 1st hit untechable time decreased. Invincibility to strikes after appearing from the ground removed. Summons: Shadow uppercut gauge consumption 115~120. Shadow fish gauge consumption 301->451 Drill Special: Eddie gauge doesn't start recovering until 6F before the drill's attack is active Shadow Upper: Increased guard damage Shadow Fish: Base damage correction 70%. Damage 40->25 Eddie Gauge: Gauge regeneration slower. Total time to regenerate 302->352F. Regeneration after unsummoning eddie or blocking an attack is x1.5 Summon Shadow(Unsummon): Total time 33->29F. After eddie is unsummoned, hittable time changed from 11->7F ----------------------------------------- Potemkin ----------------------------------------- Standing HS: Active 5->7F. Recovery 21->16F 2S: Ground counter hit causes stagger (Max 43F) 2HS: FRC point added at 18~20F Jump S: Ground counter hit causes stagger (Max 39F) 6HS: FRC point added at 20~21F Heavenly Potemkin Buster: Recovery 2->10F. He now starts to fall after the hit frames end. Damage 190->170 Chipp's normal throw: The abnormally fast get up time was fixed. No longer gets a free potemkin buster Jump: Startup changed to 5F F.D.B.: After reflecting, he has 1~22F invincibility to strikes ----------------------------------------- Chipp ----------------------------------------- Far Standing S: Startup 6->7F. Recovery 18->19F Dust: Startup 29->25F. Recovery 13->9F. Increased priority Sweep: Recovery 16->18F. Attack level 3->2. Damage 30->26 6P: Startup 7->9F. Active 5(9)6F->3(9)5F. Recovery 12->10F. Increased priority Standing HS: Gatling to 6K removed Alpha Plus: Counter hit effect changed from dust to wall bound Beta Blade: Untechable time added. 1st hit damage 32->30. Floats them higher now. 1st hit untechable time 28->38F Banki Messai: Ground hits damage 8->9. Air hits are less likely to drop the opponent. Opponents weight no longer takes effect during the super. Hitback reduced. Standing K: Increased priority Close Standing S: Increased priority 6K: Startup 11->19F. Active 7->5F. Recovery 14->8F. Guard type changed to Air/Standing. Attack level 5->2. Wall bound on counter hit removed. Air Beta Blade: Landing recovery 10->5F. Jump: Startup 2->3F Jump 2K: Movement vector changed Phantom Murder: Startup 32->30F. Landing recovery 14->10F. Movement speed increased. FRC point changed from 35F after it hits to 36~37F ----------------------------------------- Faust ----------------------------------------- Far Standing S: Startup 7->8F. Recovery 22->25F. Gatling to sweep removed. Doesn't reach as far. Doesn't move Faust forward as much 2HS: Gatling to Standing P and 2P added Sweep: Recovery 18->23F Jump D: Landing recovery 5->4F. Ground counter hit causes stagger (Max 39F). No longer grounds opponent on ground counter hit. Stun value x0.87->x1.0 Going My Way?: Increased guard damage. Untechable time increased Super Deathfist: Recovery 104F->80F. FRC point added during the 40F of his taunt. Movement speed increased Jump 2K: FD cancelling causes him to fall backwards slightly. Landing recovery of 4F after FDCing Rerere no Tsuki: Active 16->12F. Recovery 22->18F Front/Back Door: Recovery 24->26F. FRC point added at 63~64F Pogo Balance: Delay before you can do additional attacks 32->28F. FRC removed. Guard damage increased (About double). Pogo Cancel total time 16- >24F Pogo Slam: Counter hit causes wall bound Head Flower: Recovery 24->22F. Damage 50->35. Stun x2.0 Attack level 1->3. Guard changed from Air Faultless to Standing/Air Faultless Ground Flower: Startup 20->14F. Counter hit cause opponent to float and is not techable Going My Way(From Pogo Slam): Startup 13->9F. Damage 20->16. Now goes almost straight forward instead of angling upwards. Active 35->30F. FRC timing changed from 48~51F to 41~46F Ai: Changed so it can trade with other projectiles. Can now be reflected by Potemkin's F.D.B. Poison: Poison damage changed from 2~8 to 4~10 ----------------------------------------- Baiken ----------------------------------------- Standing HS: Added gatling to 6K Dust: Startup 29->25F 2K: Added gatling to 6K Sweep: Base damage correction 70%. Recovery 9->13F. Worse priority Jump D: Ground hit downs opponent. Increased guard damage 6K: Attack level 3->4. Damage 22->24. 1~11 invincibility to throws. Ground counter hit stagger max changed from 39->43F Air Dash: Movement speed lowered Sakura: Active 4->2F. Reach extended. FRC point added at 17~18F. Youshijin: Recovery 18->22F. Attack level 2->1. Hitback reduced. Base damage correction 70%. Ground counter hit and air hit causes the opponent to fly higher. Untechable time reduced. Youzansen: Causes them to float higher. Is techable on a ground hit. Mawarikomi: FRC point added at 17~19F. ----------------------------------------- Jam ----------------------------------------- Movement: Forward walk 4.5->5.5 dots. Backwards walk 3.3->4.5 dots. Initial dash velocity 9.5->10.0 dots. Forward high jump 5.0->6.5 dots. Backward high jump 5.0->6.5 dots Standing P: Startup 4->3F. Recovery 7->4F. Damage 9->12 Standing K: Base damage correction 90% Close Standing S: Damage 26->34. Active 6->8. Increased priority Far Standing S: Startup 7->6F. Active 11->9F. Damage 30->34 Standing HS: Can no longer gatling to dust or sweep. Damage 20->24 Dust: Startup 23->22F 2P: Base damage correction 80%->90%. Recovery 7->4F 2K: Recovery 10->9F 2S: Base damage correction 80% 2HS: Can no longer gatling to dust or sweep. Recovery 27->25F Sweep: Startup 7->6F. Active 3->4F. Recovery 21->16F. FRC point added at 1~5F Jump P: Damage 9->11 Jump K: Damage 12->14. Active 6->8. Recovery 12->11 Jump HS: Recovery 12->16F 6P: 1st hit stagger max 33->41F. 2nd hit stagger max 39->45F Hawk Kick: Startup 8->9F. Landing Recovery 8->6F. 1st hit attack level 3->4. Base damage correction 80% Calm Morning Breath: K charge time 68->64F. S charge time 75->68F Burst Rush: Startup 8+20F->8+17F. Active 10->3F. Recovery 14->15F. Damage 18x3->50. Attack level 3->5. Base damage correction 75%. Counter hit causes wall bound Burst Rush Reverse: Active 8->3F. Recovery 28->12F. Attack level 3->5. Base damage correction 75%. Damage 20x4->50. Hit causes wall bounce. Double stun damage Burst Rush Reverse(From the back): Startup 26->29F. Active 8->3F. Recovery 26->15F. Attack level 3->5. Base damage correction 75%. Damage 20x4->50. Hit causes wall bounce. Double stun damage Trillion Phoenix Rise: Dash speed increased. 2F added to the time you can't move during super flash. Startup 7+1->7+0. The amount moved forward during the super flash is extended slightly Dragon Pillar: 1st hit damage 30->50. 2nd hit damage 50->70. 1st hit Base damage correction 200%->150%. 2nd hit Base damage correction 100%->75%. Doesn't cause the opponent to fly towards the side as much. Jump: Startup 2->3F ----------------------------------------- Johnny ----------------------------------------- Far Standing S: Startup 7->8F. Active 6->3F. Recovery 19->23F 2S: Can no longer gatling to Standing HS and dust. Recovery 12->10F. Guard type changed to Ducking/Air Faultless. Base damage correction 75%. Priority weakened. 2HS: Recovery 26->28F. Jump K: Damage 24->20 Mist Finer Upper(Lvl1): Startup 8->4F. Recovery 22->17F. Attack level 3->4. Mist Finer Upper(Lvl2): Recovery 25->22F. Attack level 3->5. Damage 70->50 Mist Finer Upper(Lvl3): Recovery 33->20F. Damage 26x9->20x9. Guard damage for each hit is reduced Mist Finer Middle(Lvl1): Startup 10->6F. Recovery 36->33F. Attack level 3->4. Base damage correction 85%. Increased guard damage. Mist Finer Middle(Lvl2): Recovery 26->23F. Attack level 3->5. Damage 70->50. Base damage correction 85%. Mist Finer Middle(Lvl3): Recovery 34->25F. Damage 24x9->18x9. Guard damage for each hit is reduced Mist Finer Lower(Lvl1): Startup 16->11F. Recovery 30->29F. Attack level 3->4. Base damage correction 85%. Mist Finer Lower(Lvl2): Recovery 26->23F. Attack level 3->5. Damage 70->50. Base damage correction 85%. Mist Finer Lower(Lvl3): Recovery 34->27F. Damage 22x9->17x9. Guard damage for each hit is reduced Mist Finer: Time to go into Kamae Cancel for Lvl 1 7->9F, Lvl 2 7->6F, Lvl 3 7->4F. Entire time for the cancel 3->4F. Can dash during the cancel. Bacchus Sigh: Total time 36->42F Normal Throw: Base damage correction 50%->40% Jump: Startup 3->4F Ensenga: Landing recovery 12->16F. Both hits have base damage correction of 90%. Not as effected by inertia anymore ----------------------------------------- Axl ----------------------------------------- Dust: Startup 29->26F. Active 8->6F. Recovery 12->15F. Foot invincibility changed from 17~24F to 17~25F 6K: Now jump cancellable Raieisageki Vertical: Damage 50->45. Opponent doesn't float as much after hit Byakue Renshou: 1st and 2nd hit damage 60->50 Jump P: Gatling to Jump 6P added Jump K: Gatling to Jump 6P added Jump: Startup 3->4F 3P: Attack level 2->3 Tenhouseki: Whiff time changed from 25->29F Housoubako: Whiff time changed from 22->23F Rensengeki: FRC time changed from 15F to 15~16F. Increased guard damage. Damage correction added ----------------------------------------- Anji ----------------------------------------- Kou: 1~6 inv. to strikes Jump: Startup 2->3F Close Standing S: Startup 6->7F. Added knockback Far Standing S: Increased priority Standing HS: Startup 17->15F. Active 11->4F. Recovery 13->21F. Guard point changed from 1~8F->4~11F. Can cancel into 6P on whiff. 2K: Added knockback 2S: Added cancel time 2HS: Can gatling into 6P? Jump HS: Added gatling to Jump D. Damage 36->32 JUmp D: Recovery 21->17F. Landing recovery 5->3F. Upper body invicincibility added at 1~8, 23~30 6P: Startup 17->18F. Recovery 22->16F. Attack level 4->5. Damage 28->24. Added cancel time. Invincibility changed from 1~20->1~21 above the waist inv. 6H: Can cancel into 6P on whiff. Untechable time increased 6K: Recovery 12->13F. Guard point 1~6F->1~7F. Can gatling to Standing K on whiff. Floats opponent higher Kai(P): Damage 42->32. Priority increased Kai(K): Recovery 12->13F. Landing recovery 12->8F. Damage 25->50. Attack level 3->4. Knocks opponent to the ground. Counter hit bounces them opponent off the ground. FRC point added at 23~25F. Priority increased Fuujin(S): Damage 40->30. Doesn't bounce the opponent as high in the air Shin Ichishiki: Startup 31->32F. Landing recovery 12->6F. FRC point addded at 16~18F. Total move time 77->68F Shitsu: Falling portion attack level 3->4. The Shitsu doesn't fly as high after being blocked Issei Ougi Sai: Recovery 44->40F. First 11 hits damage 20->12. Reduced guard damage on first 11 hits. FRC point changed from 13~14F to 51~52F. Last hit damage 100->50 Kachoufuugetsu: Startup 1+6F to 7+0F. Invincibility changed from 1~21 inv. to strikes to 1~21 complete inv. Damage 50x4->40x4 Shin Nishiki: Damage 18x6->16x6 Hitoashitobi: Air time 9->5F. Total time 33->28F. Moves farther Tenjinashi: Damage 20x13->15x13. Reduced guard damage. Charge time 60->40F ----------------------------------------- Venom ----------------------------------------- Standing HS: Startup 13->10F. Active 6->7F Dust: Startup 24->23F Jump D: Active 7->8F. Recovery 20->12F. Slight increase to untechable time Stinger Aim: Powers up faster. S - Lvl 2 19~31F, Lvl 3 32~69F, Lvl 4 70~137F. HS - Lvl 2 14~26F, Lvl 3 27~64F, Lvl 4 65~137F Stinger Aim(HS): Startup 11->10F. Damage 44->42. Total move time 51->45F. FRC point 16~19F->13~14F (uncharged). When charged, changed from 9~12F->9~10F. Carcass Raid(S): Total time 31->32F Jump: Startup 3->4F Stinger Aim(S): Total time 43->40F Dubis Curve: Recovery 15->9F ----------------------------------------- Testament ----------------------------------------- Standing P: Damage 8->9. Startup 7->6F. Active 2->3F. Recovery 8->7F. Increased priority 6P: Base damage correction 85% 6HS: Damage 60->55. Recovery 26->28F. FRC point added at 23~27F HITOMI: Set time 21~23F Air Zeinesto: Total time 30->28F 6K, 6P, 6HS: Gatling to dust added Jump: Startup 3->4F Phantom Soul(P): Startup 60->37F. Total time 44->58F. Attack level 3->2. Damage 15->5. Vector changed Phantom Soul(K): Startup 60->31F. Total time 44->47F. Attack level 3->2. Damage 15->5. Vector changed Warrant: FRC point added at 34~36F after the counter Grave Digger: Increased guard damage Zeinesto: Characters hit in mid air that touch the net can no longer tech right away. Crow Attack: Attacks now changed to 4 patterns. The pattern can be discerned by the first attack Crow Transformation Attack: Damage 50->30. Guard type changed from All to Standing/Air. Attack level 3->5. Knocks opponent down. Base damage correction 75% Poison: Damage 2~8->4~10 Nightmare Circular: Startup 10+5F->8+5F. Recovery 7->9F Master of Puppets: Startup 7+8F->7+4F. Recovery 32->38F. Damage 30->60. Knocks opponent to the side. Untechable. FRC point added at 11~13F. Invincibility changed from 1~10 to 7~14 inv. to strikes ----------------------------------------- Dizzy ----------------------------------------- Dust: Startup 29->27F. Active 22->14F. Recovery 20->15F. Attack level 3->4 2HS: Startup 7->8F. Damage 49->44. FRC point added at 8~10F. Stun damage x1.25->x1.5 Sweep: Startup 13->12F. Recovery 44->33F. FRC point added at 12~14F. Reach extended Jump D: Active 12,3F->9,3F. Recovery 16->15F 6HS: Both hits cause stagger on ground counter hit (Max 47F). FRC point added at 18~20F Necro Archer: Recovery 10->14F. Invincibility changed from 9~12F to 9~14F inv. to strikes Ice Pillar: Damage 60->55. FRC point changed from 18~19F to 31~32F. Guard damage slightly increased Standing HS: Hittable box moved forward Bubble: Total time 28F->22F. Explosion of the bubble is larger. Dizzy falls slower after setting the bubble Demon Teeth: Active time for S 23->40F. The vector is changed to cover the top half of the screen. Active for HS 27->35F. The vector is changed to cover the bottom of the screen. Imperial Ray: Damage 32xn->40xn Jump: Startup 2->3F ...and that's it folks! These changes make this the most balanced 2D fighter of all time, tiers don't even matter in this game because it's all skill baby. 3. CREDITS Sammy, ArcSystem Works, Ishiwatari Daisuke for another great game. And of course Majesco Games for porting it to the U.S and Gamecombos.com for the information. Email me in case I left anything out on accident: mantrahigh[at]yahoo.com