Changes from 1.1
Standing A
Added Chest attribute.
Can lose to sweeps and low profiling moves now (stuff like yosuke j.2C
In counterhit state longer.
Standing AAA
Now moves Ken forward.
Gatling into sweep added.
Wallbounces on air hit.
Auto Combo
Adjusted blowback on air hit. Easier to connect attacks.
Easier to convert into auto combo on air hits.
Crouching A
Attack level decreased.
less blockstun now +1 instead of being +2
Jumping A
Shortened interval between hits. Total recovery time decreased.
Less likely to have a hit whiff in the middle of air hits.
Koromaru Normal Attacks (Standing C, Crouching C, Off screen C)
Koromaru is now a negative edge
Koromaru 2C
On block, Koromaru's somersault trajectory is now larger.
Koromaru does a backflip similliar to a blocked 5C on block now
Koromaru D
If the D button is held, Koromaru will return after jumping.
Tapping D doesn't send koromaru off screen, he just does an invincible back flip
All Out Attack
Decreased start-up time.
Invincibility now continues until the attack's active frames.
Decreased recovery time.
All Out Attack Finish, D Version
Adjusted blowback.
Opponent now flies further away.
Can't combo D follow up mid screen without shadow burst
Ground Throw
Increased recovery on hit.
Vile Assault (B+D)
Decreased start-up time.
Decreased recovery on whiff and block.
Decreased untechable time on counter-hit.
Now considered crouching when landing.
Mediarama
Added an attack hitbox.
Decreased HP recovery.
Decreased HP recovery amount for Koromaru.
C and D versions are projectile invulnerable during the animation.
SB version fully invulnerable during animation.
Zan – Hakurou Battouga SB
Decreased startup time.
Increased movement speed.
Koromaru slows down when making contact with an opponent.
Attack ends if Ken is hit or enters blockstun.
Zetsu – Hakurou Battouga (C and D Versions)
Decreased number of hits when blocked.
Zetsu – Hakurou Battouga SB
Increased number of hits.
During the attack, Koromaru is projectile invincible.
Attack ends if Ken is hit or enters blockstun.
Koromaru HP Gauge
Increased Koromaru’s total HP.
When Koromaru’s HP reaches 0, the time until Koromaru is revived has been increased.
When Koromaru’s HP reaches 0, he cannot be healed by Mediarama.
All Koromaru Attacks
Can no longer clash.
When using a move that requires SP, it takes priority over other moves.
Koromaru Hit State
When being hit, Koromaru cannot perform any actions.
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