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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