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PostPosted: Fri Jul 13, 2012 10:02 pm 
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Updated second post with first 2 sections of the guide. Will polish them and continue working on it soon.

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PostPosted: Sun Dec 16, 2012 3:38 am 
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THIS IS A REVIVAL



As most of you don't know due to not caring, I left the second part of this project unfinished. I admit I got lazy, but I was also busy and had other projects in mind. Now that I have some free time again, I decided to continue writting. This is not the only reason why I am making this post, however. I have also decided to do a 'balance patch' as many of you like to say. Moves properties were changed, and even the animation of a few as well! You may be asking how you can tell the difference unless you have the earlier draft saved though. Well, no worries! I was a nice enough guy not only to list all of them(also to make sure I didn't forgot any) but also put them under buffs, nerfs or neutral, much like I did with the Ragna CP changes thread on the Ragna section. Most of them are listed in a way that show how it was before and how it is now so that you can compare easily.



Let's get this show on the road!



[+] 5A Is now air unblockable
[+] 5A Frame advantage increased from +1 to +2
[+] 5A Can now be throw cancelled
[+] 2A Can now be throw cancelled
[+] 6A Recovery shortened from 22 to 19
[+] 5B Damage increased to 620 from 600
[+] 5B Recovery decreased from 17 to 16
[+] 2B Recovery decreased from 14 to 13
[+] 6B Stagger on CH increased from 20F to 25F
[+] 6B Recovery decreased from 17 to 16
[+] 6B Can now be jump cancelled on block
[+] 5C Frame advantage increased from -6 to -3
[+] 5C Level increased from 3 to 4
[+] 2C P1 increased from 84 to 90
[+] 2C Horizontal hitbox enlarged. Hits almost as far as 5B now
[+] 6C Frame advantage increased from +2 to +4
[+] 6C Stagger on CH increased from 25F to 30F
[+] 3C Frame advantage increased from -8 to -7
[+] J.A Startup decreased from 7F to 6F
[+] J.A Can now be throw cancelled
[+] J.C Can now crossup on last 2 active frames instead of last active frame
[+] J.C Horizontal hitbox enlarged
[+] J.2C Damage increased from 700 to 800
[+] 5D Recovery decreased from 25F to 20F
[+] 5D Now has 21F of blockstun
[+] 5D(Switch!) Recovery decreased from 25F to 20F
[+] 5D(Switch!) Frame advantage increased from +3 to +4
[+] 2D Frame advantage increased from -10 to -5
[+] 2D Now break 1 guard primer
[+] 2D(Switch!) Now breaks 1 guard primer
[+] 6D Startup decreased from 15F to 14
[+] 6D Autoguard duration increased from 4-10F to 6-16F
[+] 6D Frame advantage increased from -7 to -3
[+] 6D Level increased from 3 to 4
[+] 6D(Switch!) Startup decreased from 16F to 14F
[+] 6D(Switch!) Autoguard duration increased from 4-10F to 6-16F
[+] 6D(Switch!) Horizontal hitbox enlarged. Will connect after 5B from most distances
[+] 6D(Switch!) P2 increased from 75 to 78
[+] J.D Untechable time increased from 45F to 50F
[+] J.D(Switch!) Now breaks 1 guard primer
[+] J.236B Repeat proration is only applied on the second hit now
[+] 236236A Frame advantage of third attack increased to +1
[+] New special added: Cross Imagines




[x] 2A Active Frames increased from 2 to 3
[x] 6A Active Frames decreased from 3 to 2
[x] 6B Active Frames decreased from 4 to 3
[x] 5C Active Frames decreased from 5 to 3
[x] J.C Animation changed. Dark now spins vertically while holding his sword, resembling a death wheel
[x] J.C Hitbox changed. Hits all around Dark now
[x] 5D Active frames changed. Each hit happens at a different time now, rather than at the same time
[x] 5D(Switch!) Active frames changed to match normal 5D
[x] 2D Active frames increased from 3 to 4
[x] 6D(Switch!) Active frames increased from 3 to 4
[x] J.214B Input changed to J.236B
[x] J.236B First attack now floats on hit
[x] J.236236C Renamed from Battle Wing to Imaginal Discs
[x] J.236236C Animation changed. The wings resemble those of a Butterfly more than a Bat now, but still retain a creepy design to it
[x] 236A Renamed from Butterfly to Metalmark




[-] 6A Startup increased from 19F to 20F
[-] 5B P2 Decreased from 90 to 87
[-] 2B P2 Decreased from 85 to 84
[-] 2B Horizontal hitbox shortened. Only slighty outranges 2A now
[-] 2B Is no longer jump cancellable
[-] 5C Recovery increased from 18F to 19F
[-] 5C Is only jump cancellable on hit now
[-] 2C No longer hits low
[-] 2C P2 Decreased from 88 to 86
[-] 6C Recovery increased from 15 to 16
[-] 6C Blows enemy back on air hit now
[-] 6C Is no longer a fatal counter
[-] 6C No longer breaks guard primers
[-] 3C P1 Decreased from 91 to 90
[-] J.C Vertical hitbox shortened
[-] J.2C Startup increased from 14F to 18F
[-] J.2C Now puts Dark under CH state for it's entire duration
[-] J.2C Is no longer a fatal counter
[-] 2D Recovery increased from 20F to 22F
[-] 2D P2 Decreased from 91 to 89
[-] 6D Untechable time decreased from 27 to 26
[-] 6D(Switch!) Vertical hitbox shortened and is now the same as the one from normal 6D
[-] 6D(Switch!) Untechable time decreased from 35F to 30F
[-] J.D Startup increased from 15F to 19F
[-] J.D P1 Decreased from 90 to 85
[-] J.D P2 Decreased from 86 to 80
[-] J.D Landing recovery increased to 15F
[-] 623623D Frame Advantage decreased to -31
[-] Max dash speed decreased from 35000 to 32000
[-] Can no longer double air jump. Double air dash still available

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PostPosted: Sun Dec 16, 2012 6:15 am 
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These changes seem good and very thought of, but what "(Switch!)" means?

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PostPosted: Sun Dec 16, 2012 6:16 am 
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Nizama wrote:
These changes seem good and very thought of, but what "(Switch!)" means?



One of his DDs is called Switch! and it changes the properties of his drive moves at the cost of regeneration gauge units per use. When a move has Switch! listed at it's side, it means the changes are to that version of the move.

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PostPosted: Sun Dec 16, 2012 6:23 am 
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Lucalibur wrote:
Nizama wrote:
These changes seem good and very thought of, but what "(Switch!)" means?



One of his DDs is called Switch! and it changes the properties of his drive moves at the cost of regeneration gauge units per use. When a move has Switch! listed at it's side, it means the changes are to that version of the move.

Ooooh yeah, now i remember i glanced OP through again before asking that, but for some reason didn't notice it lol

Anyways, another question. After posting these changes, is this it now or are you gonna still put something up/update in the near future? And if there is something, what is it?

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PostPosted: Sun Dec 16, 2012 6:26 am 
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Nizama wrote:
Lucalibur wrote:
Nizama wrote:
These changes seem good and very thought of, but what "(Switch!)" means?



One of his DDs is called Switch! and it changes the properties of his drive moves at the cost of regeneration gauge units per use. When a move has Switch! listed at it's side, it means the changes are to that version of the move.

Ooooh yeah, now i remember i glanced OP through again before asking that, but for some reason didn't notice it lol

Anyways, another question. After posting these changes, is this it now or are you gonna still put something up/update in the near future?



As far as the moveset itself goes, I'm very likely not to touch it again until the NA console release of CP since I will have to modify the frame data accordingly to the new system used. I am gonna finish the guide and then use the other placeholder to write his unlimited form, and then I will move on to a few other characters I have been wanting to write a moveset for.


To answer your question, yeah, there will be updates in the near future.

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PostPosted: Sun Dec 16, 2012 6:35 am 
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Oh right, you were gonna write specs of the Unlimited Dark. Also, looking forward to your future characters. Good luck.

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PostPosted: Sat Dec 22, 2012 6:33 am 
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Polished a few system frames(No modifications, only easier to read) and added another part to the guide.

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PostPosted: Sat Dec 22, 2012 5:01 pm 
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The guide was definitely a nice read~

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PostPosted: Tue Dec 25, 2012 7:48 am 
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Guide updated...not as good as I wanted for it to be at first, but rage nutshelled due to disconnection when it was almost over.

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