Part 1 of Sakari P’s (Producer, Phantom Breaker: Omnia) breakdown of the changes made to each of the characters in the Spicy Edition patch. In this article he covers the general gamplay changes, Itsuki, Shizuka, Ria, and Waka.
General (Gameplay)
- For Quick Style and Hard Style, reduced the opponent knockback distance when clashing during Counter Burst and Reflection.
Previously, when using Quick and Hard styles, the clash and Reflection mechanics caused the opponent to be knocked back a far distance, often causing the Counter Burst retaliation to whiff. Thus, to Counter Burst effectively, players needed to utilize clash canceling, which complicated the usage of Counter Burst. We changed the knockback distance to mitigate this issue.
- The cross-over animation that occurs when dashing into an opponent no longer occurs when dashing under an opponent in the air.
A player was invulnerable during the dash cross-over animation, which made dashing under a jump attack an effective strategy, but there was also no option to perform an anti-air attack afterward. This made both the jump-in and dash cross-over actions relatively risk-free. We removed the cross-over animation to encourage more aggressive gameplay during these types of interactions.
- An air throw can now be performed with an up-forward directional input as well.
The control input for an air throw became difficult when attempting it immediately after a jump. Thus, we lowered the execution difficulty to encourage wider usage of this mechanic as an anti-air option and as part of a combo.
- For Quick Style and Hard Style, the auto gauge increase rate while in full Tension Gauge is now doubled, matching that of Omnia Style.
The speed at which the Burst Gauge accumulated at max Tension was dependent on the maximum Burst Gauge value, which gave Omnia Style the upper hand due to it having the highest maximum Burst Gauge. Since Omnia Style can charge up to 200% Burst Gauge at max Tension, we leveled the playing field by increasing the Burst Gauge auto recovery speed for Quick and Hard Styles.
Itsuki
Itsuki’s relatively low damage output when consuming Burst Gauge made her attacks less decisive in crucial moments. We have applied buffs to her attacks that consume Burst Gauge to remedy this issue. Itsuki also has stronger merits under Quick Style than the other styles, so the below changes should give players more incentives to try out Hard and Omnia Itsuki.
- (ALL STYLES) Vapor Wave (light) – The initial portion of the first hit is now unblockable while crouching.
This move was blockable by crouching until a certain point of the attack, so depending on the height of the opponent’s crouch stance, it differed as to whether it could be crouch-blocked or not. We made sure that this move is always unblockable while crouching at startup. - (ALL STYLES) Vapor Wave (EX) – Changed the blowback trajectory and hitbox ・The 1st and 2nd hits now force a wall bounce. ・Extended the hitbox of the 3rd and 4th hit downward
This move was difficult to follow up and had low damage output when hitting an airborne opponent. By incorporating a forced wall bounce, follow-up attacks should now land more consistently, as well as give this move a significant damage buff overall. This move is also intended to become a bigger asset under Omnia Style. - (QUICK STYLE) Vapor Typhoon -・Increased damage ・The 5th hit now launches the opponent vertically.
Since this attack has a short range and a long recovery, we increased the damage to make it more appropriate for the risk. There were also times when this attack did not hit consecutively when hitting the opponent in the corner, so we made changes to make consecutive hits more consistent. - (HARD STYLE) Horizontal Grand Slam – Greatly increased damage
The advantages of using Hard Style Itsuki were unclear compared to Quick and Omnia. Since this attack has a short range and a long recovery, we increased the damage to make it more appropriate for the risk.
Shizuka
Compared to other standard mid-range characters, Shizuka’s attack range was shorter and the output less damaging overall. And though her light and medium normal attacks were strong up close, this made Shizuka feel more like a punch-and-kick-type character instead of a sword-wielder. In order to make better use of her katana, we buffed her sword attacks and Burst Gauge consumption attacks. Shizuka also has stronger merits under Quick Style than the other styles, so the below changes should give players more incentives to try out Hard and Omnia Shizuka.
- (ALL STYLES) Standing H – Extended the hitbox and clash box forward
This attack had a shorter attack range than its visual representation, so we repositioned the hitbox to the very edge of the effect. When you critical hit at the tip of the attack, you can follow up with dash attacks or a Phantom Break as well. These changes should make this attack yield more damage if used appropriately and should make Shizuka feel more like the Iai sword style practitioner that she is. - (ALL STYLES) Jump H – Extended the hitbox and clash box forward and downward
This attack had a shorter attack range than its visual representation, so we repositioned the hitbox to the very edge of the effect. - (ALL STYLES) Jump↓+H – Extended the hitbox upon landing upward
This attack served mainly as a combo extender, but due to its narrow hitbox, it was used only in very limited and difficult combo routes. We expanded the hitbox so that this attack is easier to use after winning an air-to-air situation as well as easier to hit the opponent during a combo, even if the opponent is positioned higher up in the air. - (ALL STYLES) Hayate (EX) – Increased travel distance
The increased travel distance should make this attack easier to incorporate into combos and utilize its invulnerability frames to stuff the opponent’s pressure. - (ALL STYLES) Crimson (light) – Now forces a wall bounce
Though its strong clash box and ability to reflect projectiles, this attack’s popularity suffered from its slow startup and long recovery. The addition of a forced wall bounce yields further damage opportunities when you manage to hit the opponent. And because you can cause a wall bounce without consuming Burst Gauge, you can incorporate it into a combo. - (ALL STYLES) Guren – Both the 1st and 2nd hits now force a wall bounce.
Despite its unique ability to reflect projectiles, this attack, compared to other similar attacks of other characters, had lower functionality. The addition of a forced wall bounce yields further damage opportunities when you manage to hit the opponent. This change should make this attack a stronger asset, especially under Hard and Omnia Styles. - (ALL STYLES) Raining Blossom: Petal Storm – Greatly increased the damage of the 4th and 5th hits
The damage output of the air version of this attack was very low. Hence, we increased the damage of the latter half of the sequence so that it can still deal significant damage even when used at the end of a combo. You can also expect good damage when canceling from air-Raining Blossom, making it a great tool in neutral situations. This change should especially benefit usage under Omnia. - (QUICK STYLE) Godspeed: Sturm und Drang – ・Increased damage ・Enlarged the hitbox of the lunging portion of the attack ・Added projectile invulnerability to the lunging portion of the attack ・Removed clash box from the lunging portion of the attack
In general, this attack was difficult to hit and had low damage output. We made this attack easier to use as it was intended–a high-speed lunging attack that passes through projectiles–as well as increased the damage. - (HARD STYLE) Divine Wind Blast – Increased damage
This attack was a very strong attack in previous installments of the game but was adjusted in this version to hit the opponent more easily and its damage output lowered accordingly. However, this adjustment weakened the advantages of using Hard Style Shizuka. This attack now outputs damage as it did in previous releases and serves as the hallmark of Shizuka’s Hard Style.
Ria
Ria was a good enough character in previous installments and did not require many changes for this release. However, the changes in the Guard Break mechanic rendered her signature moves, Double Fang and Spinning Edge–both of which were used to aggressively apply pressure to the opponent–harder to use. We focused on strengthening these two attacks to restore Ria’s aggressive and speedy playstyle.
- (ALL STYLES) Air Throw – Enlarged the hitbox of the 1st hit and removed the hitbox of the 2nd hit
Ria’s air throw produced inconsistencies depending on the opponent character and circumstances, so we changed its behavior. Though the damage of the air throw alone has been decreased, it yields opportunities for follow-up combo damage. - (ALL STYLES) Double Fang (light, medium, EX) – Greatly increased the Guard Break value inflicted upon the opponent when they guard against the attack
Since Ria’s throws are relatively weaker, and she does not have many attacks that are crouching or standing unblockable, this change was intended to give Ria a unique edge by making it easier to break the opponent’s guard. - (ALL STYLES) Spinning Edge (light, medium) – ・Extended the hitbox of the latter half of the attack upward and inward (towards Ria) ・The landing hit is now SP cancelable.
Spinning Edge was difficult to use to hit an airborne opponent consistently, and even on hitting, Ria has no cancel options, making this move less worthwhile. We improved upon these elements and made it easier to use in combos and as a lunging attack. - (ALL STYLES) Gatling Slash (EX) – Greatly reduced recovery time
Depending on the situation, this attack put Ria at a disadvantage when landing a hit, so we reduced the recovery frames. This attack is also easier to follow up with a combo after a wall bounce. - (QUICK STYLE) Killing Artifact – Increased damage
Though having a short reach, this attack has a fast startup and easily hits the opponent. Therefore, we have adjusted the damage output to better suit its core attributes. - (HARD STYLE) Fang Spiral – Greatly increased the Guard Break value inflicted upon the opponent when they guard against the attack.
On top of being slow to activate, this attack was difficult to use to deal damage directly, leaving little reward. Now that it is easier to cause a Guard Break, this move should now serve as a stronger pressure tool.
Waka
We compared Waka to Shin-Waka, and made sure to preserve Waka’s original play feel. The below changes focus on buffing her less handy attacks and other attacks that were weaker than other characters.
- (ALL STYLES) Ko-ryu Jin (light) – The aerial attack (2nd hit) is now SP cancelable.
Performing Ko-ryu Jin left Waka in a disadvantage, even on hit. Now that it is SP cancelable in the air, you can end up in a better situation by canceling into air-Counter Burst and Overdrive. - (ALL STYLES) Ko-ryu Jin (medium) – The aerial attack after the 2nd hit is now SP cancelable.
Performing Ko-ryu Jin left Waka in a disadvantage, even on hit. Now that it is SP cancelable in the air, you can end up in a better situation by canceling into air-Counter Burst and Overdrive. - (ALL STYLES) Ko-ryu Sougetsu Jin – The 5th hit now forces a wall bounce.
This attack was too weak because of its relatively low damage output and disadvantageous state after hitting. We improved it by giving it forced wall bounce. - (ALL STYLES) Ten-ha Ko-ryu Jin – Greatly increased damage
We increased the damage of this attack due to its lower damage output compared to other characters. Since you can follow up with a combo after landing the hit, this attack excels as a starter for come-back sequences. - (HARD STYLE) Hiryu Suijin Reppa – Greatly increased damage
This attack was originally intended to be a tricky one to land, but due to the adjustments of other characters, it also became a low-damage attack. We adjusted the damage so that we can bring it back up to our intended usage: an attack that, though hard to land, yields great damage when used during MAX Tension.