Part 3 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 Rimi, Artifactor, Kurisu, M, Shin-Waka, and Fin.
Rimi
For players to use Rimi efficiently, they needed to limit their choice of attacks. This made her strategy and combos overly simplistic. We have focused our changes to giving close-ranged attacks more to offer.
- (ALL STYLES) Dash L – Greatly increased the damage of the 1st hit.
This move is often canceled from the first hit–a crouch unblockable hit–to go into a combo, but the first hit had such low damage that it was not worth incorporating into combos. We increased the damage to give players more choices for combos and mix-ups. - (ALL STYLES) Dash M – Greatly increased damage
The damage of this attack was quite low and saw very limited use. The increased damage should make it easier to use in ground combos. Especially for Hard Style, this attack is powerful when canceled from ←+M. - (ALL STYLES) Dash H – Greatly increased damage
This move is often used in combos, but due to the low damage of the individual hits, using it in combos made it even weaker. We increased the damage to give players more combo route options. - (ALL STYLES) Air Delusion of Wings (light) – Rimi will now face the opponent after the move.
This move saw limited use, primarily for escaping farther away from the opponent after jumping overhead. However, we changed it so that Rimi turns back towards the opponent to allow for more aggressive gameplay. - (ALL STYLES) Air Delusion of Wings (medium) – ・Rimi will now face the opponent after the move. ・The move is now jump cancelable upon hit.
This is one of Rimi’s signature moves where she soars through the air, but there was not much benefit in hitting the opponent with it. Now that it faces towards the opponent and you can jump cancel, you can go for some tricky combos on hit.
Artifactor
Artifactor’s air attacks were strong, but her grounded anti-airs and ability to mix up the opponent’s guard on the ground were weak, leading players to opt for playing Artifactor primarily from the air and not much else. We enhanced her ground game to expand her options in neutral situations. She also saw very little use under Quick and Hard Style, so we buffed her Phantom Break significantly.
- (ALL STYLES) ↓+H – Both the 1st and 2nd hits are now standing and air unblockable.
We intend for this attack to be both standing unblockable and a wide-reaching air unblockable attack. Combined with the changes to Standing →+M, this should give Artifactor stronger Oki setups. - (ALL STYLES) →+M – ・Both the 1st and 2nd hits are now jump cancelable on hit. ・Both the 1st and 2nd hits will now cause face-down knockdown on hit.
Though it was a handy grounded anti-air move, hitting the opponent yielded very little compared to the risks. We made it jump cancelable so that you can get more combo damage out of it. We also made the move cause face-down knockdown so that you can set yourself up for face-down combos. - (ALL STYLES) Bang Bish-bash Thingy – Greatly increased the invulnerability duration
This attack was overshadowed by Many Stabby Thingy and Ding Wham Thingy for their strength. The increased invulnerability frames should come in handy when you want to force your way through enemy projectiles and other long-ranged attacks. - (QUICK STYLE) Grab ‘Em and Beat ‘Em – Greatly increased damage
This counter attack could not be escaped via Emergency Mode, but because you can’t activate it at will, it was difficult to land. This made its relatively low damage not worth the effort. We increased the damage significantly to make it more worthwhile and give Quick Style a unique edge over other styles. - (HARD STYLE) Oh No You Didn’t – Greatly increased damage
Though a strong counter attack, it was difficult to land because you can’t activate it at will. This made its relatively low damage not worth the effort. In addition, unlike “Grab ‘Em and Beat ‘Em,” this attack could be escaped using Emergency Mode. This combined with the slow Burst charge speed under Hard Style, made this attack have more demerits than merits. We increased the damage significantly to make it more worthwhile and give Hard Style a unique edge over other styles.
Kurisu
We addressed issues surrounding her air throw loop.
- (ALL STYLES) Air Throw – ・Increased recovery duration after the air throw ・The recovery frames are now jump cancelable.
This addresses the air throw loop in the corner. Now that it is air jump cancelable, you can still perform a similar loop under Quick and Omnia Styles, albeit with less rotations.
M
We addressed issues surrounding her air throw loop.
- (ALL STYLES) Air Throw – ・Increased recovery duration after the air throw ・The recovery frames are now jump cancelable.
This addresses the air throw loop in the corner. Now that is air jump cancelable, you can still perform a similar loop under Quick and Omnia Styles, albeit with less rotations.
Shin-Waka
This time we are only addressing Hiryu Suijin Reppa, a move she shares with Waka.
- (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.
Fin
This time we are only fixing a bug involving Mau-chu Bomber 6.
- Mau-chu Bomber 6 – Fixed an issue where certain inputs caused Mau-chu Bomber 6 to fire more than intended.
Other
- Characters that did not receive any updates this round, including Yuzuha, Mei, L, Ren, Tokiya, Gaito, Infinity, Fin, Kurisu, Ende, and Shin-Waka, are slated for adjustments to preserve their strengths but also make them more enjoyable to play in a future update.