Patch Notes for Apr. 24
Advanced Enemies & Elite Enemies Adjustments
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Adjusted the Super Armor coverage for enemies' idle states and reduced the Super Armor levels during the recovery frames of certain moves.
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Standardized the low-HP Guard Break rule for Elite Enemies, which now triggers uniformly at 20% HP.
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Increased the Max HP limit for Elite Enemies and added new combat mechanics for specific Elite Enemies.
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Optimized the spawn mechanics in Elite Combat Spaces: platforms will now automatically disappear after any Elite Enemy spawns or is Guard Broken, improving combat fluidity.
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Fixed an issue where monsters would abnormally continue to spawn after certain Elite Enemies were defeated.
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Fixed an issue with excessive enemy numbers on the field, and corrected an anomaly where defeating a charging [Raiju] would cause another one to spawn continuously.
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Adjusted the Guard Break mechanics for [Take-Mikazuchi]: changed from a part-based Guard Break system to triggering at a 50% HP threshold per phase.
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Optimized [Take-Mikazuchi]'s hit detection: if the character successfully blocks the phase-transition slam without entering a passive hit state, the Stun negative effect will no longer be applied.
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Increased the startup frames and damage for certain moves of [Take-Mikazuchi].
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Removed [Take-Mikazuchi]'s random fire meteorite drop and mouth-thrusting attack moves.
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Optimized general enemy AI logic.
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Adjusted the cooldowns and mechanics of enemies' barrage-type moves.
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Adjusted the mechanics of [Izanami]'s energy orb move during the [Take-Mikazuchi] battle: the orbs will now detonate upon approaching the character, dealing only explosion damage without leaving a persistent AoE damage zone. Also made visual and numerical adjustments to her phase two mass-orb move.
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Optimized [Izanami]'s combat mechanics: her hit-escape will no longer interrupt the character's actions. Increased the decay rate of her shield and removed its collision detection.
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Increased the startup frames for most of [Izanami]'s moves and optimized attack warning indicators; additionally, increased her Max HP and move damage.
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Optimized [Izanami]'s interactions with Block and Super Armor levels, allowing characters to handle more combat situations utilizing Super Armor or Block.
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Redesigned the logic and visual performance of certain moves for [Izanami].
Combat System & Operation Optimizations
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Fixed the input overlapping issue when characters consecutively cancel moves.
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Fixed abnormal move connection detections after a character performs a drop-down action.
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Further reduced the hitstop (frame freeze) duration when a character takes damage while in the Super Armor state.
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Added system mechanic descriptions for [Super Armor] and
. Successfully blocking an enemy's grab skill utilizing
now triggers exclusive visual effects and audio cues. -
Added multiple Character Customization settings to accommodate different player control preferences.
Character Optimizations & Fixes
ICEY
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New Mechanic: Aerial [Electron Flow] can now be charged, and [Shadow Dance] can now be cast in the air.
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Optimized combo interruption logic: [Regeneration] and Dash will no longer interrupt standard move combos.
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Optimized the casting feel of specific moves after normal attack combos and dash cancels, fixing input loss caused by displacement deviations.
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Enhanced Armor/Guard Break capabilities for ICEY's specific strong moves:
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[Regeneration] breaks enemy Guard upon trigger.
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The final hit of [Overload] breaks enemy Super Armor.
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[Resonance] and [Shift] break enemy Guard.
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Successfully casting moves with charging properties now increases their Super Armor break detection level.
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Added effect description for the Potential combination [Electron Flow]: successfully casting the enhanced move can break Super Armor.
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Adjusted [Brutal Blade] mechanics: the character enters a Dodge state during the attack, and the original suction-on-hit effect has been removed.
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Adjusted [Neutralize] mechanics: the character enters a Block state during the attack.
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Adjusted [Bounceback] mechanics: the character enters a Dodge state during the attack.
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Split and reconstructed Potential combinations; [Sweep]-related combos are now [Electron Flow]-related combos:
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Hitting enemies with [Electron Flow] slightly recovers MP.
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The moment [Electron Flow] attacks, the character briefly enters an Invincibility state.
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Optimized visual stuttering when ICEY continuously attacks enemies.
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Comprehensively optimized combo controls, including: additional slash for [Skewer], clone positional swap for [Shadow Dance], aerial follow-ups for [Divide], and the casting speed of [Surge] and [Shift] after entering their respective stances.
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Optimized aerial normal attack combos and the feel of transitioning into normal attacks or [Pummel] after dashing.
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Fixed an issue where the unenhanced [Pummel] would incorrectly trigger skill tear effects upon hitting an enemy on the third aerial hit.
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Fixed an issue in Phase 6 stages where [Shadow Dance] clones would incorrectly track destructible objects; [Shadow Dance] can now normally track and hit [Take-Mikazuchi]'s head.
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Fixed an issue where the hidden effect of [Electron Flow] ([Sweep] and [Sweep(Air)]) failed to maintain full invincibility during casting while possessing a shield.
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Fixed an issue where landing from a diagonal downward dash would abnormally cancel dodge invincibility frames.
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Fixed abnormal MP recovery mechanics during jump cancels.
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Fixed an issue where ICEY's clones could not properly lock onto [Take-Mikazuchi]'s head.
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Fixed an issue where hitting an enemy with aerial [Sweep] would fail to trigger the bounce action if the fall height was too high.
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Fixed an issue preventing smooth transitions from aerial dashes to jumps.
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Fixed an issue where casting [Brutal Blade] after a double jump and inputting further skill commands would incorrectly cast the unenhanced [Pummel].
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Fixed an issue where skill derivations following a grounded enhanced [Skewer] failed to receive enhancement effects.
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Fixed an issue where normal attacks could not be used after casting an aerial [Surge] and transitioning into a dash.
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Fixed an issue where the character could still be hit by enemy throws despite successfully triggering a block during [Neutralize].
Mai Natsume
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Fixed an issue where the first hit of the aerial normal attack did not properly receive the [Moon Blossom] damage buff.
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Fixed an issue where [Floral Blizzard Blossom] could not be cast when connecting skills from a Down+Dash at specific heights; this action can now connect to [Moon Blossom] earlier.
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Optimized the control logic for aerial [Floral Blizzard Blossom], allowing an earlier transition to the Special button [Moon Blossom].
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Adjusted the damage composition of [Sylvan Hurricane Assault].
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Adjusted the pursuit control logic for [Sylvan Hurricane Assault]: it now requires inputting the Special button before the Normal Attack button to cast.
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Optimized the hidden effect detection of [Sylvan Hurricane Assault]; an early transition to [Moon Blossom] no longer strictly requires a successful pursuit.
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Optimized the casting logic for the Special button [Moon Blossom]; it can now be cast directly without directional inputs.
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Added an option in Character Settings to "Disable Spear Throw on Dash Hold."
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Fixed missing dodge frames for a short duration when immediately following a dash with [Sanzashi].
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Fixed missing dodge frames for a short duration after landing from an aerial dash transitioning into [Floral Blizzard Blossom].
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Fixed an issue where an aerial dash might not connect to a jump after a single upward jump.
Hakumen
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Fixed an issue where connecting a normal attack after [Shiden] under specific circumstances would cause incorrect combo count calculations.
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Increased the interrupt priority of Hakumen's jump actions over certain normal attacks.
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Fixed an issue where the Super Armor damage reduction from
did not properly apply to [Kokuujin: Shippu]. -
Optimized the damage immunity mechanics for [Renka]: after gaining the immunity effect, it will now be maintained throughout the falling period of an aerial Down+Normal Attack.
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Reworked the animation for Hakumen entering the [Overload] state.
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Adjusted the normal attack combo counts when connecting after [Kokuujin: Shippu] and a successful [Yanagi] grab.
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Fixed an issue where the character could not turn normally when connecting to other moves after landing from a downward normal attack.
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Fixed an issue where taking damage while in a damage immunity state failed to trigger the on-hit SP recovery effect.
Λ-No.11-
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Optimized the input feel for [Legacy Edge], and the character now gains damage immunity while charging.
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Optimized the mechanics of [Sword Summoner EX], allowing its final hit to recover MP.
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Enhanced the mobility of [Exiga Nail] and [Corsair Sabre], upgrading their dodge effects to Invincible Dodge status.
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Optimized skill chain mechanics: casting [Corsair Sabre] and [Act Parcer Tri: Cavalier] in the air will now reset the aerial normal attack count.
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Fixed an issue where the 2nd and 3rd dash segments could not be used to cancel move recovery after connecting an aerial skill to a normal attack.
Ragna
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Optimized move connections: releasing the Down directional key and inputting a skill before landing from an aerial Down+Normal Attack will now directly cast [Gauntlet Hades].
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Reduced the startup frames for connecting [Inferno Divider] to an aerial [Carnage Scissors].
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Fixed an issue where Down+Dash could not be input during dash attacks and [Blood Scythe].
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New Hidden Effect: The character gains a dodge detection state during the startup frames of a dash attack.
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Adjusted the control logic for dash attacks: holding the dash key will no longer trigger continuous dash attacks.
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Reduced the hitstop effect on the character when [Blood Scythe] hits an enemy.
Jin Kisaragi
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Adjusted the invincibility mechanics of the [Time Freeze] Talent: changed from Invincibility to Damage Immunity. The invincibility effects during generic knockdown recoveries and mid-air recoveries have also been synchronized to Damage Immunity.
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Fixed an issue where residual invincibility from a successful block failed to clear properly when switching moves.
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Fixed an issue where the exclusive block visual effect was missing for the [Hirensou] move after acquiring the "Draw Sword Block" Potential.
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New Mechanic: Successfully blocking will now grant an additional damage boost.
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Optimized the control feel of connecting a jump from the 2nd hit of the aerial normal attack.
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Optimized pursuit mechanics: after hitting an enemy with certain moves, casting the 1st hit of grounded enhanced normal attack or the 2nd hit of aerial enhanced normal attack within a short time will trigger a pursuit effect, granting Damage Immunity for the duration.
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Added Character Customization: Players can now freely choose to disable "Freeze/Slow" effects (excluding specific moves).
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Optimized the performance and hit detection of the SP Skill [Rengoku Hyouya].
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Adjusted the command input for [Musou Senshouzan] to "Up/Down + Dash".
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Optimized sheath state retention logic: holding the directional key to enter a running state after a grounded [Musou Senshouzan [Extend]] will no longer cancel the sheathed state.
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Added "Sheath Enhanced" branch versions for [Musou Senshouzan [Extend]], [Musou Tosshougeki [Break]], and dash attacks. The sheathed version of [Musou Senshouzan [Extend]] can now trigger a ground bounce effect.
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Optimized the animation for [Musou Tosshougeki [Break]]: reduced total action time, and adjusted fall speed and sheathing timing.
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Optimized the hitboxes for all dash-type moves, increasing the success rate of dodges and blocks, and reducing the probability of being hit by undodgeable attacks.
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Optimized move connections for all [Hyouten Danka] variants, allowing faster transition to jump commands after casting.
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Fixed an issue where an aerial "Normal Attack + Skill" could not smoothly transition into ground skills.
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Fixed an issue where the 2nd hit of [Touga Hyoujin] could not connect to [Hiyoku Getsumei].
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Increased the damage multipliers when connecting an Issen from [Sekkajin [Ki]] / [Sekkajin], and when inputting a skill during a grounded [Kokuujin: Yukikaze].
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Reduced the command startup for connecting an Issen from [Sekkajin [Ki]]. [Kokuujin: Yukikaze] can now cast active Issen faster, and transition into jumps or dashes more swiftly after an Issen.
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Optimized the chaining logic for [Fubuki] and [Sekkajin] within normal attack combos, allowing for freer integration.
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Fixed an issue where a sheath-enhanced Issen would fail to hit targets at point-blank range.
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Fixed hit detection offsets for sword aura visuals during dash attacks.
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Fixed an issue where enemy freeze duration was insufficient when casting prolonged SP skills at max SP.
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Fixed an issue where enemies would abnormally launch vertically if Jin used continuous freezing attacks after hitting them with Naoto Kurogane's Legacy Skill 1.
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New Hidden Effects for Jin Kisaragi:
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Successfully executing a Draw Sword Block resets available mid-air jumps and dashes.
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A Draw Sword Block recovers MP/SP; doing so from a sheathed state significantly increases the recovery amount.
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A successful [Kokuujin: Yukikaze] block recovers SP.
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Casting Special or "Normal Attack + Skill" while sheathed recovers MP; executing a Draw Sword Block simultaneously grants extra MP.
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Casting [Hyouten Danka] by any means recovers MP.
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Hitting Frozen/Slowed enemies grants extra MP recovery.
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Jumping or dashing while sheathed retains the sheathed state and grants corresponding enhanced derivations.
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Consecutive hits from [Hiyoku Getsumei] on the same enemy no longer trigger damage decay.
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Holding the input while dashing seamlessly connects to [Fubuki]/[Sekkajin].
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When dashing at the exact moment of sheathing and maintaining the hold input: pressing Normal Attack while releasing the Left/Right directional keys casts a Sheath Enhanced Normal Attack; pressing Normal Attack while holding the Left/Right directional keys casts a Sheath Enhanced Dash Attack.
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Es
- Fixed an issue where the attack animation for [Type:Slasher "Galahad"] would abnormally interrupt under certain conditions.
Bullet
- Fixed an issue where quickly pressing Normal Attack or Down+Jump after an aerial dash would abnormally trigger a downward dash.
Naoto Kurogane
- Adjusted the mechanics for "Universal Enhancement 3," adding a damage decay mechanism upon consecutive triggers.
Taokaka
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Fixed an issue where overlapping visual effects of ground electrical skills caused screen overexposure.
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Fixed several known input/control anomalies.
Hibiki
- Fixed a series of anomalies triggered by extreme inputs.
Noel
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Fixed an issue where immediately connecting an aerial [Overload] after a dash could incorrectly derive a dash detection.
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Fixed an issue where transitioning to different directions or segments of normal attacks shortly after an aerial [Overload] would only release the first segment of the aerial normal attack.
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Optimized the connection feel of aerial normal attacks and uppercuts; dashing into a normal attack and releasing the button now smoothly casts the second segment of the aerial normal attack.
Other Fixes
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Removed poorly placed aerial and platform traps that severely hindered combat fluidity in certain stage scenes.
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Optimized the Covenant & Cost system: removed negative costs that caused a poor experience, and added/optimized several positive Covenant effects.
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Refined the UI presentation of the Black Market Tactics system: unified the icons and effect names of
options to match Black Market Covenants. -
Enhanced collection feedback in the Tactics Tree: players can now visually distinguish unlocked Tactics during combat.
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Enhanced visual feedback and stage prompts when the clear reward is [Exchange Points], [Max HP], or [Max MP].
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Optimized the visibility of [Reki]'s Phase 2 arena, allowing players to clearly identify her position and current action.
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Optimized the Infinite Shop interaction before the final Vanguard in Mind Training: attempting to buy "Remove Negative Effect" when lacking any will now trigger an un-purchasable prompt.
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Optimized the UI for the room selection in [Extreme Difficulty]; the "Double Rewards" indicator for regular combat spaces is now more prominent.
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Fixed an issue preventing the unlocking of specific achievements, restoring their acquisition methods.
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Fixed an issue in the [Sweeper] stage where model collisions on the elevator could trap the character beneath the scene geometry.
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Fixed an issue where visual effects on the character would abnormally loop during stage transitions.
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Fixed an issue where humanoid Vanguard enemies could bypass standard recovery animations and forcefully trigger attacks while knocked down.
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Optimized the hit visual feedback for [BFW-3000] and regular monsters, and completely fixed an issue where [BFW-3000] would lock its HP and become unkillable in certain states.
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Optimized the visual effects when using [Compound No. 5].
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Fixed an issue where [Observer] could be juggled infinitely to death due to abnormal juggle hitboxes.
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