RurouniLoneWolf Posted January 14, 2015 Posted January 14, 2015 Compiling Rise's 2.0 changes here. If you see or hear about any additional changes after the game releases tomorrow, post them here and I'll update the OP! Footage of Rise's official 2.0 changes Buttface's Translation of Rise's 2.0 Changes Xie's Translation of 2.0 Changes Normals, System Mechanics and misc. Certain Persona Attacks Persona is now invincible when appearing until active frames (All C Attacks, All versions of Rock You!, All versions of Platinum Disc) Standing AA Decreased startup time Standing AAA Can be normal canceled into All Out Atack or Sweep Increased attack level Crouching B Decreased startup time Is now head attribute invincible until before the attack frames of the 2nd hit Can no longer accidentally be normal canceled before the second hit is about connect Standing C / Crouching C Decreased blockstun on blocking opponents Crouching C Can be normal canceled into Standing D and Crouching D on hit All D Attacks Attack does not disappear if Rise’s Persona is hit Standing D / Crouching D Reduced total recovery Jumping A Decreased attack level Jumping B Decreased total attack hitbox area Jumping 2B On airhit, hits twice even if low to the ground All Out Attack Becomes invincible sooner, invincible lasts until just before the attack’s active frames Reduced recovery time Ground Throw Decreased hitstun on counter hit Reflect Bit Removed Fatal Recovery state Skills Rock You! (All Versions) Changed music note locations for B and SB Versions (Holding the B button down places the notes where they used to be) A Rock You! Increased recovery time B Rock You! Decreased blowback on hit, does not launch the opponent as far away Rock You! (Music Note) When broken, the attack hitbox now moves with it Broken music notes are now more likely to break other music notes No Touching! (All Versions) Now pushes back farther away when blocked Increased music note breaking window on A and SB versions, now breaks music notes easier SB No Touching! Decreased startup time, now moves faster Decreased recovery time Platinum Disc (All Versions) Increased reach on C and D versions C Platinum Disc Decreased total recovery time D Platinum Disc Increased number of hits Tetrakarn/Makarakarn Decreased total recovery time C version is strike invincible, D version is projectile invincible, SB version is invincible to everything except throws SB Arrow Rain During Analyze, will cause Paralyze SP Skills Hysterical Slap (All Versions) Decreased recovery on hit Will combo into One More Burst after the last hit Does not freeze the timer on hit A Hysterical Slap Adjusted blowback, will overlap with musical notes when done as part of the Auto Combo Risette Field (All Versions) Increased cooldown time between uses Risette: Live on Stage (All Versions) Increased start up time Added Fatal Recovery state On hit, can no longer Time Up during the animation Increased difficulty on SB version, shortened animation length
Balguna Posted January 14, 2015 Posted January 14, 2015 It doesn't say that j.B has been changed to a mid like the loketest, so it looks like mix-ups are still in. The Persona invincibility on 2C and the attack still coming out on her Ds are good, and no more Fatal Recovery on DP is fantastic. Shame about the DDR nerf but it was always fairly gimmicky outside of S.Rise anyway.
MegaBlues Posted January 14, 2015 Posted January 14, 2015 DDR combos existed. But might not now. I hope the startup hasn't been increased too much.
maso Posted January 14, 2015 Posted January 14, 2015 J.B being a mid or not pretty much decides if she becomes a sub or not for me. Here's hoping. I do hope she still has a use for DDR though.
QSpec Posted January 15, 2015 Posted January 15, 2015 Sounds like it isn't a mid so much as it is a less aggressive hitbox... still useful, but less all-purpose? Depending on a few things, it sounds like a net buff. More threat from D which is already pretty awesome, and a legit reason to be afraid of scanned state sound amazing.
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