A | B | |
---|---|---|
1 | Moves/Mechanics | Details |
2 | Official patch notes: | https://www.arcsystemworks.jp/uniclr/img/uniclr_103_en.pdf |
3 | --UNICLR VERSION 1.03-- | |
4 | Dash | Dash startup is still 6F, but initial dash speed improved |
5 | FF | Vacuum bug fixed; now pulls opponents behind Phonon in front of her properly |
6 | jB | Vertical and horizontal hitbox increased |
7 | j.3[C] | New move added; j[C] variant that gives more horizontal momentum but floats less. Only works off of a backjump or neutral jump, doesn't work on assault or forward jump |
8 | 6FF | Startup reduced (13F -> 11F) Recovery reduced by 6F, frame advantage on block improved accordingly (-9 -> -3) |
9 | 6FF-C | Now special cancellable on all hits, and normal cancellable on the final hit |
10 | j22X | Normal cancel window widened Damage increased j22A damage proration improved j22B untech proration is harsher, so it's harder to combo afterwards Vulnerable hurtbox reduced. |
11 | 5BB | Recovery reduced, frame advantage on block improved accordingly (-15 -> -10) |
12 | 2C | Startup reverted to [ST] (12F -> 11F) Recovery very slightly reduced, frame advantage on block improved accordingly (-11 -> -10) Reverted change to horizontal hitbox |
13 | j.A | Recovery reduced. j.A j.C now possible in one jump again. j.A j.[C] still can't be done. |
14 | j.[C] | Floats Phonon less when performed from a grounded assault |
15 | 2A | Vertical hitbox slightly increased at tip |
16 | ---UNICLR VERSION 1.00-- | |
17 | Dash | Dash startup increased (4F -> 6F). Dash speed/acceleration after startup seem to be the same. (Phonon still has the same runspeed as Eltnum) |
18 | 2A | 1 frame added to startup (5F -> 6F) Total duration increases accordingly (20F -> 21F) Rebeats using 2A are now more negative (-3/-5 -> -4/-6) Hitbox slightly reduced, mostly vertically. |
19 | 5A | Vertical hitbox increased In [ST] it only reached as high as her shoulder, but it now goes above her head |
20 | 5BB (Second attack only) | Recovery greatly increased (19F -> 29F) Frame advantage on block decreased accordingly (-5 -> -15). Rebeat data on block is the same. Stagger window is the same |
21 | 2C | 1 frame added to startup (11F -> 12F) Recovery increased (21F -> 26F) Frame advantage on block decreased (-7 -> -11) Stagger window improved (mostly because all those new recovery frames are stagger cancellable) Horizontal and vertical hitboxes slightly reduced |
22 | 5C | Damage of the second hit decreased (1177dmg -> 1071dmg when both hits connect) |
23 | j.A | Recovery significantly increased on whiff (8F -> ??F) Recovery increased to the point where it is no longer possible to do j.A j.C in a single jump |
24 | j.B | Vertical hitbox slightly increased Instant Assault j.B -> 2A no longer combos on characters with a low crouch (possibly more due to 2A than jB) |
25 | j.2[B] | Frame advantage significantly reduced on block. No longer plus on shield unless used very low to the ground |
26 | j.4B | Now crosses up in both corners when used with enough forward momentum. Previously it would only cross up in the Player 2 side corner Crossup timing changed slightly, though |
27 | 4B | Damage proration increased; when used in a combo, moves performed afterwards are scaled more harshly Visuals changed, but hitbox remains the same |
28 | 22A/B/C | Can now be performed in the air. Air version does less damage, but recovery can be cancelled into air normals on block/hit. |
29 | j.236A/B | Frame advantage on block reduced significantly. +6 -> 0 for point-blank TK j.236B +4 -> +1 for 66B j.236A Fireballs are still + if spaced Air Fireballs can now be cancelled into j.22X for a short window after the fireball is thrown, or on hit/block Vulnerable hurtbox slightly reduced. |
30 | 623A | Dive property attack invincibility increased (5F start -> 1F start) Head property invuln remains the same |
31 | 214XX | Damage standardised: A and B rekka now do the same damage as starters Damage slightly increased overall (1378/1395 -> 1403) The first hit is stronger, but the second and third hits are weaker; slightly decreases damage as an ender in some circumstances Deals more damage when used as a combo starter with CS/22C (~3.7k -> 3.9K). 214BB now has head invuln/dive invuln on second stage of rekka 214A hitbox bigger |
32 | 214C | Animation shorter on whiff/block (5 swings -> 3 swings) Frame advantage changed (-24 -> -9) No longer kills until final hit, but can be CSed before that |
33 | 6FF | New move added for cl-r Has three followups, A is a normal-cancelling vacuum mid similar to 5[C], B is a very fast but minus overhead, and C is, uh, a move that you can do. |
34 | 66B/66C | Cooler particle effects. |
35 | 5FF | No longer teleports opponents in front of Phonon when the back hit connects Back hitbox smaller (?) FF -> 22A no longer autocorrects for opponents behind Phonon Opponents will fall out of the final hit if they are behind Phonon |
36 | j2B | Cancel properties changed Unclear what effect this actually has, if any |
37 | 2B | Reduced vertical hitbox. |
38 | 623C | Phonon now has CH state for total duration of recovery Previously she was only in CH state for about 11 frames after the opponent leaves blockstun (the move is -19) |
39 | ||
40 | ||
41 | ||
42 | ||
43 | ||
44 | ||
45 | ||
46 | ||
47 | ||
48 | ||
49 | ||
50 | ||
51 | ||
52 | ||
53 | ||
54 | ||
55 | ||
56 | ||
57 | ||
58 | ||
59 | ||
60 | ||
61 | ||
62 | ||
63 | ||
64 | ||
65 | ||
66 | ||
67 | ||
68 | ||
69 | ||
70 | ||
71 | ||
72 | ||
73 | ||
74 | ||
75 | ||
76 | ||
77 | ||
78 | ||
79 | ||
80 | ||
81 | ||
82 | ||
83 | ||
84 | ||
85 | ||
86 | ||
87 | ||
88 | ||
89 | ||
90 | ||
91 | ||
92 | ||
93 | ||
94 | ||
95 | ||
96 | ||
97 | ||
98 | ||
99 | ||
100 |