AB
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Moves/MechanicsDetails
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Official patch notes:https://www.arcsystemworks.jp/uniclr/img/uniclr_103_en.pdf
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--UNICLR VERSION 1.03--
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DashDash startup is still 6F, but initial dash speed improved
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FFVacuum bug fixed; now pulls opponents behind Phonon in front of her properly
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jBVertical and horizontal hitbox increased
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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
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6FFStartup reduced (13F -> 11F)
Recovery reduced by 6F, frame advantage on block improved accordingly (-9 -> -3)
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6FF-CNow special cancellable on all hits, and normal cancellable on the final hit
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j22XNormal cancel window widened
Damage increased
j22A damage proration improved
j22B untech proration is harsher, so it's harder to combo afterwards
Vulnerable hurtbox reduced.
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5BBRecovery reduced, frame advantage on block improved accordingly (-15 -> -10)
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2CStartup reverted to [ST] (12F -> 11F)
Recovery very slightly reduced, frame advantage on block improved accordingly (-11 -> -10)
Reverted change to horizontal hitbox
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j.ARecovery reduced. j.A j.C now possible in one jump again. j.A j.[C] still can't be done.
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j.[C]Floats Phonon less when performed from a grounded assault
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2AVertical hitbox slightly increased at tip
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---UNICLR VERSION 1.00--
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DashDash startup increased (4F -> 6F).
Dash speed/acceleration after startup seem to be the same. (Phonon still has the same runspeed as Eltnum)
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2A1 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.
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5AVertical hitbox increased
In [ST] it only reached as high as her shoulder, but it now goes above her head
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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
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2C1 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
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5CDamage of the second hit decreased (1177dmg -> 1071dmg when both hits connect)
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j.ARecovery 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
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j.BVertical hitbox slightly increased
Instant Assault j.B -> 2A no longer combos on characters with a low crouch (possibly more due to 2A than jB)
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j.2[B]Frame advantage significantly reduced on block.
No longer plus on shield unless used very low to the ground
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j.4BNow 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
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4BDamage proration increased; when used in a combo, moves performed afterwards are scaled more harshly
Visuals changed, but hitbox remains the same
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22A/B/CCan now be performed in the air.
Air version does less damage, but recovery can be cancelled into air normals on block/hit.
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j.236A/BFrame 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.
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623ADive property attack invincibility increased (5F start -> 1F start)
Head property invuln remains the same
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214XXDamage 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
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214CAnimation 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
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6FFNew 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.
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66B/66CCooler particle effects.
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5FFNo 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
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j2BCancel properties changed
Unclear what effect this actually has, if any
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2BReduced vertical hitbox.
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623CPhonon 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)
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