Nightjar Firebomb's VFX has been slightly changed. (A side effect is that combat arts are quicker to queue in air) This will allow for quicker mid-air punishes but it will also punish players who mash L1 in reaction to a mid-air punish. Player's L1 frames after stomping an enemy has been allowed earlier. Brown Ape now aggros when Headless Ape screams. Blazing Bull grapple won't fail anymore. Grappling twice after a bullet reflect is now fixed. Axe's R1 follow-up has faster L1 frames for defense. L1 frames after punches are quicker to queue. Dragon Flash now has a faster R1 queue and has been changed. Whirlwind slash's R1 follow-up has been changed. This technique is not going to be necessary for a majority of the game. You can tell if the timing is perfect with a gust of wind around Sekiro appearing. Sekiro is able to R1 and be able to perform an empowered prosthetic and combat art directly afterwards with even faster speed. Sekiro is able to R1 faster shortly after this. Pressing R1 at the perfect time given by a glint/sound on his sword will give Sekiro additional options. Added sour-timed R1 strike if player inputs too late. All RC states will have parry, R1, and dodge frames for the entirety of the animation. All Variants of "Quickdraw" combat arts such as Shadowrush, Ichimonji, and Dragon Flash have new custom VFX when queued. Praying Strikes is nearly instant if queued after RC. Mortal Draw is now quicker if queued after RC. Axe VFX and sounds are changed when queued after a Recoil Counter. Ashina Cross and One Mind is now quicker if queued directly after a Recoil Counter. The Axe prosthetic is now quicker if queued directly after a Recoil Counter. Removed high pitched deflect sound from blocked variant. Blocked variants will make the player break guard. Note 2: Most enemies will not be optimized for this type of interaction yet! Gyoubu will most likely armor through most attacks for example. Note: This new move does not store early queued inputs! You need to make Sekiro starts to guard before pressing attack (L1 -> R1) or else Sekiro will perform the normal grapple attack. From these changes, the player has many more options after grappling. After this roll, the player may input any usual mid-air input such as a prosthetic or a combat art. After grappling, the player may input an "L1 + R1" to perform a mid-air "roll". Removed Recoil Counter issue with Corrupted Monk. Optimized AI files thanks to thefifthmatt. Armored Warrior no longer goes into Phase 2 without red eyes. Removed invisible random invisible barriers in front of Ashina Castle. Added additional Recoil Counter opportunities. Changed AI to not have double-dive grabs. Setting him on fire will force him to blow up all of his bombs. Delayed explosion from deathblows so the player can consistently escape. Fixed rare cases where Gyoubu will have a vanilla moveset. Made Mikiri way more lenient so the player has a higher chance of not taking damage right before a Mikiri. Removed buggy sweep that occurs randomly in P2. Removed P1 melee thrust (Supposed to be in P2). Enemies are much less aggressive when in groups. Defeating Genichiro gives Sekiro XP and sen. Tutorial Samurai changed to fit Recoil Counter tutorial. Lone Shadow Long Swordsman now appears in the well as soon as the Player gains Kusabimaru. Added Shinobi Hunter for optional rewards. Eliminating enemy encounters may grant rewards. Added Hirata Refugees in the tore down houses. Added many new items scattered around the region. (Rally Samurai, Hirata Refugee, Basic Samurais) Executing the commander makes several surrounding Ashina troopers flee in terror. Buffs include 25% vitality and damage boosts. New visual look by in terms of stats compared to 7 Spears. Deflecting grants immense posture damage. Taro Troopers' (Bat variant) tantrum attack no longer has an unavoidable sweep, now tracks. Added new animation for various item usage. Added new unique animation for reflecting projectiles. Sekiro's Ichimonji has a slower R1 follow-up. Hirata variants have a unique color pallet and cloth. Comes with different hairstyles, varying accessories, and kimonos. Fencers (Blue-Robed Enemies in Ashina Castle) now have Hirata and Ashina variants. These will depend on the tier of the variant of the samurai. "Ashina Diversity" Visual Rework by MikiriCounter
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